In a slow tale spanning the last four months, the IndieGameStand site (one of the places we sold Ossuary) closed parts down for maintenance, then went down completely for maintenance, and then its domain name stopped working entirely. Somewhere in there, its SSL certificate expired as well. The twitter account is silent and all of the preview images for their articles are broken, giving it the look of a column of blank gravestones....
We find live-action roleplaying (or LARP) the most fun when the rules work to support interesting characters and dramatic interactions. We designed Rosette Dramatic LARP to allow for this with simple rules that adapt to any sort of storyline or character action. This results in play experiences that showcase the players' creativity and flexible cooperation without disproportionately focusing on combat or any other aspect of storytelling.
To show how this works in practice, here's a summary of a recent plot done via the Rosette LARP rules. Everything in this story was guided by the game's conflict system to keep things flowing dramatically....
As we finish up our remastering of "(I Fell in Love With) The Majesty of Colors," we've settled on our list of enhancements we're making in this version. Beyond making the game work on modern devices, here are the major changes you'll get when you purchase the ...
We're releasing Rosette LARP on a variety of marketplaces:
- DriveThruRPG as an ebook and paperback
- Itch.io as an ebook
- Amazon as an ebook and paperback
But why those stores?
We've never released a full roleplaying sourcebook before, although "Awaiting the End" (a one-page, single-session tabletop RPG) is ...!-->
Our upcoming remastered release, "(I Fell in Love With) The Majesty of Colors)", has a long history already. Here are a few links chronicling interesting events in the game's life!
The Majesty of Colors Released! - This is the original release post for the game, made in December 2008. I ...
We just finished working through the initial large set of edits on Rosette LARP, and wow, it was an intense process—it took about 18 person-hours to work through. Our copyeditor ("B") was delightfully methodical and caught some interesting things.
B noted several places where the meaning of some ...
One of the things that's struck us over the last few years of being in indie game dev is how very few teams seem to be using rigorous methods for running their business. (Or, if they are, they aren't talking much about it.) We've attended some great talks at conferences by Finji and watched videos like Simon Roth's "Killing the 'Lucky Indie' myth: How to build a sustainable microstudio", but beyond that the most consistent opinion we've seen is "Make strategies based on data."
Problem is: where is that data?...
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