Forums!
We have forums now. They’re quiet, but if you want to ask questions about our games, our development, or anything of the sort, they’re here: Transneptune Forums.
We have forums now. They’re quiet, but if you want to ask questions about our games, our development, or anything of the sort, they’re here: Transneptune Forums.
I’ve been continuing to work on Et in Arcadia Ego, my Regency-magicians game. The current issue is how the magic in the game should work. For magic to be weird and a bit wild, it has to strain the boundaries of something very important to a story-game: cause and effect.
We’ve been talking a bit about games without GMs, particularly as we work up Lucid for the con. (Quick teaser: it’s an RPG about lucid dreaming. We think.) In so doing, it’s exposed an interesting point. The idea of what a “game master” is depends on the system you’re playing. Adversary? Guide? Prompt? All plausible […]
I’ve brought up the unease with which I view things like The Big Model before, but I don’t think I’ve ever really explained why the whole mess gives me hives. Ironically, I haven’t had the words to express what my problem with it is succinctly. Now that we’re out of the woods with editing Becoming Heroes, I […]
We’ve already sold two copies! I’m very excited. It’s like framing our first dollar and putting it up on the wall of our restaurant. If you’ve bought a copy, be sure to get in touch so that we can send you a PDF copy. Thanks, and we hope you like it.
Great news! We finalized our print layout and are ready to accept orders for Becoming Heroes. You can pick it up here. We’re still working on the PDF/digital formats—we’re hoping to create a full-size and tablet version, and should have them soon. This is the culmination of a year of work for us and we’re […]
You’ve gotta do more than one thing. It really helps feed your brain. In my case, I’m a linguistics doctoral student. Right now, I’m taking classes at the LSA 2011 Summer Institute, which happens to be in Boulder this year. One of the classes I’m taking is about working with endangered languages, and particularly about […]
Some games have what I call “grabby”. That special something that makes you feel, viscerally, the desire to play them. For me, Dogs in the Vineyard has it. World of Darkness had it. It didn’t have it when I read it, but after playing it, Apocalypse World has it in spades. And I’m beginning to […]
We at Transneptune Games have recently discovered that we are pretentious. This came to light while we were editing our game Becoming Heroes (which is the final title of In a Dragon-Guarded Land). One fine editor was kind enough to point out that our in-text language was a little on the pretentious side. At first we were […]
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