Technoir is now on DriveThruRPG and RPGNow!

If you didn’t have a chance to pick up Technoir through the Kickstarter, you can now find the PDF available at DriveThruRPG and RPGNow!

Technoir PDF now available

First things first. The print edition of the game won’t be ready in time for Gen Con Indy as I had been hoping for. Here’s what happened: over the course of the beta testing and the Kickstarter, the page count for the book grew by about 60 pages. This meant a higher per unit cost to have the book printed in color through a Print on Demand printer. That would have led to a higher cover price (for everyone buying the book post-Kickstarter). Plus, I would have had to rush to finish the book and rush through the proofing process—this could have led to several errors and a substandard book.

Thankfully, due the funds raised through the Kickstarter campaign and the sheer numbers of supporters who purchased the print edition of Technoir, I can have the book printed by an offset printer. This means keeping the unit price low enough to stick to the $25 cover price. And while it means it’s going to take longer to print than I originally expected (we’re looking at September now at the earliest), it also means I can take the time to make sure that every error I find (with the help of some amazing proofreaders) is corrected and the full-color art appears exactly as it should on the page. Read more »

Technoir Beta Rev Final

I’ve been very fortunate to have a lot of feedback on the Technoir Beta over the last month or so. Your comments and concerns have given me a lot to work with in shaping this little game into something stronger (and, by page count, bigger). I’ve just posted a new version of the beta with what is likely going to be close to the final text of the game. Please look it over and let me know what you think. I’m curious to hear if it addresses issues you may have had with the previous versions. If you get a chance to playtest it over the next week or so, I’d love to get your feedback.


Technoir Beta – 813KB

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Technoir Art Preview

Here a couple pieces of art I’ve been working on for Technoir that are almost complete. These are two of the full page pieces that will introduces the chapters. Enjoy. Read more »

A note on Technoir’s cover art

In the process of the production of Technoir a certain artistic style has been developed for the interior art and it has led to an unfortunate situation in which the cover art I had already commissioned is no longer consistent with the rest of the book.

Because I’ve been using the art by Malcolm McClinton here, on Kickstarter, and elsewhere to promote the book, I wanted to let you know about this decision as soon as possible. To be clear, I’m still extremely happy with Malcolm’s talented work and have no regrets about commissioning it. It’s helped me to conceptualize the atmosphere of the game.

But for me, having a consistent vision throughout the book is important and so I’m designing a new cover that fits this new style.

I know many of you were likely drawn to this game by Malcolm’s art and perhaps even backed the project largely because of it. I am considering printing a short run of an alternate version of the book with Malcolm’s cover. So, if it’s important to you, please let me know if that is something you would want.

Thank you.

 

Talking Technoir

I don’t have time for much of a blog post today, but it did want to point out a few places where Technoir is being discussed elsewhere on the internet. I might have mentioned a couple of these on twitter, but haven’t done so yet on the blog.

First off, Michael Wolf interviewed me last week on the Stargazer’s World blog. We talked about how I got into game design and some of the unique components of Technoir.

Second, the crew from Actual People, Actual Play discussed their playtest of Technoir on their latest episode of their podcast. This was a great source of feedback for me. I hope you enjoy it as well.

Finally, some playtesters have been providing their feedback publicly in a couple of threads at Story Games: [Technoir] A couple issues and [Technoir] 2nd session playtest. The resulting discussion has been amazing for me to reveal some issues in how the game is being communicated and help crystalize for me what I need to make explicit in my next revision of the rules. If you want to see into the guts of how the game is responding to playtest feedback, it’s all happening in that thread.

As always, if you’re talking about Technoir (or Chronica Feudalis for that matter) on your blog, podcast, or a forum somewhere, I’d be happy to hear about, weigh-in if it’s appropriate, and/or link to it from here.

Jeremy’s Guide to Writing Transmissions

So a lot of people have been talking on twitter, forums, and blogs about writing their own transmissions for Technoir. This is amazing. This is exactly what I was hoping for. I want to help you as much as I can to do this. …and do this well. …so you will do it more. So I decided to write a brief guide explaining my process as I’ve written the Twin Cities and Los Angeles transmissions.

Exposition

Write three paragraphs about your city. One is about its unique take on technology, one is about the environment in the region, and the third is about its society—especially given the influences of technology and environment. Think of what themes you want to address with your transmission and talk about them here. This is the most wordy you get to be in the entire document, so enjoy that freedom while you can.

The Nodes

You’re going to come up with 36 nodes. Six connections, six events, six factions, six locations, six objects, and six threats. Each one is going to have a short, one-line description. Don’t write so much that you explain what the node is—write just enough that the GM reading is inspired to define what the node is herself as she connects it to other nodes on her plot map. Read more »

Technoir Beta Rev 2

I just uploaded a new beta document to TechnoirRPG.com. It’s still the same game, mostly, but with a lot of work to clarify it and communicate it better. Thank you to everyone who has been submitting playtest reports. They are helping me tremendously to see what’s working and focus what can be made better.


Technoir Beta – 533KB

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Technoir Kickstarter

There is a lot of great forward momentum for Technoir right now. I’m in the process of an intense revision of the text before I hand it off to the editor—who I am happy to let you know is Will Hindmarch. New Transmissions are in the works by people who are not me! I had the pleasure of playtesting a new one last night that I’m super excited about. More details on that soon. I’ve also been brainstorming with my conspirators to nail down the look of Technoir when it is published—we’re talking art, graphical elements, and layout—and I can’t wait to see it realized. Finally, everyone who is playtesting so far is doing amazing work. I’m still looking for feedback, so if you get a chance to play the beta—all the files are available at TechnoirRPG.com—please email me with your comments and you and your group will get a free PDF copy of the game and credit in the book.

To help fund this process going forward, I’m launching a Kickstarter for Technoir. This gives us a chance to gauge your interest in the game, generate some excitement, and, yeah, generate some cash too. I want to make Technoir an amazing product to hold in your hands. I want a full-color book with a crisp layout, informative illustrations, and evocative images. And I want it to be reasonably priced. The Kickstarter can make that happen.


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Apocalypse World AP3

I’m happy to report that our third session of Apocalypse World is the best one yet. At least in terms of rules cohesion and smooth flow of play. I am internalizing the MC moves much better at this point—to the point that I can usually identify what move I make when I make it, but I don’t have to look at the MC trifold to prompt it. As such, snowballing went much better this session as well.

Here’s what went down:
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