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| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the

THE VORPAL MIND

The actions and fate of the individual soldier means little in a battle where thousands of casualties occur with a single roll of the dice. The Command & Color series, however, has a scale that fluctuates considerably, depending on which battle you are attempting to recreate, from company to division level. BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

NOVEMBER | 2013

The game in play is a slower, more deliberative game that concentrates on the strategy of Football. This means that it is not only a more mental game that all ages can enjoy, like chess (as opposed to just those with fast-twitch muscles on a video game console), it is also an excellent tool for teaching newbies the fundamentals of football, the ins and outs of plays, positions and how they

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the

THE VORPAL MIND

The actions and fate of the individual soldier means little in a battle where thousands of casualties occur with a single roll of the dice. The Command & Color series, however, has a scale that fluctuates considerably, depending on which battle you are attempting to recreate, from company to division level. BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

NOVEMBER | 2013

The game in play is a slower, more deliberative game that concentrates on the strategy of Football. This means that it is not only a more mental game that all ages can enjoy, like chess (as opposed to just those with fast-twitch muscles on a video game console), it is also an excellent tool for teaching newbies the fundamentals of football, the ins and outs of plays, positions and how they

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

METALWORKS -

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

DONJONS & DRAGOONS

I’m currently typing up the next installment in my Game Aesthetics series, and I’m about half-way done with it, but in the meantime, I’ve also been working on the next revision of my Donjons & Dragoons project, and I thought I’d post up the completed character sheet for

v2.

GAME AESTHETICS: SIMPLICITY VS. COMPLEXITY Additionally, simplicity and complexity do not carry any inherent ‘good’ or ‘bad’ connotations, from a purely aesthetic perspective. Some people enjoy a quick, fun game of Phase 10, or the chaotic simplicity of a game like Fluxx, while others really dig the fiddly mechanics found in Twilight Imperium or Star Fleet Battles.It’s all subjective, but a subjectivity we can measure.

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

MARCH | 2017

Another common wargaming mechanic, which would also be familiar to the players of the time, is what is commonly referred to as the Six-to-Hit method: grab a number of D6’s equal to the number of men/the combat factor/number of shots/whatever, and roll them.For every die that scores a certain target number (sometimes fixed, sometimes contextual)

you gain 1 Success.

SEVENTIES SCI FI

The Ace: Treated as a 1 in most cases, but in certain games, Ace’s have special rules. Number Cards (2-8): Their value is based on their number. However, the card that represents the Harmonic Number of the School on which the Suit is based is considered a Trump. GAME AESTHETICS: INTERACTION VS. ISOLATION INTERACTION 3 – SECRET HITLER. Again, we are only going to give examples of the far ends of the scale and the middle, starting with a game at the far end of the Interaction scale: Secret Hitler. This is a game in the style of Werewolf, where one player is secretly the future fuhrer, and the rest are either fascists trying to put Herr Hitler STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand.

JULY | 2013

Behold the first pencil sketch from Jeff Laubenstein for Barbarians of Heavy Metal: the Patron Saint of Punk, The Rotten One (click for a larger image). It’s a WIP, but you can already see why Jeff was the only artist who could truly realize the bizarre world of the 31st

century.

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: SIMPLICITY VS. COMPLEXITY Additionally, simplicity and complexity do not carry any inherent ‘good’ or ‘bad’ connotations, from a purely aesthetic perspective. Some people enjoy a quick, fun game of Phase 10, or the chaotic simplicity of a game like Fluxx, while others really dig the fiddly mechanics found in Twilight Imperium or Star Fleet Battles.It’s all subjective, but a subjectivity we can measure. GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: SIMPLICITY VS. COMPLEXITY Additionally, simplicity and complexity do not carry any inherent ‘good’ or ‘bad’ connotations, from a purely aesthetic perspective. Some people enjoy a quick, fun game of Phase 10, or the chaotic simplicity of a game like Fluxx, while others really dig the fiddly mechanics found in Twilight Imperium or Star Fleet Battles.It’s all subjective, but a subjectivity we can measure. GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

TEACHING - JABBERWOCKY MEDIA Tactical (Adjective)of or relating to a maneuver or plan of action designed as an expedient toward gaining a desired end or temporary advantage. Strategic (Adjective). pertaining to, characterized by, or of the nature of strategy (1. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result)

METALWORKS -

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

THE VORPAL MIND

Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings.

