Nearly Enough Dice podcast mentions us!

Happy Bishop Games is a small company and we get really excited when someone mentions us. That’s why I’m happy to promote Episode 44 of the Nearly Enough Dice podcast!

The podcast covers lots of roleplaying and movie stuff, and it’s very well done, so it’s worth a listen just for that. But around 25 minutes into it, the two hosts talk about the Outlive Outdead kickstarter campaign. Liz and Mike (the two hosts) more or less reviewed the Kickstarter campaign and loved it. Liz even says she’ll pledge! Hooray! (Maybe you should pledge too!)

Thanks to the fine folk at Nearly Enough Dice for including our project in their news. Cheers!

 

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The halfway point

Our Kickstarter campaign for Outlive Outdead is halfway over, and we’re very happy with how things have gone so far.

Our goal is $2,000 USD and we’re are currently (as of 05/16/12) at $1,582 USD. That’s 79% of our goal with 2 and a half weeks left! Not too shabby!

We have 46 backers from all over, including the USA, UK, Canada, Norway, and Australia. 41% of our funds come from people who found our game on Kickstarter’s pages, while the other 59% came from other sites such as RPG.net, ENWorld, UKRoleplayers, and Facebook.

Still, we need to hit our goal in 17 days or this will all be for nothing. That’s why I ask, beg, and implore you to tell others about this Kickstarter. Send out emails! Tell your friends and family to back this great game. Post on Facebook, Twitter, Pintrest, Google+, and the rest! Even people who might only have a passing knowledge of you should be made aware of this campaign. For Pete’s sake, there’s some dumb email chains floating around the internet–let’s start something that has some actual merit!

To all of you who spread the word, thank you!

To all of you who have backed the project, thank you! You rock!

To all of you who haven’t backed the project yet, what can we do to get that pledge? Send us an email (wjmacguffin at gmail dot com) and talk to us. We’re quite nice most days!

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Another great report from Paul

Paul Baldowski, one of the designers of Outlive Outdead, posted a great actual play report yesterday. (Or maybe the day before that. I’ve lost track of days.) He ran the introductory adventure that comes with the book, and I found it fascinating for three reasons:

  1. When I wrote the adventure, I set it in the Chicago suburbs. Paul lives south of Manchester and translated every locale to the UK. It’s cool to see how another GM took the mission and translated it into his hometown while keeping the adventure intact. This is exactly what we will do if you pledge $15 or more. You give us your place names and we’ll edit those into the adventure. Here is a list of all the customization options. Of course, if you pledge $45 or more, we’ll even zombify a pic of yours and put it into your copy.
  2. The players are really liking how characters go temporarily insane. We call this a break and it happens when you roll too high on an attribute check. It’s still a success, it’s just that you snap from the stress. I love how players are getting into this feature. I think it works better than the Chaosium SAN check rule because it happens more often but with less significant (i.e., less deadly) results.
  3. Reading the actual play report feels more like reading a story–exactly what I designed to emerge from the gameplay. Although some of this feeling is due to Paul’s excellent writing, I can tell the characters were the central part of the game, turning what could be yet another zombie game into a unique, story-driven experience.

See, that’s why I created Outlive Outdead. No offense to other rpgs featuring zombies, but they left me feeling cold. They focused too much on simulating how a zombie apocalypse would really be like and ignored the story. I wanted Outlive Outdead to play like a great zombie move (original Dawn of the Dead) or TV show (The Walking Dead), and from both personal experiences and reading other GM’s reports, it does exactly that.

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Customized adventure? Yes!

Our Kickstarter campaign for Outlive Outdead is steadily growing and now stands at 57% of our goal. Keep those pledges coming!

We’ve just released an update explaining all of the customization options for the introductory adventure. For those who aren’t aware, Outlive Outdead includes an episode (our game’s name for an adventure) specifically designed to help teach the rules. If you pledge $15 or more, we will customize the episode with place names and people that you give us. That means the pregenerated human characters can be you and your friends. Also, the episode can be set in your home, with local stores and cities replacing the ones we wrote.

