Author Archives: WJ MacGuffin

Experimenting with a torrent

As we said yesterday, we’ve made a playtest edition of Outlive Outdead available for free downloads. It’s not complete–there’s no artwork, the formatting is bland, and most of the GM’s section still needs to be written–but it’s playable. And it’s available as a torrent. This is our experiment: To make Outlive Outdead available for free

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Anyone want to playtest?

Outlive Outdead is moving closer to publication. Right now, we’re moving into open playtesting. Care to play? A playtest version of the rulebook is available here as a large PDF file. It doesn’t include any art and the formatting is bland, but it has everything you need: character generation, rules, equipment lists, pregens, and the

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Playtest results so far

The latest playtest of Outlive Outdead was a resounding success! What does that mean? Three things: We found some rules that need fixing but nothing major. The core of the game is fundamentally sound. Most importantly, the players had a blast! After playtests, we collect data from our players using a survey. Of course we

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Breaking points

Fighting zombies is fun – in a game. To do that for real would be stressful to say the least. That’s why human characters in Outlive Outdead can break. As we discussed earlier, human characters have two numbers for each attribute, such as “Fight 11(19)” or “Repair 09(20)”. The first number is the target number

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Traitor Hangout updates

In case you didn’t know, I wrote a novel! It’s called Traitor Hangout and it’s set in the PARANOIA game universe of science fiction-based dark humor. If you have read it, thanks! Feel free to send me an email (wjmacguffin at gmail) to tell me what you think. If you haven’t read it, then you

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Don’t roll to hit; roll to Kill

Outlive Outdead will use an original “rules-light” system. In creating this system, we get to decide which attributes are necessary. Attributes are the statistics used in describing characters and they often form the core of the game’s rules. Many roleplaying games use attributes that cover everything a human can do, such as “Body, Mind, and

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Yes! I died!

One of the problems of roleplaying games is dealing with character death. Players can put a lot into their characters, and if they die, that’s it. The character is gone and all that work is for naught.  The worst part, in my opinion, is how the player has no way to continue playing the game.

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