NAPOLEONICS

After some noodling on the cultural aspects of the character from the last post, I’ve settled on the following characteristics,,, Émigré: Hanoverian Germans, American Loyalists and other exiles from countries allied against the UK, who are serving in the British army. Gain Advantage when fighting against their kinsmen who side against the British, and when scouting, spying, or navigating

DONJONS & DRAGOONS

I’m currently typing up the next installment in my Game Aesthetics series, and I’m about half-way done with it, but in the meantime, I’ve also been working on the next revision of my Donjons & Dragoons project, and I thought I’d post up the completed character sheet for

v2.

MARCH | 2015

The final deck for my demo set is complete: Rex Sweet, Nazarite Priest in his Juggernaut class 4RC-H4NG3L ‘Archangel.’ Along with this new deck, I’ve updated all the older ones as well, to take into account some slight rules tweaking and to include counters for Heat, Power, and Damage as well as Control Markers, so you can mark cards from your deck that are placed into other player’s STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand.

SEVENTIES SCI FI

The Ace: Treated as a 1 in most cases, but in certain games, Ace’s have special rules. Number Cards (2-8): Their value is based on their number. However, the card that represents the Harmonic Number of the School on which the Suit is based is considered a Trump.

BOHM

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside TEACHING - JABBERWOCKY MEDIA Tactical (Adjective)of or relating to a maneuver or plan of action designed as an expedient toward gaining a desired end or temporary advantage. Strategic (Adjective). pertaining to, characterized by, or of the nature of strategy (1. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result) GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside TEACHING - JABBERWOCKY MEDIA Tactical (Adjective)of or relating to a maneuver or plan of action designed as an expedient toward gaining a desired end or temporary advantage. Strategic (Adjective). pertaining to, characterized by, or of the nature of strategy (1. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result) GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. GAME AESTHETICS: AGENCY VS. LINEARITY Agency (Noun)9: the state of being in action or of exerting power; operation: Linearity (Noun)1: the property, quality, or state of being linear (relating to the characteristics of a work of art in which forms and rhythms are defined chiefly in terms of line.) As I mentioned in the introduction to this series, the only truly defining feature of games that STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

TEACHING - JABBERWOCKY MEDIA Tactical (Adjective)of or relating to a maneuver or plan of action designed as an expedient toward gaining a desired end or temporary advantage. Strategic (Adjective). pertaining to, characterized by, or of the nature of strategy (1. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result)

METALWORKS -

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

THE VORPAL MIND

Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings.

NAPOLEONICS

After some noodling on the cultural aspects of the character from the last post, I’ve settled on the following characteristics,,, Émigré: Hanoverian Germans, American Loyalists and other exiles from countries allied against the UK, who are serving in the British army. Gain Advantage when fighting against their kinsmen who side against the British, and when scouting, spying, or navigating

DONJONS & DRAGOONS

I’m currently typing up the next installment in my Game Aesthetics series, and I’m about half-way done with it, but in the meantime, I’ve also been working on the next revision of my Donjons & Dragoons project, and I thought I’d post up the completed character sheet for

v2.

MARCH | 2015

The final deck for my demo set is complete: Rex Sweet, Nazarite Priest in his Juggernaut class 4RC-H4NG3L ‘Archangel.’ Along with this new deck, I’ve updated all the older ones as well, to take into account some slight rules tweaking and to include counters for Heat, Power, and Damage as well as Control Markers, so you can mark cards from your deck that are placed into other player’s

SEVENTIES SCI FI

The Ace: Treated as a 1 in most cases, but in certain games, Ace’s have special rules. Number Cards (2-8): Their value is based on their number. However, the card that represents the Harmonic Number of the School on which the Suit is based is considered a Trump. STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand.

