What I learned from TGTSNBN: The one man army

Transitioning from a concept to a final product is no easy task. Let alone a country-wide game that is played by 10-40 people everyday (peak active players were around 100). What we’re looking at is 2-7 sessions everyday, that means 2-7 GMs that need to be briefed in advance. It also requires those players having their characters ready and possibly a session tailored to their tastes. That doesn’t sound like an impossible feat right? Well it isn’t, provided that we are discussing a finished product.

After 2.5 years the game is still in development, with parts of it being redesigned every couple of weeks and new features still rolling out. Game design, web application development, class balancing, GM briefing, loot handing, character leveling bonuses, feedback receiving, session managing, group moderating, bug squashing and so many more are required for the game to operate smoothly. I am not trying to make it sound harder than it actually is. It is hard! Especially for a single person to pull all that off!

The game’s owner/designer/master admin that will from now on be reffered to as “A.” wanted to make it happen all by himself. And by “all” I mean everything that he believed wasn’t straight out of the question for him (i.e. programming). So take another look at the above requirements without wondering anymore why “web application development” was striken through. And no, that’s not one less job for A. because mister A. will now also need to communicate with the web developer, graphics designer and suddenly we’re back to square one. Read more …

Series Intro: What I learned from TGTSNBN (The Game That Shall Not Be Named)

This will be a series of articles in which I will be presenting my personal experiences and derived conclusions while playing a “Greek mass augmented reality tabletop and browser role-playing game”.

While it is true that the game never tried to promote itself exactly as such, it is in my opinion the best cross of descriptions that were used to promote and describe it. What follows is my attempt at a full yet brief presentation of the game’s concepts, setting, mechanics, creator’s choices, etc so that the future parts can focus on individual aspects (will be in italic font) but only after a general idea on how the game was conceived developed and played has been established. Read more …

Prologue v2.1

After many years spent on the Internet – will soon start measuring that by decades – I have come to the conclusion that I need my personal spot on it. My place, my rules. I see it as the most preferable way I can develop my e-mark and since I could not find such a place elsewhere, I made one myself.

For the time being everything works under “feta” status, as I am still working on many things ranging from finalizing unpublished features to testing the ones currently in use that are supposedly working fine. Other details such as content update time-frames will also be determined during beta.

Enjoy your stay.