Not gonna lie, I wanted to make an ETG post quick to get the taste of the last post out of my mouth. I certainly don’t regret anything I said, as such, but let me say this: having at-all controversial opinions and a crippling anxiety disorder is a really tough combination to live with. Hell, having an anxiety disorder doesn’t pair especially well with having principles, period. I’m eager to get back to discussing games I actually like, and of course that includes the ones that I invented myself.
So, SPLINTER. Our Surprising Things Kickstarter has been live for about a week now. It will be a full week tomorrow. So far we’re about 30% funded with about three weeks to go. That’s not terrible by any means but of course I’m already worried we won’t make it: see again, anxiety disorder making life more difficult than it should be.
This also has to do with the fact that this KS is very much necessarily our litmus test for the future of the SPLINTER game line going forward. If this KS funds, obviously SPLINTER has enough public interest to support in full. If it doesn’t, that would be a clear indicator that SPLINTER is just too niche and weird a project for the adventure games market. So the stakes are scary high. If you’re reading this and you haven’t backed and/or put in your 20 hours on social media pestering all your friends to back, please help me out and do so. (To those of you who’ve already given, the vast majority of you have given AMAZINGLY generously, so thank you all so, so much!)
Some exciting news, though, in the field of…actual news. I’m happy to report that our KS has been featured on the frontpages of Tabletop Gaming News (TGN) and Roleplayers Chronicle. That’s super groovy and hopefully it will bring us to a larger audience.
When we hit the 50% funding mark, I’m going to reveal some of our stretch goals which I’m pretty stoked about. This isn’t quite a preview, but it verges on one.
So the SPLINTER Core Rulebook is the very first product End Transmission Games ever published (not the first game I designed by a long shot, though, as both Phantasm and Psionics are older than it by five years or more, but that’s neither here nor there). Anyway, as our oldest product SPLINTER is obviously the one I most wish I could go back and change, since I’ve learned so much about this game design business since its release.
Mostly, this is a production values thing. Mikaela has grown by such leaps and bounds as a layout artist that the difference in visible production quality between SPLINTER (her very first layout project) and Psionics is obviously a difference of several orders of magnitude. Likewise, some of the art that we included in SPLINTER is not up to our current standards (although don’t get me wrong, some of it is just as great as anything in Psionics: I really dig black and white art in general.).
But there are also some things in SPLINTER’s rules that I’d like to change. Traditionally, this is why roleplaying games have second (and third and fourth and sixth) editions. It’s too early for a new edition of SPLINTER, though, by every conceivable metric. For one, it simply hasn’t been enough years. For another, we haven’t sold anywhere near enough copies to justify launching a new edition as any kind of sound financial decision. Finally and most importantly, we haven’t received nearly enough actual play feedback to have a truly informed perspective on the issues with the rules that would be needed to make the targeted changes for a new edition.
When it comes to the SPLINTER rules, I’m fairly happy with the rules governing gameplay in the Splinter itself (both the core dice pool mechanic and its particular interactions). But the “real world” rules for “playing your Player” Earthside use a primitive primordial ancestor of the DicePunk System that I’m not entirely proud of. I’d love to upgrade the Earthside rules to use the DicePunk System proper (at the Realistic/Literary Campaign Power Level), since it’s better than its prototypical ancestor in pretty much every way. This would have the added benefit of making our roster of supported coherent games that much more coherent. We’d be supporting DicePunk, Singularity, and Splinter which as one game with two systems would be DicePunk/other, as opposed to not-quite-DicePunk/other, which is even sloppier and more confusing. Fans of DicePunk games like Psionics could logically have their attention drawn to Splinter, and vice versa. Finally, since EarthSide stats influence Avatar stats, using the modern incarnation of the DicePunk system for Splinter’s Earthside play would improve upon that two-systems-in-one-game interaction.
A chance to overhaul the SPLINTER core rules would give me an opportunity for lots of other little tweaks too–while writing this, for instance, I noticed that many of the SP awards in the Subscriber Point Reward table on page 59 are a bit low for my tastes–but I’m not looking to make any major changes to the core “in-the-Splinter” gameplay. Except for the massive influx of new content that’s the entire point of the Surprising Things project.
So, at this point I’ve basically come around to revealing that our first stretch goal will be some kind of overhaul of the SPLINTER core rulebook. Which is an idea that really excites me, so here’s hoping.