BOHM

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM GAME AESTHETICS: SIMPLICITY VS. COMPLEXITY Additionally, simplicity and complexity do not carry any inherent ‘good’ or ‘bad’ connotations, from a purely aesthetic perspective. Some people enjoy a quick, fun game of Phase 10, or the chaotic simplicity of a game like Fluxx, while others really dig the fiddly mechanics found in Twilight Imperium or Star Fleet Battles.It’s all subjective, but a subjectivity we can measure. STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. ART REFLECTS LIFE… IN THE METALSPHERE… The Ace: Treated as a 1 in most cases, but in certain games, Ace’s have special rules. Number Cards (2-8): Their value is based on their number. However, the card that represents the Harmonic Number of the School on which the Suit is based is considered a Trump. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

NOVEMBER | 2013

The game in play is a slower, more deliberative game that concentrates on the strategy of Football. This means that it is not only a more mental game that all ages can enjoy, like chess (as opposed to just those with fast-twitch muscles on a video game console), it is also an excellent tool for teaching newbies the fundamentals of football, the ins and outs of plays, positions and how they

| JABBERWOCKY MEDIA

A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the BARBARIANS OF THE AFTERMATH Barbarians of the Aftermath is a setting expansion for the Barbarians of Lemuria RPG, although fans of Post-Apocalyptic fiction will find a good deal that is useful for other systems as well.. With this book you can create any Post-Apocalyptic setting you can imagine; a realistic near future aftermath, a setting filled with all manner of science fantasy weirdness or anything in between, upside GAME AESTHETICS: INTRODUCTION…SEE MORE ON JABBERWOCKY-MEDIA.COM GAME AESTHETICS: SIMPLICITY VS. COMPLEXITY Additionally, simplicity and complexity do not carry any inherent ‘good’ or ‘bad’ connotations, from a purely aesthetic perspective. Some people enjoy a quick, fun game of Phase 10, or the chaotic simplicity of a game like Fluxx, while others really dig the fiddly mechanics found in Twilight Imperium or Star Fleet Battles.It’s all subjective, but a subjectivity we can measure. STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand. GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS STRATEGIC FOCUS 3: CHESS. It may seem strange that Chess hasn’t already popped up in one of these examples, but while it is a solid 3 in Mechanics, Simplicity, Determinacy, Player Interaction, and Player Skill, it is also the epitome of a game with a Strategic Focus. Every game of chess can be divided into three distinct phases: the Opening GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings. ART REFLECTS LIFE… IN THE METALSPHERE… The Ace: Treated as a 1 in most cases, but in certain games, Ace’s have special rules. Number Cards (2-8): Their value is based on their number. However, the card that represents the Harmonic Number of the School on which the Suit is based is considered a Trump. GAME AESTHETICS: DETERMINACY VS. INDETERMINACY 1: the quality or state of being indeterminate (1b: not known in advance). Again, I choose my definitions carefully, for there is a specific reason I selected these two words rather than use the much easier, but much more loaded terms, Luck and Skill. Determinacy, in game aesthetics terms, refers to the ability to determine a game’s

outcome

NOVEMBER | 2013

The game in play is a slower, more deliberative game that concentrates on the strategy of Football. This means that it is not only a more mental game that all ages can enjoy, like chess (as opposed to just those with fast-twitch muscles on a video game console), it is also an excellent tool for teaching newbies the fundamentals of football, the ins and outs of plays, positions and how they

NAPOLEONICS

After some noodling on the cultural aspects of the character from the last post, I’ve settled on the following characteristics,,, Émigré: Hanoverian Germans, American Loyalists and other exiles from countries allied against the UK, who are serving in the British army. Gain Advantage when fighting against their kinsmen who side against the British, and when scouting, spying, or navigating

DONJONS & DRAGOONS

I’m currently typing up the next installment in my Game Aesthetics series, and I’m about half-way done with it, but in the meantime, I’ve also been working on the next revision of my Donjons & Dragoons project, and I thought I’d post up the completed character sheet for

v2.

