Archive for the ‘General’ Category

So recently I have come to the point that I must debate the Great Cataclysm, The Sundering of the World, The Descent into the Long Night, the blah, blah, blah, blech! This is not a particularly relishing topic as I am not the most innovative person. I can draw from a well of other person’s work and spin an originally memorizing tale of folly and deceit, or so I am told. But I lack the oh so crucial spark to start the process. Sometimes I get lucky, but more often I draw from other sources.

I believe I have come up with an original idea for a post apocalyptic game, at least I am unaware of another using the same concept. Unfortunately, I am not willing to let the cat out of the bag just yet. I picked up my copy of D20 Modern Apocalypse, and realized that my setting has many of the aspects of the cataclysmic events from which the sources lists.

  • Alien Invasion – Aliens invade and become trapped in a mutual self destruction. My game has a specie of questionable origin and some suspect of alien origin; I can neither confirm nor deny anything at this juncture.
  • Biological Disaster – Yes, I tap into pandemic virus craze that crops up in hollywood every few years. I am even toying with the zombie virus concept, mainly because zombies are awesome. I of course have my own twist on the concept.
  • Environmental Cataclysm – This an event where nature changes and makes it impossible for humans to survive as is. Think polar caps melting and creating “Waterworld”; mother nature tries to correct the pollution man creates and the world super freezes like “The Day After Tomorrow”, or the center of the earth stops spinning, jacking with the weather of the world in “The Core”. While my game does have environmental change, it happens along side of the apocalypse, possibly exacerbating the process, but not causing it.
  • Asteroid Strike – “Armageddon”, “Deep Impact”, “Meteor Apocalypse”, “Rage”, hopefully you get the picture. Big rock hits the earth, makes life hard. This one isn’t in my game, but it makes for a good story as to why humans create facilities to prepare for the apocalypse.
  • Judgement Day – Not “Terminator” style Judgement Day, but in a biblical sense. A hundred million Mephistopheles erupt from the bowels of the world and do battle with the ascended and we poor souls left in the ravaged wake eek out survival. I find it ironic that I have no interest in creating an apocalyptic biblical setting, but I am not adverse to an apocalyptic Ragnarok setting which are both theological.
  • Nuclear Armageddon - I find it hard to relate the post apocalyptic genre without Nuclear events. I find the gas-mask, radiation, wasteland looking environment to be a staple of a good post-apocalyptic piece. I believe Fallout is such a huge success because it brings that “Apoclyptia” to us in such a genuine format.
  • Rise of the Machines – “The Matix”, “Terminator”, “I, Robot”; these movies help define the human vs robot apocalyptic future. While I like these movies and their concept, I do not use them in my setting.
  • Rogue Planet – I found this scenario to be the most interesting, at first I found it to be a wonderfully original idea to me, but then I remembered one of my favorite childhood cartoons and this can be paralleled to “Thundarr the Barbarian”. I like the idea, but feel it does not fit with what I am going for.
  • Supernatural Invasion – I find this along the lines of the Judgement Day scenario, but does not have to be religious in nature. I prefer to have my Apocalyptia rooted in science more than fantasy/horror though.

Well there you have it, D20′s reasons behind an apocalyptic future. My questions to you is, which one (or ones) do you find interesting for a setting? Will it effect my overall choice in the reasoning of my game? Perhaps, since the game is designed with others in mind,  I like to hear other’s opinion on the topic.

I have been quite diligent in writing on OverBurn. Alunduil has been stoking the fires of interest and I hope to have a rough draft of the rules by the end of the month. I hope to provide updates to you as I am able, but I have a myriad of half-baked notes for the game. My next update will feature on of the species that I have been promising for too long.

A friend of mine as agreed to corroborate with me on this endeavor. This has already returned the breath of life to the Burn and I am once again working on getting fleshing out the game. He has brought my attention to my previous 6 month plan, where life had gotten in the way. I am reinstated the six month plan and working on completing stage one.


  • 6 month Plan (Complete)
  • Chapter Outline (Complete)
  • Core mechanics
  • Archetypes
  • Races
  • Skills
  • Equipment
  • Experience
  • critters
  • additional crunch
  • additional fluff
  • Working copy

I’ve also changed the theme of the site (as you can see). Please let me know if which you like better.


Well, it appears I have been waylaid with the distractions of life. So much so that I did not even move the Overburn RPG blog over when I had to update my server. All the pieces were here, but it was just one of those things on the back burner. As is with my writing of the game. I have stagnated and vested my interest in other areas. As the game has come around the stove and I have been wanting to cook a little more, I am going out into the  Burn to seek new ingredients. I will need to review my 6-month plan as it has eroded in the sands of time (Wow, I’m full of bad cliches today).

If anyone has any questions, please let me know.

or as I like to say, “Going into Overburn.”

Just a quick note. I’ve recently procured the aid of a couple of friends to assist me with the Overburn RPG. I am hoping with the new infusion of Blood Burners, we can make some headway into The Burn. I would like to take this time to welcome these two to The Burn and I hope their addition bears fruit.

To expound on what I’m doing here I want to set some goals I have for the project. This is inspired by Rob Lang’s article on designer notes for the Icar RPG, of which I have bee a long time fan.

As a designer, the author is often asked why Icar was designed in a certain way. This page attempts to outline what decisions were made and how this affects the style of the game. A set of Designer’s Notes, you could say.

Lang, Rob. “Designer’s Notes.” Icar Free Sci Fi RPG – Home. Web. 22 Aug. 2011. <>.

If you read through the article, you will find a list of goals for creating a high quality RPG. I would like to take a moment to state my on ideas for my game.

  1. Produce a High Quality Game.
  2. Simplistic in Design
  3. Easy to Grasp
  4. Unique in Scope
  5. Intriguing in Setting
  6. Entertaining to Play

I plan to revisit this and see how my idea evolves as the game does. Hopefully the end result will be something that surprises my friends.