It’s a small change but one that we’re really excited about. It’s kind of neat to see your home town and friends in a PDF or printed game, don’t you think? And this is for $15, which is a reasonable price for a roleplaying game PDF. The customization options continue at all higher reward levels too, meaning your softcover or even hardcover game  can include your hometown too!

Please, if you can, tell everyone you know about our Kickstarter campaign so we can get Outlive Outdead published. Thanks!

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Kickstarter updated

Over at our Outlive Outdead Kickstarter site, we’ve posted our first project update. Several people had asked to see a sample of the layout, pics, and art direction we’re using for the book, so we made Chapter 4: Zombie Character Creation available as a free download. This is the final version of the chapter and will give you a great idea of what direction we’re taking for the book.

Don’t forget that you can receive a unique reward for backing our game: Send us a pic, we will zombify it, and we’ll place it in your copy of the game! Who doesn’t want to appear as a zombie in a rpg book? Probably lots of people but I’m likely not speaking to them. Besides, you can always pledge less and get an non-customized edition!

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Popular? Us?

Our Kickstarter campaign is going well. After just two days, we have raised 20% of our funding goal. But as anyone who’s been through high school knows, it’s not about how much you raise–it’s about how popular you are.

And we are at least somewhat popular! Kickstarter has a page of projects that are “Popular” and Outlive Outdead is on it! Of course, we have no idea what counts as popular for Kickstarter. We also don’t care. We’re somewhat popular! Now maybe those cheerleaders will finally notice us!

Damn. Projecting my adolescent failures again. I’ll try to keep that under control in the future.

Anyway, don’t forget to back Outlive Outdead and to spread the word. The more people hear about us, the more likely this project will succeed. And the more popular we become!

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Kickstarter is a GO!

Now we’ve done it. We’ve started our Kickstarter project for Outlive Outdead.

Our zombie roleplaying game is open for backing. We need your help! It costs a lot to get a game book out the door, especially if you want to offer print copies instead of just PDFs. That’s why we’ve turned to Kickstarter in hopes of raising the funds.

But that’s not the only reason. We really like the idea of creating rewards for people, not just offering a product for sale. It’s also community-based instead of just shipping copies to a store. We can connect with people in a way not available otherwise. Fine, that sounds a bit hippy and whatnot but it’s true.

There is one key to success for Kickstarter: spreading the word. Please help us by talking to your friends and passing along the link.

http://www.kickstarter.com/projects/2088843740/outlive-outdead-a-cinematic-zombie-rpg?ref=home_location

Tell everyone you can about this game! I mean, it’s got zombies, humans, shotguns, chainsaws, running, biting, hiding bites, character motivation, character death, character undeath, and more! People can always download the playtest edition for free to see what the game is like before backing our project. (It’s an unfinished version of the core rulebook without art or formatting but the rules are there.)

We’ll be posting updates regularly about Outlive Outdead. Not that we haven’t before, but this Kickstarter will be like fiber, making us more regular.

Ick. Skip that metaphor, will you?

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Death, Running Away, and More Death

CODCon is a small con held at the College of Dupage in the suburbs of Chicago. I went there to run Outlive Outdead, not as a playtest, but just to enjoy the game we’ve been working so hard to publish–and enjoy I did.

There were only four players this time but that turned out fine. It played just as well with 4 as with 6 or 7 players. At first, they all played nice together: They protected each other from zombies, trust was not an issue, and they even spent Plot points to improve each other’s die rolls.

Then things got tough, and just like the zombie movies I designed this game to emulate, the humans turned on each other.

There’s a scene in the introductory adventure where (shocker) players are beset by a horde of zombies. The humans argued over which way to go, refused to cooperate, and split. Of course, this was a bad idea. One group got swarmed and were facing death. What did the other pair do? Spend points to hurt the first pair. Meanwhile, I’m spending points to make things even worse, and the first pair got chewed on really good.

Meanwhile, the second pair had their own problems as they slogged through a muddy field with zombies closing in on three sides. They tried moving quickly but the players from the first pair kept spending points to make them slip in the mud. They escaped but just barely and with plenty of wounds.

Later, the two surviving humans are trying to escape from a mall by getting to the roof and rappelling off the side. One rolled a break while making her Flee check, which means she went temporarily insane. She reach the ground and, rather than wait for her friend, ran screaming into the night. Meanwhile, her friend tried to get down the rope too fast and fell to his death.