THE VORPAL MIND

Skill (Noun) 1. the ability, coming from one’s knowledge, practice, aptitude, etc., to do something well. 3. craft, trade, or job requiring manual dexterity or special training in which a person has competence and experience. In the case of Player Skill vs. Mechanical Skill, we have the same word, skill, but (as is common with the English language) two subtly different meanings.

MARCH | 2015

Deck production is speeding up as repetition means less original content to create with each new deck. The latest one inroduces our first female Rider, Lita Osbourne (patterned after Lita Ford and Natasha Kerensky), and a new, heavier class of Titan: the Juggernaut class SAB-V0LUM4 ‘Supernaught.’. Lita’s deck strategy is more about subterfuge and support than the previous two, making use

JEFF LAUBENSTEIN

Behold the first pencil sketch from Jeff Laubenstein for Barbarians of Heavy Metal: the Patron Saint of Punk, The Rotten One (click for a larger image). It’s a WIP, but you can already see why Jeff was the only artist who could truly realize the bizarre world of the 31st

century.

STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand.

PLAYTEST DOC V1

3. ROLL STANDINGS CLASS . Roll 3D6 on . Class Table 1: United Kingdom. CLASS TABLE UK1: UNITED KINGDOM 3D6 Class Notes 17-18 Nobility top notch edRoll on UK2A 14-16 Middle Class Roll on UK2B 3-13 Lower Class Roll on UK2C . Table UK1 Modifiers

JULY | 2013

Behold the first pencil sketch from Jeff Laubenstein for Barbarians of Heavy Metal: the Patron Saint of Punk, The Rotten One (click for a larger image). It’s a WIP, but you can already see why Jeff was the only artist who could truly realize the bizarre world of the 31st

century.

NOVEMBER | 2013

The game in play is a slower, more deliberative game that concentrates on the strategy of Football. This means that it is not only a more mental game that all ages can enjoy, like chess (as opposed to just those with fast-twitch muscles on a video game console), it is also an excellent tool for teaching newbies the fundamentals of football, the ins and outs of plays, positions and how they

JUNE | 2017

Free RPG Day is this weekend, Saturday the 17th, and Chris Ellis and I will be running Dungeon Crawl Classics and Mutant Crawl Classics at Doc’s Comics & Games in Frisco, Texas. So if you’re in the DFW area and want to adventure like it’s 1974, take a look at the

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STATE OF THE JABBERWOCK… Still trying to find a full time job 3 years after graduating with my MFA, so things have been slow on the gaming front, with little time to play, much less design, but here is the dirt on the projects at hand.

QUARTERBACK BLITZ

Now in it’s 9th revision, I have completely revised the game to use a smaller playing surface and simpler mechanics that still accurately represent professional football, but abstracted to speed up play considerably. The 1-1 field representation and UGO-IGO mechanics have been replaced by something that more closely resembles the chess match that is X vs.O in flow and visual components.

THE BOARD

The board is now split into irregular areas that reflect how the offense mentally identifies the field. This makes plays easier to design and also helps to reduce the number of movement

related skills.

The _Zone_ skill, for example is now unnecessary as the amount of segmentation decreases as one moves upfield, with board spaces becoming larger, allowing a Free Safety to cover the rear of the defense realistically.

THE PLAY SEQUENCE

Whereas before, I had each individual player taking an action during a turn, I have realized that the action in a play really can be divided into a sequence of three parts: 1. _The Line Action_, where interaction between the O and X lines determine the flow of the rest of the play; 2. _Running Routes_, where the rest of the Offense deploys to receive the ball and the defenders react to those deployments; and 3. _The Resolution_, in which the ball is released and the final results of the play are determined. This greatly speeds up play, as it is no longer necessary to fuss with all 22 players during a single play. The results of _1. The Line_ might end up with a sack or a running play, eliminating the necessity of dealing with steps 2 and 3. Similarly, the results of the line limits how many players the offense gets to deploy before they must pass the ball, and certain timing passes will force the ball to be thrown immediately, again, eliminating the need to waste time fiddling with non-active players. And Step 3. The Resolution, is now a simple roll off on a table to determine final yardage instead of the back and forth moving of miniatures until the ball carrier is brought down or reaches the end zone.

