A psychedelic superhero game by Ron Edwards, in publication development by Chaosium.
Here’s the next round of seeing how Cosmic Zap is shaping up. It’s an important phase because Ian is the project developer for Chaosium, and Rod and Juan are both artists who are very familiar with the source material. Juan screen-shared during most of the session, allowing us to enjoy his emerging character sheet. I’ve […]
Here’s the final session of Cosmic Zap, playtest epic #1! I’d intended to append it to the previous post in the comments, but then again, it’d be good to see a complete retrospective on the whole thing here. The good news: it worked, and cognitively, procedurally speaking, there’s an actual game here. Further playtesting is […]
Here’s the last session but one of the epic Cosmic Zap playtest, which sorta actually worked, and shows why successful playtesting has nothing to do with wowing people with your genius. Far from it. For this one, I plead guilty to egregious abuse of Extended Contests, the finer-grained subset of resolution. The modern HeroQuest rules […]
Mid-design playtesting is perhaps the most intensive intellectual stage, but it doesn’t feel that way. It feels like gutting out a highly fatiguing task whose benefit, upon completion, is looking mighty obscure. This is our sixth session for Cosmic Zap, and in a lot of ways, it might have been the last. You can see, […]
I suppose that could be a promo tagline? “Psilocybin role-playing …” no, probably not a good idea. But it’s true that this session of Cosmic Zap was well-supplied with my little rules handout that finally made some sense, even if I have continued to change it up since, and the players were more versed in […]
How about that other superhero game I’m working on? And no, not Vigil, but the other other one, which I’m calling Cosmic Zap. Quick review: this is work for The Chaosium, using HeroQuest as the chassis, specifically the HeroQuest SRD, itself a bit of a work in progress. Here’s the logic of the project: they […]