“Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain.”
― Sun Tzu,
As of late, we’ve been focusing mainly on combat. Asides from roleplaying of the characters combat is really what “happens” in most RPGs, whether dueling other players to learn your weapons or attacking adversaries to benefit your station. Having a variety of weapons at the players’ disposal to choose from is as much a part of their character as having optional races, backgrounds, clothing, etc. The problem? Balancing all of the weapons so that no one weapon type or weapon style completely steamrolls the others, rendering them completely useless, while keeping some base of the reality of the weapons intact.
That being said, we’ve been spending a lot of time going over weapon types (magic, ballistics, melee) and weapon styles (dual wield vs. single wield, great weapons vs. small weapons) trying to keep them true to themselves as well as being functional in the game to our players and GMs. We’ve had some good ideas, some not so good ideas, and we definitely have some things we’re still testing and rethinking, but the good thing is that we’re much happier with the way things are headed currently than we were with how the weapons were performing previously!
Another thing we’ve been working on is concept art and art styles for the game books themselves. We are lucky to have a few amazing friends/ playtesters that are artistically inclined and willing to help us out! In figuring out what exactly we’re looking for as far as art goes, we’ve been going through and editing the game books as we go along because we might as well kill two birds with one stone!
All in all, we thank you for your patience as we try our best to make the Genesis System, Dead House: Watchers of the Night, Darkstar, and Project: Utopia the best they can be! Game on!