yesterday's tomorrow

Steampower games

Andrew Kenrick's picture

I thought it worth briefly detailing a little bit about Steampower Publishing and our games, as they'll be cropping up in discussion and blog all over the place.

Dead of Night is our first complete game, and is a pocket-sized game of campfire horror.

Six Bullets for Vengeance is a game of revenge and revelation, telling the story of a single protagonist's quest for vengeance in reverse from bitter end to twisted beginning.

Growing Pains was one of the winners in the Reversed Engineer challenge over at Story Games. It's based on a character sheet designed by fellow Collective member, Joe Prince, and is about teenage angst and superpowers. I describe it as Buffy meets Power Rangers, via Cthulhu.

Steampower Publishing design diary

Andrew Kenrick's picture

I've started up a new blog, where I'll be posting the design diaries for my various projects, starting with the Yesterday's Tomorrow design diary.

You can get at it by clicking on blogs up at the top of the screen or by clicking here.

Also, because of the wonderful way this web 2.0 site works, if you click on a Yesterday's Tomorrow or Steampower Publishing tag anywhere on this site, you'll see every post or blog entry with that tag anywhere on the site.

[Yesterday's Tomorrow] Interrogation as character creation part 2

I've posted the same thread up on the Forge if you want to take a gander. Some good feedback posted there (as here). Here's my latest thought, which arose out of that thread. It's a long way from refinement, and is still very much at the "what if" stage.

What I'm thinking is having 4 stats, each on their own axis - logic, intuition, subtlety, strength. They each represent a different direction of personality. Then you'd have each question able to be answered with one of those in mind, and so each time a question is answered the interrogator notes down which way the character is leaning. At the end of the interrogation he sees which direction(s) the character was leaning in and assigns stats accordingly.

[Yesterday's Tomorrow] Interrogation as character creation part 1

After a hiatus of 2 years I've finally gone back to Yesterday's Tomorrow, my game of a nuclear-powered, dystopian alternate now inspired by 1984, Brave New World, Children of Men et al. Although much of the setting has remained the same, I've ended up junking most (or all?) of the rules, to be replaced with my new ideas.

Character creation used to be a case of picking a number of adjectives to describe your personality, mind and physique (so academic, weak and unhinged), each of which had a stat bonus or penalty associated with it. The idea was to end up with not only a series of attributes, but also a ready-made description.