Gallant Knight Games announcement!

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Alan Bahr, and Gallant Knight Games are proud to announce the first expansion title in their Tiny Frontiers line: Tiny Frontiers: Mecha and Monsters! 

Tiny Frontiers: Mecha and Monsters continues the trend of minimalist RPGs in the science fiction realm, but with a total focus on Kaiju and Mecha stories and playstyles. A stand-alone expansion, no complicated tables, no convoluted purchasing rules, just pure unadulterated giant robot and giant monster fun!

As part of this project, Gallant Knight Games is hosting an “open call” for writers to write unique “micro-settings” for this project. Micro-settings are small 1,500 word settings, designed to be high-level and inspire Game Masters and players alike! This will be a paying gig, and these micro-settings will be published inside this expansion book

To apply, simply go to this link: Open Call, fill out the information and Gallant Knight Games will be in touch!

We’re excited and look forward to working on this with everyone!

 

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First Playtest: Candlelight

5826e2492b9de503630986c7f5df09fcSo, tonight marked the first playtest of Candlelight.

I haven’t talked about it much, but Candlelight (working title!), is a project I’m developing for down the road.

It uses some pretty unique ideas I’ve been stewing on for a while (the first attempt at this game was several years ago), and I tried to deliver those in a uniquely cool storytelling package designed to tell a different sort of story than the one most players are used to.

I’ve been sort of fleshing out the setting, and discussing possibilities with a possible co-writer, but nothings really moving forward, so that’s different.

This was an alpha test: the literal first session of the mechanics. I assembled a new playtesting team for this game, one that has never tried to play in a game I designed from the group up.

First thoughts, go!

  1. No dice mechanic was a success. I was concerned it wouldn’t be intuitive but it seemed to catch on really fast, and my alternate resolution system worked wonders.
  2. Simple classes and abilities worked. This was a nice success. The “classes” or “archetypes” worked wonderfully and got players right into the theme, while allowing them to feel different.
  3. The Dread Track mechanic worked wonders. I liked it, and I think it landed exactly at the right tempo.
  4. The resource management mechanics I’d worked in seemed good, but there were some scaling issues, so when I have time (ie. not working on Tiny Galaxies or Planet Mercenary), I’ll have to go back and re-math those.

Overall, I’d call it a 7 out of 10. The player side mechanics feel good. I need to work on the GM side mechanics/setting building mechanics. I have some ideas I’m really wanting to implement there, and I need to work out what those look like.