Tuesday, December 20, 2016

Art Woes

The 'Bastards draft is chugging along. I may or may not meet my year-end deadline, but progress is being made at least. As the days tick by and I get the systems bolted nicely into place, I start to worry about other issues. Writing a game, as it turns out, is only one part of making a game.

We're going to have to deal with the kickstarter thing, sooner rather than later. We've waited too long to wrap all this up as it is. We have a date in mind to begin once we've gotten feedback on this draft. The problem, of course, is that we need art. It was an inevitable issue, but one that presents me with sort of a catch-22. To really get off the ground with a kickstarter, you need good art to sell it -- but our primary reason for doing a kickstarter is to get an art budget.

If you've been around my blog long enough, you've no doubt seen some of my own artwork. I know I'm decent at it, but I also know I'm not good enough to meet the task at hand. Not in any substantial way, in any case.

Further complicating matters, I'm not entirely sure how to start the shopping-for-art process.  I sent out a couple notes on Deviantart, but that's about the depth of my experience with the subject.

This post was mostly just my musing on the subject, but if anyone wants to toss me any advice, offer their services and quote a price, (or ESPECIALLY if you want to contribute art) feel free to leave a comment, hit me up on G+ or otherwise get in touch.


Saturday, December 10, 2016

'Bastards 0.2

If you lurk around our forums, you may have already heard: Band of Bastards is currently in the middle of a substantial overhaul. I thought it was appropriate to make some kind of a statement about what we're doing and why.

We've done this a few times before, though most were before we were ever under as much scrutiny. 'Bastards was (fittingly) the illegitimate child of the Trosfans forums, in their project to produce a new, unofficial, and revised edition of The Riddle of Steel after Driftwood went dark. This burst of creative impulse ultimately gave birth to Blade of the Iron Throne as well, which we still look at as a sibling for that reason. Like most siblings, though, we wound up going very separate directions.

The first iteration of the game was exactly what it set out to be - a TROS update, with all the bells and whistles. We had something like 60 maneuvers, 150+ weapons (most of which had more than one stat-line), and a whole mess of very exacting specifications for everything we touched. After the initial creative rush of cobbling together every optional rule from all of the TROS books and somehow making them more-or-less work together, we realized that this was a beast so ungainly that it would be a nightmare to run, let alone teach a new player.

Back to the drawing board.

The next iteration of the game would become what we promoted as Song of Steel. At the time, our focus was still on historical fiction -- a position we leaned into all the harder with Blade selling itself by contrast as a Swords and Sorcery game. It's a funny thing that siblings do. Bernard Cornwell had a prominent place on our bookshelf, along with a great deal of non-fiction that we picked up on swords and swordsmanship (including the book with a very similar title). This is about the time when we started pestering people like Nikolas Lloyd, Roland Warzecha, and Matt Easton for insights, which they all graciously provided.

This was the iteration when we really came into our own. Systems were scrapped, new bits invented, unnecessary bits stripped away. Our ranged combat and skirmish systems date back to this iteration (both of which were Higgin's contributions, amusingly enough. Thank him. He was very insistent on ranged combat being awesome).

Then came Song of Swords. What were the odds of another game being developed by another indie-dev team based on the same original game with a nearly identical  name? We discussed the thing with them - their hands were tied. The name was chosen by their fans. They were polite about the thing and even complimentary. At least one of them had been a fan of our work. It's always nice to be noticed.

Restriction breeds creativity. We were already competing for attention in the same sub-niche of a sub-niche of an already niche hobby, so we were left with the options of either sharing an initialism with who was arguably our closest competitor or redefine ourselves. We chose the latter.

One day, I'll shake Jimmy Rome's hand. Rebranding seemed like a setback at the time, but in the process, we had the license to re-evaluate everything we had chosen to do up to that point. Everything got cleaned up and polished, had the rough edges smoothed out. A lot of the stuff we had been so insistent in trying to replicate in exacting detail simply got dropped or abstracted. 'Bastards began to really hone in on what it wanted to be, which was a game about ambition and conflicts of the moral, physical, and bloody variety. In a strange way, despite being the furthest mechanically from its forebear, it may have been the closest in essence to what TROS wanted to be about.

This latest revision is a continuation of the iterative saga this game has undergone. The purpose of a beta test is to get feedback and have room to make adjustments. Between some of the cracks that have shown themselves at the fringes of our own play, and some of the feedback we've gotten on the forums, we're finding places where things could be better, tighter, or conversely need to be loosened up and made less rigid.

Higgins and I have both grown a lot as both players and designers since we started this project back in (dear God, really?) 2011. The last couple years, in particular, have been spent in a kind of ongoing game design boot camp. One of the driving forces in the revision is that certain areas of the game reflect designs that were either inherited from TROS once upon a time, or products of our early attempts to fix the products of those inherited parts. We can do better, and we're going to.

The end goal is to make a game that I will be inspired to play again. In slaughtering some of the sacred cows we've held on to in search of better design, of cleaning the clutter that we've amassed, we hope to create the kind of game that we're going to want to play and run for years to come. I want to be so again impassioned by this project that we have the energy and drive to see it through to the full vision we had for it. We hope that in making ourselves passionate about the thing, in cleaning up and overhauling the design of the thing, we'll make you passionate about it as well.