Now that Intrepid is done and been on sale for about 3 weeks I feel like it is worthwhile looking back over how it all went, from start to finish, so this post is kind of long.
Intrepid started out being called Quest and it came as a direct result of me finally saying goodbye to GM’d games, including D&D. There have been plenty of games harking back to old school D&D but my ‘golden-era’ was in the 90s; when TSR were cranking out large elaborate campaign settings like Forgotten Realms, Dragonlance, Dark Sun and Planescape: adventuring was part heroic quest and part magical mystery tour.
ZOMG! It’s a book!
So I have the proof copy of the Marquis of Ferrara! Here it is!
We’re using Print-and-Publish.co.uk (the same company we used to print Witch). The book seems solidly bound and everything’s crisp and clear. Great!
But what is this?! Some white space down one side?! Uh oh! I forgot to send them a PDF of the cover with Bleed on it. While the book is A5, the cover is not the size of two A5 sheets! We need some extra space around the page to cover the size of the spine, and a little extra wiggle room for when it’s trimmed. This is about 10mm of white space, so a 6mm Bleed on the sides and 3mm on the top and bottom should cover it. Continue reading
My name is Lorenzo d’Este. You killed my father. Prepare to die!
Pompey Crew Design‘s game of passion, politics and murder in early Renaissance Italy has been sent off to the printers!
Clicky here for more details about the game itself.
This is one of those games which has been in development for far too long. It originally started back in 2008 as a tactical duelling simulator for swashbuckling action, and then as I learned more about the era, I fell in love with the backstabbing and the drama. That whole duelling system has gone (even though it was amazing, and based on principles described in Fiore de’ Liberi’s medieval martial arts treatise ‘The Flower of Battle’, with attributes like… Actually, write me a comment or read here if you want all this), but hopefully that swashbuckling spirit is still there.
After some big shifts thanks to Indie Pete (Richard D. Evans) and Kevin Barthaud, I approached the idea from a more story game angle with ideas from Love in the Time of Seið and Mist Robed Gate. A couple of playtests and a whole lot of procrastinating later (during which time Witch was developed and released) and here we are.