The1True
8, 8, I forget what is for
Post Mortem might be a slightly misleading title since it's shambling along in a state of undeath, but I'm here to talk about the explosive birth, short life and surprisingly long death of our collaborative work as a forensic study in what went wrong, what went right and what we were left with in the end.
My intent when I got this going two years ago, was to engage in an educational process and document it for anyone interested. There had already been discussions on this forum about it being pointless to seek gold or glory but I love working with people and synthesizing content from a cloud of ideas and it seemed like a cool way to give back to the community with lessons drawn from our successes and failures.
Anyway, there was a lot of initial enthusiasm as can be seen in the shear number of sub-threads opened up under the Community WorldBuilding heading. Some great ideas were bandied about and things started to take shape. When we started, I thought we'd be putting together a basic, medieval, European environment but there was a strong push towards the weird and we ended up with enough ideas that the conversation was moved to another site.
I'm still not sure why we did that. There was lively conversation here and sure, people were taking the idea in multiple directions but I don't think we were inordinately cluttering up the forum with our posts and there was space in our shared world to accommodate the variety of different visions. The move may have been the result of organizational competition, but that is pure speculation.
Over at GTC the world took shape. @Grützi came up with a home town in the form of a bandit settlement built in a giant insect carcass, @DangerousPuhson developed a faction of scheming merchants and industrialists, @Commodore gave us the mystic Glass Grippli, Ice gave us the high-altitude Andean desert and Macchu Picchu ideas, I wrote up a hex crawl for the region. There was more from others including @Malrex , @Beoric and Slick and I apologize for any overlooked contributions!
This is getting long and maybe I'll expand with other posts where necessary, but to shorten the story; The more our world solidified the more people disappeared from the project. There was never any butting of heads, so if people were feeling left out, ignored or unhappy with the direction things were going, I never heard about it. There was definitely some push and pull at the administrative level on how to organize the project but it didn't seam acrimonious. In any case; I'm an animator and game artist. This isn't my first failed proposal/demo. People love to come together and bandy about ideas but it takes a titanic application of will on the part of the participants and some kind of epic directorial charisma to get a project off the ground. Ours seemed to have the former at least, but looking back, it seems more and more like it was just me trying to nail things down and tie together concepts into concrete final work. My family was moving between continents at the time and I was unable to do my job and had a ton of time on my hands for writing. I wonder now if one person taking it upon himself to tie all the loose strings together might have driven people away.
It was down to just myself, DP and Grutzi last year when I suggested we pick a small area of our map, detail all the hexes and then string them together in a point crawl as a proof of concept. DP had given us some factions to work with, Grutzi had come up with a home base and an innovative dynamic encounter system and I had the larger hex crawl to draw on. It seemed super simple. As I started to work on a crawl called the Bulls Run, a new design contest came up here and, frustrated with how things were dragging (and realizing I was going to have to go back to my day job soon), I joined the contest to force myself under a deadline.
The result was Irradiated Paradox of the Volatile Skies, a sandbox with an optional storyline. I tried to incorporate as much as possible of the many good ideas we'd come up with at GTC hoping people would see their stuff in a finished product and get inspired. I was pretty happy with the result anyway and got some great criticism which I look forward to applying to a big revision of the text which, combined with some artwork from my buddy Sketchy should make it ready for print.
In the meantime I started messing around more and more with my old 3D software, tinkering with mapping techniques and three dimensional encounter spaces. The result was a series of mini-dungeons and boss battles for the Bulls Run pointcrawl. And that's where I am now, limping along on my own. I'm not looking for sympathy, I'm having a great time grinding away at this thing, but after that, the project is dead. My teammates left some great stuff unfinished. Grutzi's encounter system deserves to see the light of day and invites discussion from greater minds than mine. With his permission I'd love to present it here... DP mapped out 6 levels of a gorgeous megadungeon, I'm not sure how far along the keying is. In the next couple of posts I'm going to post the separate points on my pointcrawl in hopes of receiving comments and criticism before I format and package them for publication. And then that's it I guess. What a blast it's been! I remember seeing the name of this forum and thinking 'Hell YEAH! We are going to get some kickass design up in this bitch!' I've met some very cool people and jammed some imaginative concepts and scenarios and I can't wait to do it again!
