Afterworlds

Press play to listen. 1 minute, 28 seconds.
This past year I began work on the next game from Robot Claw. Afterworlds is about people trying to save the world from ghosts of the subconscious. Everything people do leaves marks on our collective minds – Echoes. Though most are passing thoughts and fading memories, especially strong feelings can hang on and negative emotions can fester. As Echoes linger they grow stronger until they’re hungry, jealous, angry ghosts that try to reach into the world of the Here and Now.
It’s the job of Pandoras to fight back. Pandoras have faced their Echoes; they have seen their negativity but accept it. They have turned their Echoes into Avatars, wells of psychic power that make them strong enough to face dangerous Echoes.
There’s more to fighting Echoes than just conjuring up psychic power and hitting them with it. Helping others with their troubles, building friendships, and bonding in close relationships can protect people or even save them from their Echoes. To be a Pandora you need to be a good friend as well as a good fighter.
The game is still early in development but I’m planning to have it ready for a 2017 kickstarter funding campaign. You can see a first play test on my YouTube page. Subscribe to the robotclaw blog or follow me on Google Plus or twitter (@robotclaw) for updates.
Afterworlds. To know thy enemy, know thyself.


Kickstarter . . . Launch!

Today I launch the Kickstarter funding drive for the Tears of a Machine role playing game. Here!
Tears of a Machine is about the teenage pilots of giant robots and how the ups and downs of their lives give them the strength to fight off an alien assault. The pilot’s hopes, fears, friends, and rivals will help or harm her self-esteem. Getting a love note to the cute guy or girl on the other side of the classroom or winning the volleyball match might save her life when a brutal alien robot falls from the sky to crush a city and she flies to defend the people.
Game mechanics that are speedy and accessible are important to me, so Tears uses 6-sided dice and some simple addition to work out the results of challenges. The outcome of most situations are decided by a single roll but when things get especially tense or dangerous then the rules “zoom in” to cover the back and forth of winning and losing but without sacrificing the opportunity for a dramatic narrative.
Do you want to know more? Check out the kickstarter page. Review the rewards; read about my excellent creative team; look at the beautiful art; download the sample adventure; watch a video in which I try and fail to maintain eye contact with the camera!
Tears of a Machine on Kickstarter.com: http://www.kickstarter.com/projects/robotclaw/tears-of-a-machine
This writing project has been my labor of love over the past two years. It’s undergone multiple full drafts, 50+ hours of play-test sessions, and dozens revisions and rewrites! I’m already happy with what I’ve created already in writing the complete draft of Tears, but seeing it made into a physical artifact will make the accomplishment “real” to me.
Thank you for your attention and for your support!