This entry is part 2 of 2 in the series Survival of the Able Updates
Has it really been three years since the first (and only) Survival of the Able update?
A lot has happened in my personal life since then and progress on the game’s development slowed, but it hasn’t halted. In fact, the current draft of the manuscript has about 30,000 words and is nearing completion.
I plan on bringing a demo version of SotA to GenCon Indie this year, so I recently whipped up a spreadsheet to help me track my milestones and stay on top of how much time I have left to get everything completed. By my estimates, I have about two months to finish the manuscript so I can have something to share by August.
By setting a goal for myself, I finally took SotA off … Continue reading
This entry is part 1 of 2 in the series Survival of the Able Updates
Last month I launched a contest for Survival of the Able, and upcoming game I’ve been working on. Unfortunately the contest didn’t have any entries, but the character sheet was downloaded nearly two dozen times and I did receive a few pieces of feedback at least.
In the coming months I’ll talk more about the game and its design decisions. For now, here’s a brief overview.
Background and Goals
My primary goal for Survival of the Able is to give players an experience of what it’s like to have a disability. Most RPGs treat disabilities and drawbacks, hindrances, faults, etc. and assign them numerical penalties to ability checks–and that’s exactly what I wanted to avoid with this game. Being blind shouldn’t just be a -4 penalty to ranged attacks. Being … Continue reading