THE CARD

Building plays is now easier with a system of offensive and defensive cards that focus on particular parts of the play sequence and certain areas of the field. A coach’s hand will consist of a number of cards (7 on average) which can include a combination of Play cards (routes, defensive structures, etc. as seen on the right) and Action Cards (special events and skill usage). Rules for skills are now presented in a more usable format: Instead of having to memorize skill lists with tons of exceptions, all the info needed to play will be on the particular card used (both play and action). This makes the game easier and faster to play and allows for a smaller number of broader skills with a greater variety of uses. BARBARIANS OF HEAVY METAL: THE CARD GAME

This

is actually pretty close to done. In play-testing, the mechanics seem to work extremely well at recreating miniature wargaming with cards. I want to redo the armor rules and tighten up the mechanics for building Titans, to speed up play and reduce complexity a bit. Also, I’m considering how to simplify the card types to cut down on

clutter.

DONJONS & DRAGOONS

Just before finishing Bone Orchard, I went off table top RPGs and hung up my hat as a designer in that area. The customer base was too segmented and the profit to cost ratio was poor, but mostly, I just didn’t enjoy it anymore. It might have helped if there was a subject that really grabbed my attention and hadn’t been thoroughly explored yet, or if the RPG market was even slightly interested in any of my more outlandish and niche projects like BoHM. Flash forward 2 years and I’ve picked up an interest in the Georgian Era, and Napoleonics. After a lot of reading over the last year or so, I am inspired to do another RPG based on that period. This time the interest is an academic one, however. I want to make what I believe the first RPG would have looked like if I had been at the forefront of that design instead of Gygax and Arneson. What would it look like if I had created the first RPG, based on Napoleonic wargames instead of fantasy, and based on my particular design ethos and predilections? So I’m slowly, over time and in between working on other things, building an RPG based on the period, based on the 3 booklet structure of the original D&D game, but with rules of my own,which will be more heavily inspired by the refereed narrative of the _Braunstein_ games of David Wesley rather than the more mechanistic _Chainmail_ rules. It’s one part academic exercise, one part keeping my design skills sharp and one part trying to finish something less graphically and workload intensive than my other two projects. There is another motive: I am looking to create a video channel on games and game design and I think this would make an interesting subject for a ‘How To Write an RPG’ series of videos for that channel. But more on that later…. This entry was posted in News , The Vorpal Mind and tagged BoHM , Donjons & Dragoons

, Game Design

, Napoleonics

, Quarterback Blitz

, Titans

on March 15, 2017

by jabber

.

METALWORKS (3/25/15): MEET REX…

The

final deck for my demo set is complete: Rex Sweet, Nazarite Priest in his Juggernaut class 4RC-H4NG3L ‘Archangel.’ Along with this new deck, I’ve updated all the older ones as well, to take into account some slight rules tweaking and to include counters for Heat, Power, and Damage as well as Control Markers, so you can mark cards from your deck that are placed into other

player’s areas.

All that is left is to create the cards for creating the Tactical Display track and put the rules into a proper demo rulebook, although the latter might have to wait as I have a metric butt-tonne of cards and counters to assemble before tomorrow. Still, everything should be good to go for you to download the game and give it a whirl within the

week.

This entry was posted in News , The Vorpal Mind and tagged BoHM

, Design Diary

, Game Design

, Metalworks

, Titans

on March 25, 2015

by jabber

.

