A Very Cyber Christmas (adventure)

 

A Very Cyber Christmas is a free, Christmas-themed adventure for Cyberblues City . A new children’s TV show called “Santa’s Little Helpers” conceals a secret government programme designed to get young children to spy on their parents under the guise of helping Santa build up his naughty and nice list.

 

>> Download A Very Cyber Christmas

 

cyborg team

You may also be interested in Going the Distance, another free adventure for Cyberblues City or Night of the Atomic Snowmen, a free Christmas themed adventure for Bounty Hunters of the Atomic Wastelands, always from Polar Blues Press.

Cyberblues City

 

“Cyberblues is a bit like Cyberpunk,
only more mellow.”

 

Cyberblues City is a near-future, action-adventure roleplaying game. Fast-playing and often funny, it offers a lighter take on the cyberpunk genre, both in terms of system and tone. Cyberblues City uses a much modified version of the Fudge roleplaying system designed to make it easy on GMs. And best of all, it is absolutely free.

>> Download Cyberblues City

Cyberblues City cover

Cyberblues City – A Glimpse of the Cover

For no particular reason other than perhaps it’s Friday I decided to show off the cover for Cyberblues City.

“Show off” might be a strong term. A better way perhaps to put it would be to say that I am satisfied this cover is just about the best I can do. Some days that’s enough.

Especially on a Friday.

Cyberblues City should be out soon!

cover-small

Cyberblues City – From Idea to Realisation

Cyberblues City is just about finished. All I am doing now is just tweaking a bit the wording here and there, focusing on the tone. The artwork and playtesting is all behind me now and I am really quite excited and proud.

I had a vision of what Cyberblues City should be like long before it even had a title. I’m happy to say 8 months later I have stuck with that vision. cbc04

I wanted the game to harness all the best features of Bounty Hunters of the Atomic Wasteland but be simpler, leaving out those things that were still a little bit confusing or seldom used in practice. I was initially aiming for about 12 pages. It turned out to be more like 36. That is still just ⅓ of BHAW’s page count. More to the point all of what is contained in those 36 pages does get used in play.

I was aiming for a very specific tone in the writing, laconic but with humour. The writing assumes this is not the reader’s first rodeo which helps maintain a brisk writing style and makes it a better reference book. That’s the bit I still working on, but that tone is there.

cbc07I wanted to write a cyperpunk game that didn’t take itself too seriously and wasn’t too wrapped up in 80s aesthetics. Hence cyberpunk became cyberblues. The increase in inequality and roll back on civil liberties we’ve witnessed in the last decade were clearly an inspiration but I didn’t want to get all preachy about it.

And finally I wanted to do something different with the artwork. I’m no artists. The cartoon characters of Bounty Hunters of the Atomic Wastelands are pretty much all I know how to do. So doing “different” was always going to be a challenge. But I quite pleased with the results. I think they fit the text very well. There are some examples on this page.

So all in all, I’ve met my initial goals, it plays really well and some of the jokes are very funny. All things being equal I think the pdf should be ready for release in the next few weeks. Afterwards I’ll probably and get a few copies printed for private use and to give to my play testers. As with BHAW it will be a free download. As far as I am concerned work is work, hobbies are hobbies and mixing the two would just mess with my head.
cbc12

A little thing I like to call Cyberblues City

I’ve been working on a new roleplaying game I call Cyberblues City. Cyberblues is sort of like cyberpunk, only more mellow.

I got me the notion a short while back of writing a cyberpunk conversion of Bounty Hunters of the Atomic Wastelands (BHAW). I figured it would just be a simple lift and shift, turned out it required a substantial rethink.

One concept that really grabbed me while thinking about this project the idea of terseness. There is something beautifully immediate about a terse set of rules, provided of course you are already a seasoned gamer. I wanted to keep Cyberblues City terse as a style choice (terse is the right tone for the Cyberblues) but also as a design goal. To achieve this terseness all rules that were either confusing until you’ve got used to them, require a lot of explaining or read well but didn’t get much use in actual play had to be removed.

The result ended up looking a lot more like Fudge than Fate. But I was OK with that. I had not written anything for Fudge since Mutant Bikers of the Atomic Wastelands. There scores of folk writing Fate games these days, maybe it was time to go back to my roots.

The first draft of Cyberblues City is currently in play test phase. So far I like what I am seeing. It’s got some new dice mechanics I am very pleased with, I might even blog about them. I haven’t started with illustrations yet but I have some ideas and try something different this time.

As with BHAW when it’s all done, it will be released as a free pdf so keep checking here for updates!