I delayed the completion of Warcosm Assault for some time, because I just wasn't 100% happy with the final rules. I wanted them to be more streamlined and with less upkeep. To that end, I've been redesigning certain elements, which I'll be having playtested again. It moves away from the New World Disorder style rules in favor of less remembering. I'm currently working with changing action dice to a single effort trait. Likewise, I'm moving the condition/wounds mechanic to a more genreDiversion-style abatement/injury mechanic. This means no condition counters and tracking spent points only for one trait rather than three.

Delays? Yes, of course, but only in aid of a quicker, simpler, and less cumbersome game -- something I don't think you'll argue against. I could be wrong, of course :) I want to get this beast done as much as you do -- just remember that when you want to scream at me.

What's next for Warcosm? How about Warcosm Command. You can get a taste of it with Stellar Strike, available as PDF or Printed in Color to order, because it clearly won't be around for a while. Do you know how long it takes to design these games and make them work well? |