AUDIO ADVENTURE FOR SALE AT RPGNOW…

Leave a reply

_Dylan

Darby was born lucky. So lucky that he wins an all expenses paid trip on a luxury starliner in a contest he didn’t even enter. His lucky streak continues onboard, as he cleans out even the most seasoned card players with a stunning regularity that defies the odds. _ _But when the starliner stops dead in the middle of space, light years from the nearest habitable planet, and he is accused of murder and sabotage, it seems as though his luck has run out._ _In order to save the ship, its crew and passengers (not to mention his own skin), Dylan will have to unlock a talent he doesn’t even know he has. A talent that will change the universe as he knows it in ways he cannot possibly imagine…_ THE IMPROBABLE ADVENTURES OF DYLAN DARBY: GAMBLER’S CRUISE, a fully dramatized audio adventure, is now for sale over at RPGNow

.

This is a demo pilot for a possible Science Fantasy radio series that is being shopped around for national broadcast or a potential Kickstarter campaign to produce a full series of programs for future

sale.

It is both a tribute to, and an attempt to revive, the great 20th century American radio tradition that spawned the likes of The Shadow, X-Minus One and Lights Out, a tradition that is even more at home in the modern era of digital media. Total Running Time: 42 minutes and 53 seconds. This entry was posted in News and tagged Audio Adventures

, Seventies Sci

Fi , Void Hunters

on January 21, 2014

by jabber

.

FOR GLORY! PRINT & PLAY DEMO IS AVAILABLE…

Leave a reply

The Kickstarter for For Glory! has been moved back to February (my Thesis is just taking up way too much time for anything else at this point), but in the meantime, we’re making a Print & Play Demo available for download for those who would like to give it a try and all for the low low price of absolutely nothing at all. You can find

it here:

http://rpg.drivethrustuff.com/product/121861/FOR-GLORY-%28Print-%26-Play-Demo%29 Print it up, put it together and play a few games and then let us know what you think over in the forums. Those who are particularly helpful will find their names added to our credits Edda and, if they have a really cool idea, might even find a custom card with their name on it! That’s how the _Lemurs of Lemuria_ card ended up in the set… This entry was posted in News and tagged For Glory ,

Game Design on

November 15, 2013 by jabber

.

OCTOBER ’13 NEWS: FOR GLORY!!!

Leave a reply

It’s

been a bit quiet since the_ BARBARIANS OF HEAVY METAL_ Kickstarter failed to fund, but that is mainly because I’ve been busy preparing our next Kickstarter: _FOR GLORY!!!_, the Barbarians of Lemuria

Boardgame.

Currently, I’m putting the finishing touches on a Print & Play Demo version of _FOR GLORY!!!_ for free download. Within the PDF package, you’ll find a complete game, although it only contains a limited selection of cards and is missing many of the more advanced features of the full game. I’m in talks with Angus over at CHRONICLE CITY about producing the physical game and Jeff Laubenstein, who did some of the art for the _BOHM_ Kickstarter, is also working on some pieces for _FOR GLORY!!!_ (and possibly Simon Washbourne’s _BARBARIANS OF LEMURIA MYTHIC EDITION_) as well. Currently, the _FOR GLORY!!!_ Kickstarter is scheduled to begin in November, but I plan to release the Demo Kit as soon as I complete it so folks can play around with it and generate some comments and buzz. This entry was posted in News and tagged For Glory ,

Jeff Laubenstein

, Kickstarter

on October 5, 2013

by jabber

.

OUR FIRST OFFICIAL TITAN…

1 Reply

We have a few days left until the Kickstarter ends, and to help us in our final push, Jeff has been cool enough to provide us with one more extremely metal image: introducing the SPK-3L Spike! This entry was posted in News and tagged BoHM , Gameslate

, Jeff Laubenstein

, Kickstarter

, Mobile Dev

, Titans

on August 4, 2013

by jabber

.

BOHM UPDATE…

Leave a reply

Over at the Kickstarter, I’ve added another couple of updates. The first is simply a modification to the iMetal Stretch Goal so now we only need to exceed our goal by $1000 to open that one up. The second, posted today, includes new Reward Level Upgrades, a hardback version of the book and a Metal Master (our fancy term for GM) screen with an included 32 page adventure: War Pigs! All of these were requested by backers, so if there is something you’d like to see us produce, let us know in the comments. You don’t ask, you don’t get! Also, Jeff has provided us with some more WIP art! Let him know what

you think!

