As many of you may know, I’ve been working on my own little role-playing game called Thousand Kingdoms. You can even find an old version of it here on the website. Well, I’ve been overhauling most of the mechanics and a lot of it has gone through a lot of changes. Which it’s called the Countlessly Revised Edition; because at this point, I don’t know how often I’ve changed this or that system.
Well, among those of us who like to create stories, November is sometimes known as the National Novel Writing Month, or NaNoWriMo for short. For those of us who like to work on game mechanics, such as myself, November is also known as National Game Design Month, or NaGaDeMon for short. This year, as well as last year, I worked on Thousand Kingdoms, although this month was less productive due to differences in work schedule that I hadn’t prepared for enough (last year I was unemployed, this year I’m not).
This year though, I managed to get a playtest done and I’m really happy with how it worked out. There were some faults, obviously, but I believe I’ve worked them out somewhat. There are more flaws in the mechanics and more playtesting is required, which I have every intention of doing. In fact, I plan on streaming these playtests online, either live or upload the recordings to my YouTube channel after the fact, so that you can see how the game is played and how it evolves.
Finally, as an extra little treat for you good folks, I have a little gift for you: If you follow THIS LINK you will be taken to my WIP file for Thousand Kingdoms – Countlessly Revised Edition, in it’s current form. What makes this extra special is that this is on Google Drive, so you’ll see as it gets updated. This is currently the only link to this edition of the game; I won’t put this up elsewhere on my website or publicly post it anywhere else off-site. This is for you!
Once this hectic month is over, I’ll hopefully find a good forum where I can host an open discussion about this playtesting and revision.
(Also check out #ThousandKingdoms on Twitter)