Saturday, October 25, 2014

Avatar World Version 1.6 Release


Kill Bill is great! Rap and hip-hop rarely resonate like this with me. You could only call him nerdcore in the most indirect sense. It's just chill enough for me...

So Avatar World!
Did you know? The original post introducing Avatar World was released 2 years ago as of the 14th of October. Here's hoping we can call it final before it turns 3!
This new version is largely based around some smaller changes. The most significant changes are a re-writing of Earthbending as well as a couple moves on the Earthbender. The new changes definitely eases some old tension with the original, though it is untested so far. Other changes include another pass over the sub-playbooks to clarify some stuff, and a full editing/spellchecking pass, so let me know if you ferret out any more. I also changed Armor to Fortune and tried to adjust the language to adapt to that change, but I might have missed something. The motivation behind this change is the use of the resource to negate mental or social Tags - Armor really only made sense for physical ones.
One style thing I've been debating is whether to unify the capitalization of the bending types - sometimes I capitalize, sometimes I don't. I think I'll be going through and making all references to the actual moves and playbooks capital and the more simple character descriptors lowercase.

So, I was thinking maybe if my Monsterhearts game ended soon I'd suggest a long-form AvW as the next thing, but that won't be ending anytime soon by the looks of it (and I don't want it to, just watch my twitter and you'll see how much I love and am enraptured the game). I can't really handle both for logistics reasons (the play crowd is in Olympia and I can only visit 1/week cuz of gas costs, and also I have no time), so if anyone else is either participating in or will soon be in a long-form Avatar World game please tell me! I need to know how the game holds up over several sessions. Or, more accurately, I need to see how the improvements stack up, how MC plots work over several sessions, what the Training moves look like in action, and how well the sub-playbooks work.

Latest Version (v1.6) Download:

CLICK HERE TO DOWNLOAD THE GAME AS A ZIPPED ARCHIVE

CLICK HERE TO DOWNLOAD THE GAME'S FILES INDIVIDUALLY

I don't know when the next draft will come up. I hope to have at least a 2-session experience with it by then, if not a full four to five. I'm now open to feedback and suggestions of all sorts: mechanics, art, writing, layout, etc. Suggestions for what I need to include, or what needs to be explained better, are greatly desired. One thing I intend to put in is a short but illustrative Example of Play bit. What else would you like to see in the book?

As for other projects? With this release I'm sliding Avatar World to the side to focus on a couple others. 
I'm developing a v2.0 for Superlite Heroes, hopefully to fit it on a single front of a page just like its inspiration game Lasers & Feelings and like it was originally intended to be, while also expanding the GM section to indicate a more immediate rhythm of play. This is my mechanics project.
I'm currently laying out Learning Pixel Art and discovering all sorts of fun incompatibilites between InDesign and GIMP and pixel art. Getting the images to come out as crisp as they need to be for pixel art is proving to be a challenge, and getting the colors right with the CMYK-biased InDesign and the RGB-exclusive GIMP is disastrous. This is my layout project.
With Avatar World moving aside, The Shining Void is coming forward as my writing project again, as that's the majority of what it needs.

Secret potential NaNoWriMo project? Uh, still secret, and still only potential. I know, I know, I don't have much time to decide.


Oh, and I haven't seen Korra Season 3 yet, let alone 4, so please don't spoil it for me.

End Recording,
Ego.

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