![]() ![]() Aren't those both seriously handicapped by this process? ![]() Two of my favorite parts of the gaming experience are the surprise of an unexpected element - a scene, a place, an item, an homage - and the feeling of entering a world with unknown limits. when the creators of an interactive fiction talk so openly, and take such open public feedback, about their creative process? an aspect of mystery and of an open mind. * I liked their IAmA on Reddit (in fact, it sounds like the game has its own Torment sub-reddit), and the Risking their Careers article on PA.Īnyhow, thought I'd share, in case any Planescape fans out there haven't heard of either the videogame, or Numenera the tabletop setting. * I like their YouTube video series (start with Tales of Torment: Episode 1), where Colin and other writers and designers talk about each particular element of the game, their design process, the setting, and so on. * Their Kickstarter itself, the publicity behind it, the design of the reward tiers, and the constant project updates they send in the mail, is astonishingly well designed. ![]() But it basically looks to be a posthuman Planescape - heavily philosophical and stylish, with echoes of Iain M. I missed Monte's kickstarter for it, though you can currently pre-order it through its website. * Numenera, the setting itself, looks to be very intriguing. He also worked on Fallout 2, and also Planescape: Torment the videogame. ![]() So not only was he part of the Planescape team (Planes of Law, Planes of Conflict, Hellbound, Well of Worlds, etc, etc), he also created the Birthright Campaign Setting for TSR, and did some Ravenloft stuff as well. After Ptolus, he went on to create the Numenera campaign setting, which is going to be the IP/setting behind this game. (I also liked how he implemented essentially a CSA for RPGs model, where you paid him a subscription, and he sent you modules / rpg stuff in the mail). Ptolus was a vivid and atmospheric campaign setting, very reminiscent of Planescape. But after he left TSR/Wizards of the Coast, he started publishing his own campaign settings and RPG materials. Created the Dark Matter setting for Alternity. He was the lead designer for D&D 3rd edition. He was part of the original Planescape setting creative team (he did a lot of other stuff besides, for Iron Crown, Rolemaster, TSR etc). Not only that, but Colin McComb (the Creative Lead for 'Tides) and Monte Cook were two of the creators of the original Planescape setting! As you can probably tell by the "Torment" part of the name, this is largely the same team that did the brilliant Planescape: Torment game for PC. * Planescape! Well, so unfortunately, this is not a Planescape title. they did SO many things brilliantly, with their kickstarter, with their design, with communicating with the fans. One of the upcoming ones I'm really excited about is: Torment: Tides of Numenera (currently in Kickstarter form, as you can see). ![]()
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