Normally I'd apologize for two months of silence, but I've been busy with family (a couple of birthdays) and focusing on other areas of my life. Good stuff, but it has kept me busy.
But I have been gaming. The Deadlands game run by a good friend of mine is still going like gangbusters as we are coming closer to resolving a/the major storyline. My huckster is doing fine for all that he's grappling with what might be something beyond mere lust, and the fact that he may have a demon living inside of him.
The same friend is trying to start an Eclipse Phase (well the bare bones of the setting) game, set pre-Fall, and it is going to be a Leverage/Ocean's 11 style crime game; what should be folks used to living in the grey areas of the law doing good things for good people.
I'm looking forward to the game, now that character creation is over. It was painful. So many points to spend and variable rates of costs. Just so painful. I transferred to a spreadsheet generator and discovered I had another 100 points to spend. Whoops.
The other thing that struck me was how you differentiated characters - skills, advantages, flaws, and equipment. I just kept looking for "stunts" or something similar to change how I use "guns" versus how this other guy uses "guns".
And as I get settled into my job (gee only took almost 6 months), I find myself playing around with system creation more and the idea of modifying or creating something useful for my table. Something that works well with what I want to do, and encourages people to play in the way that I want them to play at my table. Something that rewards a character having motivations and connections to the world around them. I'm no Rob Donoghue, but luckily I'm more than willing to steal liberally.
Now I can see why Eclipse Phase creators decided to have the only variable on skill usage being "So what specialization do you get +10%" in. They have around 50 skills (and that's counting all the skills such as Piloting that specific focuses that must be taken as one skill), and coming up with all the variable usages would have been insane. And also, not what the game is about - it isn't about what you know, it is more about interacting with the world and the horror out there.
I'm going to try and be better about writing here, even if it is just small random gaming updates of what's going on inside my head. We'll see how long that lasts.