Hi Jason! This looks absolutely gorgeous! Just wanted to ask if you still plan on doing a POD of the game. Thanks!
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That is the plan, but it has been on hold due to health issues. I'll send out an update when ready. Thanks for expressing interest!
Excellent game. I ran a short campaign; it became very centered on the characters and how they coped with and were changed by all the weirdness going on. The generation tables are great, the adventures practically wrote themselves. I will certainly run it again when real-life gets back out of the way. I wish there were more games like this.
WOW! What a great product at this price. This looks fantastic.
Hi Jason, I am planning a one shot inspired by Annihilation, and was originally going to use 2400 Zone when I remembered this game exists. How would you compare the two? It seems QZ has a lot more meat on it and they seem to share genre tropes and expectations - would you say there is a reason to pick 2400 Zone over this? Also, I have been looking for inspiration for the game, what media touchstones would you recommend that is the same tone as Annihilation, or media that inspired you in making QZ (other than the two mentioned)?
Good question! They're basically the same setting with two different rule sets, and QZ has a lot more material because it's a longer game. My goal is that you could use the content from either with the rules from either. To summarize what you'd find in each....
- 70+ pages (revised edition on the way with 90+ pages)
- Into the Odd rules – hit points, 3 ability scores, saves, attacks with no to-hit rolls
- 100 alterations
- 20 compulsions to make you go adventuring
- 60 contacts split between military, science, and underground
- 100 encounters split between 5 regions of the zone, each with generators for features
- 20 sample artifacts plus random artifact generators
- 3 pages + cover (deliberately super short and quick to read)
- 24XX rules – polyhedral dice with partial success, with no hit points, ability scores, or separate combat rules
- 36 alterations (redundant with the list of 100 in QZ)
- 20 contacts split between military, science, and underground (different from the ones in QZ)
- 20 encounters (some with vague overlap with some in QZ)
- Artifact generators (no sample artifacts)
Each game also has some generators for anomalies, but QZ's approach is likely to see some significant updates when I finish the revised edition. (I'm hoping to be done with that this year, but the pandemic, parenting, and my day job make that tough to predict.)
Hope this helps!
I haven't read this yet but I'm compelled to share how stunningly beautiful I think it is.
I've been playing through this a bit, it's a lot of fun! The only thing is that there seems to be a lot of time spent in individual sectors, and not a lot of encounters or things in the roll tables to find within them. I was having a lot of repeats almost immediately, so i started to have to make a bunch of things up before I even really knew a lot abt the setting of the game yet. I don't really like altering the game too much when I'm not confident about the world it involves
Thanks for the feedback! I’ve been revising those tables lately, and trying to figure out ways to fit in more variety. Still trying to determine whether it’s enough to offer more general DIY options (like: roll on this table for an adjective and this one for a noun, and decide for yourself what “multiphasic snake” means), or if I should just have longer tables of pre-written encounters and anomalies…..
Hey Jason, I would really love to own a print on demand version of this game at some point. Is something like this still planned?
Yes, thanks for asking! I’m actively working on that right now, actually. I’m revising some of the QZ travel procedures to minimize flipping around the book, and then I plan to get it on DTRPG (and maybe Lulu?) as POD. I’m hoping to figure out a way to send an at-cost POD code to everybody who’s bought it digitally here already. I’ll email an update when it’s ready!
I took a train to Bristol between UK lockdowns and had a few hours to wile away, so I made a random bestiary for QZ. Entirely narrative, all stats require making up on the fly. (Also suitable for 24XX or basically anything similar.)
In many ways what I set out to do here was create a BEEPLE-creature generator, although arguably I need more iconic pop culture characters and/or debased politicians to realise that goal.
Maybe in future I'll add some 24XX style columns with adaptations for different contexts, and BEEPLEverse can feature as one of them.
Can I get in touch with you somewhere other than here, Jason?
This is so kind! Thank you!
You're welcome! Is this still planned for edited POD? ETA? Or should I look to local printing.
Working plan is POD in 2021 (on the early side I hope), after I have a chance to make updates from playtests. The good news is that revisions should be way faster than they have been for Agents of the ODD, as I don’t feel the need to “fix” the graphic design on this one. 😅
On p52 there looks to be a word or so missing from:
- Could such dramatic ecological effects that extend even beyond the QZ?
Amazing hack - can't wait to get it to the table!
During character creation, I'm not 100% clear on the following phrasing (for example):
- check three times below; at least 1 scientist skillset required
- check 3 boxes below; at least 1 must be a soldier skillset
Does this mean to take three skillsets, one to three of which are from the relevant Scientist/Soldier list, and the remainder of which are drawn from the table on p16?
Or does it mean to take one to three skillsets and one to two contacts?
I'm pretty sure it means the latter, but the "at least 1 must be a scientist/soldier skillset is slightly throwing me, since there are only two other (contact) boxes anyway, so checking three without one of them being a skillset would be impossible.
The slight difference in phrasing (three/3), (times/boxes) and also (skillset/scientist skillset/team role/soldier skillset) also slightly threw me at first, although that's a minor gripe.
Thanks for the kind words and for the question—I had a feeling this might be confusing the way I phrased it, so I'll definitely adjust for the revised version. You're correct that the intended meaning was that every scientist has to specialize in some kind of science; if you get to check two boxes, you shouldn't just take two contacts. It occurs to me now that this restriction might not even be necessary, though. Hey, maybe if you play a scientist and take two contacts, but no specialty, you're a grad student or something, and haven't picked a specialty yet. And maybe you should get to pick from page 16, considering that plenty of scientists and soldiers have had other jobs too.
I guess the short answer is that intended it the latter way you phrased it, but I welcome you to interpret it either way and let me know how it goes. 🙂
Thanks for the reply!
In retrospect, I quite like the skillset speciality limitation paired with allowing a pick from p16 (if they can pick 2 or more).
Is it intended to be possible to pick more than one speciality skillset?
HYPE, I'm very excited to read this through!
I was expecting this since I heard about it on Twitter and boy oh boy was it worth the wait! I haven't read through all of it yet, but just by skimming through it you can see it's a fantastic game and/or toolbox. The layout is really good, easy to read and navigate. The art is extremely evocative and sets the mood perfectly! Highly recommended!
Will come back with more comments once I read through the book, but...
YOU GOT BEEPLE's ART?! Why are you not advertising on here that you've got freaking BEEPLE's ART?
What‽I didn't know that! That is awesome news!
...also - they fit so well with your game - they make my mind spinning with ideas :)
Boy, this is kinda laser-targeted at me, huh?