This time with editing from Grey - it looks a lot better than the last one 😅
Monday, 10 April 2023
Sunday, 27 November 2022
Another stream!
I did a second stream, this time for Adversary Creation. Once the game is out properly, I'll clean these two entries up and post them to this blog.
Sunday, 6 February 2022
New Year's Greeting
Monday, 11 October 2021
Cutting Room Floor
Monday, 31 May 2021
Small Update
Once again a few months pass and while we continue to work on things, a lot of them don't make for very good blog updates. Still, I can share some of the cool layout/art stuff Grey has sent me in the meantime.
We're making steady progress and I can't wait to post some more substantial updates!Also in case you missed it, I was on a podcast!
https://anchor.fm/bastionland/episodes/Rule-of-Three---Reynaldo-Madrian-etsme8/a-a53mksv
Well worth listening to if you can stand my rambling.
Monday, 22 March 2021
Bellzuub!
The Unshaped are a dangerous threat, primordial beings with no defined body, they instead manifest as clusters of ideas that can take on a variety of forms at will. Their disregard for anything but their own personal goals and amusements make them very hard to reason with, to boot!
Sunday, 19 April 2020
Brief Update
| More proof we should all be grateful Grey is working on the main project |
Friday, 10 January 2020
Wireframing page layouts
I ask myself a few questions to work out user stories (usage scenarios) which inform the page layout:
Who is looking at the page and why?
E.g. The GM... because the group have just stumbled on a Skelemaster! They need to know how to run that encounter?
What information is the user (GM) looking for?
1. What is a Skelemaster in a nut-shell?
2. How does the Skelemaster react to the group?
3. How do you 'roleplay' them?
4. How do you they interact with the combat/negotiation/game mechanics?
5. How does this or that ability work?
6. What do they find on the body?
What is the best way to communicate this information quickly?
What is the best way to arrange the content to address the above needs?
What do they need to know first?
What is the best visualisation of the data?
Once I'm confident about with how players will interact with the page I've been using wireframes!
A quick way to iterate layout ideas and validate if the information structure is practical/efficient.
The end result will produce a template, which can occasional result in some structural editing (chopping and changing) for a smoother experience at the table.
Wednesday, 6 February 2019
McByrde-Thomas Projection
Prolly stick with iscoheadron net
Tuesday, 5 February 2019
Icosahedro-map
Regions could fit into a triangular face, then isolated and explained in subsequent chapters.
You would go on trian-crawls!
Saturday, 2 February 2019
Dodeca-map!
Please ignore labels and geography (just there for conceptual purposes)
How about presenting the world map as a dodecahedron net?
Saturday, 19 January 2019
Outer World Map iteration and annotation
Version 1: Contextual
Like the full page-ness here, would be impactful on page flip.
Version 2: Look up tableThink this gives clearer segmentation of the 3 core surface regions
Have put the regions corresponding areas/landmasses directly underneath the map, so you can look straight down to find the names of the notable areas.
Friday, 29 June 2018
Strike Points for Colossi
Each part of a giant adversary has it's own Heart Total and must be specifically targeted, this is called a Strike Point.
Destroying a body part removes a monster ability.
Moving from part to part is subject to same rules as moving through a regular Battlefield Area.
URARANI
The forgotten crystal beast
Creatures from the 1st Aeon do not follow the rules of other eras. They run the gamut from messengers with gossamer wings to killing machines made of unbreakable glass. Most have been destroyed or withered away in a reality they find suffocating, but others have found ways to remain.
Urarani is an enormous, arachnid creature made of murky chitin. It was once part of an Unshaped’s tale but abandoned when it was deemed unappealing by its creator. Its appearances in the Outer World almost always include a rampage of some kind, so it is fortunate that it remains a rare sight.
I am looking forward to Rey's Monsterhunter/Shadow of the Colossus inspired adventure/monster book!
Rey's original concept...
Visual summaries
The aim for these diagrams is to jog a GM's memory and avoid the need to 'lean in' during play, and present players a quick high level understanding of key concepts and possibilities.
Saturday, 2 June 2018
Flow chart concept
Blue boxed indicate roll is required.
Green paths = positive/affirmative outcome.
Red paths = negative outcome.
Further enhancements might include: links/reference to relevant rules, illustration, clearer segregation of components/stages.
The Damage and Injury Table
The Injury/Damage table is one of the few exceptions.
In combat, if you are reduced to zero hearts, you roll and injury. Subsequent hits incur additional Injury rolls but with a different result spread (leaning towards more severe outcomes)
Anyway, being indulgent with the design.
Tuesday, 15 May 2018
Overland Travel Rules. Communicating ideas
I am investigating 2 formats (in raw form here)
A linear check list.
A process flow.
The checklist is boring but easy to follow.
The flow chart is visually interesting but intimidating (but an interesting exercise!)
Thinking I'll add more visual appeal to the checklist or simplify the flow chart.
Friday, 13 October 2017
Cover time (again)
Older explorations Cover 1 + Cover 2 + Cover 3
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Workings... (brick work still too scruffy!)