My intent when I got this going two years ago, was to engage in an educational process and document it for anyone interested. There had already been discussions on this forum about it being pointless to seek gold or glory but I love working with people and synthesizing content from a cloud of ideas and it seemed like a cool way to give back to the community with lessons drawn from our successes and failures.
Anyway, there was a lot of initial enthusiasm as can be seen in the shear number of sub-threads opened up under the Community WorldBuilding heading. Some great ideas were bandied about and things started to take shape. When we started, I thought we'd be putting together a basic, medieval, European environment but there was a strong push towards the weird and we ended up with enough ideas that the conversation was moved to another site.
I'm still not sure why we did that. There was lively conversation here and sure, people were taking the idea in multiple directions but I don't think we were inordinately cluttering up the forum with our posts and there was space in our shared world to accommodate the variety of different visions. The move may have been the result of organizational competition, but that is pure speculation.
Over at GTC the world took shape. @Grützi came up with a home town in the form of a bandit settlement built in a giant insect carcass, @DangerousPuhson developed a faction of scheming merchants and industrialists, @Commodore gave us the mystic Glass Grippli, Ice gave us the high-altitude Andean desert and Macchu Picchu ideas, I wrote up a hex crawl for the region. There was more from others including @Malrex , @Beoric and Slick and I apologize for any overlooked contributions!
This is getting long and maybe I'll expand with other posts where necessary, but to shorten the story; The more our world solidified the more people disappeared from the project. There was never any butting of heads, so if people were feeling left out, ignored or unhappy with the direction things were going, I never heard about it. There was definitely some push and pull at the administrative level on how to organize the project but it didn't seam acrimonious. In any case; I'm an animator and game artist. This isn't my first failed proposal/demo. People love to come together and bandy about ideas but it takes a titanic application of will on the part of the participants and some kind of epic directorial charisma to get a project off the ground. Ours seemed to have the former at least, but looking back, it seems more and more like it was just me trying to nail things down and tie together concepts into concrete final work. My family was moving between continents at the time and I was unable to do my job and had a ton of time on my hands for writing. I wonder now if one person taking it upon himself to tie all the loose strings together might have driven people away.
It was down to just myself, DP and Grutzi last year when I suggested we pick a small area of our map, detail all the hexes and then string them together in a point crawl as a proof of concept. DP had given us some factions to work with, Grutzi had come up with a home base and an innovative dynamic encounter system and I had the larger hex crawl to draw on. It seemed super simple. As I started to work on a crawl called the Bulls Run, a new design contest came up here and, frustrated with how things were dragging (and realizing I was going to have to go back to my day job soon), I joined the contest to force myself under a deadline.
The result was Irradiated Paradox of the Volatile Skies, a sandbox with an optional storyline. I tried to incorporate as much as possible of the many good ideas we'd come up with at GTC hoping people would see their stuff in a finished product and get inspired. I was pretty happy with the result anyway and got some great criticism which I look forward to applying to a big revision of the text which, combined with some artwork from my buddy Sketchy should make it ready for print.
In the meantime I started messing around more and more with my old 3D software, tinkering with mapping techniques and three dimensional encounter spaces. The result was a series of mini-dungeons and boss battles for the Bulls Run pointcrawl. And that's where I am now, limping along on my own. I'm not looking for sympathy, I'm having a great time grinding away at this thing, but after that, the project is dead. My teammates left some great stuff unfinished. Grutzi's encounter system deserves to see the light of day and invites discussion from greater minds than mine. With his permission I'd love to present it here... DP mapped out 6 levels of a gorgeous megadungeon, I'm not sure how far along the keying is. In the next couple of posts I'm going to post the separate points on my pointcrawl in hopes of receiving comments and criticism before I format and package them for publication. And then that's it I guess. What a blast it's been! I remember seeing the name of this forum and thinking 'Hell YEAH! We are going to get some kickass design up in this bitch!' I've met some very cool people and jammed some imaginative concepts and scenarios and I can't wait to do it again!
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