This is exactly what I wanted to happen! Players turned on each other, not because they’re jerks, but because it was fun to watch plans go FUBAR. Everyone enjoyed finding ways of screwing over other players, and thankfully everyone was mature enough to laugh at what happened and look for revenge. This game is working out quite nicely–in an evil sort of way.

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Don’t Go Too Fast

When I wrote for PARANOIA, I enjoyed noticing little bits of reality mirroring the darkly humorous world of Alpha Complex. Found one the other day, and although my days writing for Mongoose Publishing are long gone, I’d thought I would share it regardless. It’s CPU at it’s … well, not best, certainly not worst, but somewhere in between.

I have a temporary job scoring standardized tests for a large US corporation. The following is a real conversation I heard during training, simplified but otherwise left intact.

  • SUPERVISOR: If your pace is too slow, you’ll be penalized. Also, if your pace is too fast, you’ll be penalized.
  • NEW HIRE: What if I’m going too fast but my work is accurate?
  • SUPERVISOR: If you go too fast, you’ll be penalized.
  • NEW HIRE: But wouldn’t the company like me working fast and accurate? Doing more work in the same amount of time saves money, doesn’t it?
  • SUPERVISOR: Do not go too fast.
  • NEW HIRE: The company is less concerned with accuracy as it is with speed?
  • SUPERVISOR: Of course we’re concerned about accuracy! That’s why we don’t want you going too fast!
  • NEW HIRE: Then why not penalize us when we make mistakes instead of when we go too fast?
  • SUPERVISOR: Going too fast is a mistake. That’s why we penalize you for it.
  • NEW HIRE: Let’s say I go the right speed and I make a mistake. Am I penalized?
  • SUPERVISOR: Not until you drop below 60% accuracy.
  • NEW HIRE: …. Really? I can screw up 40% of the time and be fine, but if I work too fast, I’m in trouble even if I’m 100% accurate?
  • SUPERVISOR: Just don’t go too fast, okay?
  • NEW HIRE: Fine, whatever. By the way, what is the proper pace we need to keep?
  • SUPERVISOR: We’ll let you know if you go too fast.
  • NEW HIRE: You can’t tell us?
  • SUPERVISOR: We’ll tell you when you go too fast.
  • NEW HIRE: Can you give us a ballpark figure? By the hour, or even the shift?
  • SUPERVISOR: All I can say is we will tell you when you’re going too fast.
  • NEW HIRE: And by tell, you also mean penalize?
  • SUPERVISOR: Well, yes. You went too fast.
  • NEW HIRE: How can you penalize me for something I don’t know? Don’t you have to tell us what the acceptable work pace is so we can be successful?
  • SUPERVISOR: Just don’t go too fast.

For the record, thank God this job is temporary.

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Personalized rewards

How would you like a zombie-you in a rpg book?

As we said yesterday, Outlive Outdead will become a Kickstarter project in the next few weeks. In return for pledging money, we will be offering various rewards. That’s how Kickstarter works. But we’re putting a lot of effort into making these rewards interesting and, at the risk of sounding all hoity-toity, very modern. Post-modern. Something like that, anyway.

Of course, people will have a chance to get a copy of the game (PDF, softcover, or hardcover), but we will be offering the option of editing the introductory adventure with place and people names of your choosing. Yes, you can get a print edition customized with a zombie adventure set in your hometown!

Not only that, but another reward asks backers to send us a digital picture of themselves. We will perform some Photoshop magic to turn you into a zombie and then put you in your edition of the game. Again, even print editions will have a zombified you as in-game artwork!

There are other rewards (signed copies, dice, stickers, even a vial containing a “zombie-infected blood sample”), but we’re excited about offering such personalized products. In the classical book publication method, this would be prohibitively expensive. Today, it will cost us a little more through higher mailing costs but, as we will print on-demand through Lulu, the cost of printing 30 softcover editions of 1 file is the same as printing 30 softcover editions of 30 different files.

We will truly offer a unique game book. Pass that along, will you? We’re starting our Kickstarter in another week or so, and we’ll need the help!

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