This entry was posted in News and tagged BoHM , Gameslate

, Jeff Laubenstein

, Kickstarter

, Mobile Dev

, Patron Saints

on July 26, 2013

by jabber

.

THE ROTTEN ONE…

1 Reply

Behold the first pencil sketch from Jeff Laubenstein for _Barbarians of Heavy Metal_: the Patron Saint of Punk, The Rotten One (click for a

larger image)…

It’s a WIP, but you can already see why Jeff was the only artist who could truly realize the bizarre world of the 31st century.

The Kickstarter

is almost 40% of the way there after a little over a week and still going strong. Whatever reason you have for not backing BoHM, never mind the bollocks and forget your holiday in the sun! Make a submission to our pretty (oh so pretty) product if you want to _be_ anarchy! God Save the Queen! This entry was posted in News and tagged BoHM , Gameslate

, Jeff Laubenstein

, Kickstarter

, Mobile Dev

, Patron Saints

on July 18, 2013

by jabber

.

THE JABBERWOCK IS REBORN….

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Jabberwocky Productions is no more. We left is dead and with its head, we’ve come gallumphing back as Jabberwocky Media LLC! What this means, in a nutshell, is that we no longer do freelance web or multi-media design. We are, instead, totally focused on the design and production of games, both digital and analog, as well as any emergent trans-media products that pop out of those designs, such as novels, audio-plays (and interactive audio plays), comics, whatever. Here are a few new projects in the works: BARBARIANS OF HEAVY METAL Currently in Kickstarter mode, BoHM is the Table-top RPG of Rock & Roll and Giant Robot Combat in the 31st Century. It is a unique product in the RPG industry in that we are releasing it not only as a book, but as a Digital Boxed Set that allows you to play the game completely from your tablet. Everything you need to join your friends for epic adventures in the Metalsphere is contained in a single app, including dice, character generators, GM tools, the lot. Take it anywhere and play anytime. We are planning on an April 2014 release for BoHM for those who join in the Kickstarter and a general release in August of that year. You can find more info on it here

.

FOR GLORY!!!

The Barbarians of Lemuria Boardgame, For Glory!!! puts you in the character of a hero seeking

fortune

and glory as you traverse the lands of Lemuria. This will be a massive game with two playable maps (one for small groups of 2-4 players and the other for 5 to 8), 12 different characters to play, over 400 cards including encounters over six types of terrain, exotic treasures, wily companions, mysterious sorceries and more. The game is in its final prototype form and only awaits final art and some final playtesting. The Kickstarter for For Glory!!! will start sometime in the Fall.

THE PIRATE GAME

Designed by Angelo Lombardi, this is a game of dueling pirate ships. It uses a unique worker placement mechanic to represent you as the captain assigning your limited crew of scurvy dogs to the various tasks needed to send your opponent down to Davy Jones locker! A deceptively simple game that is easy enough for the whole family to play while still keeping things interestingly tactical for the adults, it will come with two ships, two miniature pirate crews and two decks of cards, enough for two courageous captains to conquer the waves. It is currently in development for a 2014 release… QUESTIONS AND COMMENTS? TAKE IT TO THE FORUMS… We now have functioning forum boards for those of you who have questions, want to talk about one of our games or just have ideas you want to share in general. You can find the forums here

.

This entry was posted in News and tagged Aaargh , BoHM

, For Glory

on July 5, 2013

by jabber

.

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* ART REFLECTS LIFE… IN THE METALSPHERE… * GAME AESTHETICS: TACTICAL VS. STRATEGIC FOCUS * GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL * GAME AESTHETICS: INTERACTION VS. ISOLATION * GAME AESTHETICS: AGENCY VS. LINEARITY

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* GAME AESTHETICS: INTRODUCTION… | on GAME AESTHETICS: PLAYER SKILL VS. MECHANICAL SKILL * GAME AESTHETICS: INTRODUCTION… | on GAME AESTHETICS: INTERACTION

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