Sep10
Hi everyone,
I just wanted to pop in and officially announce that we’ll be doing a kickstarter for IZ 2.0!
I have a bunch of cool ideas in mind, such as custom designed flash drives, possibly a physical hyper glove (not functional of course) and other goodies.
The kick starter is going to fund a Full color, Hard Cover version of Interface Zero.
If ya’ll have ideas of things you want to see in the kick starter, feel free to comment on our forums!
Will there be a 6×9 version of IZ 2.0 (i.e. Explorer’s Edition size)?
It’s a possibility. I’ll look into the viability of doing it in Hard Cover.
Hey there, as one of the international fans let me say I vastly prefer electronic rewards because shipping is murder.
I’ll be having electronic rewards for everything that isn’t solid (like minis or the flash drives).
Looking forward to something interesting. The big question is when??
As for ideas on rewards…..
An IZ0 card deck, electronic copy, limited edition artwork cover, GM screen, an offer to have a mini-sheet adventure published in an official from the community book in the future, a custom artwork piece of backer IZ0 style, something involving dancing girls…..
Those would all please me, but to be honest you guys tell me when and for a shot at the new book I’ll sign on anyway because I loved what you did with the first endeavor.
Thanks for the ideas!
I’m_hoping_to have it all ready to go towards the end of October, but I don’t want to rush into it. I want to make sure it’s all kinds of cool and properly planned out.
We have a bunch of stuff planned, but you’ve given me some more cool ideas.
Thanks so much for your support!
You had me at IZ. I’ll definitely be pitching in for this. My one request would be character archetypes or templates (like the ones in SWD pp. 18-19, but preferably more detailed). The recent Streets of Bedlam kickstarter did a great job with this, using full-fledged templates with different character design options within each one.
Thanks!
Yeah I have a bunch of stuff like that planned. I might go the route of Racial edges to balance out Hybrids and androids with Humans instead of making them full-blown races. Not positive yet though.
Let me know if there is anything I can do to help.
Hey following this up again as the days tick by, understand that the plan is to do it carefully and well, if and when it happens, all good. However wondering if there will be some sort of announcement and where to look for it, as I’d like to check it over early and almost certainly get involved to the extent I can (not a massive amount as a student, but still..) at the dawning of the proverbial project to the wider masses.
Thanks folks.
Also I have noted comments above and support any and all considerations of rewards and support concepts for overseas minions. As an Australian I hate being left out or slaughtered by pledge levels only realistically and economically accessible to locals.
It makes for sad gamer….
Will it be a true d20 edition or a sawo edition (or both) ?
Will the changes of this edition be details or major changes ?
i’m not that eager to have toys or flash drive, but more artwork or additional content would be cool !
The only part that i will change on the first edition is the location description, too much on chicago and not much details on the mandarinate, japan or europe… maybe a worldbook can be a kickstarter level ?
It’s just going to be a Savage Worlds edition. I don’t support true20 books anymore.
These will be pretty major changes to the rules and the setting, and we’ve decided not to do flash drives; too expensive.
Don’t worry about locations stuff, you’re going to see more of everything,
Whoua, good news, i can’t wait !
major changes to the rules, in which direction ? In hacking 2.0 you said people complain about too complex hacking, but I0 is interesting because the rules are linked with the Deep theory. So please don’t fry the game’s brain
As a computer worker, IO miss two aspects in programming that i add in homebrew rules : there is no jack-of-all-trades hacker, programmers have basic skills in common but relies on specific knowledge/area of expertise in order to be more efficient and to earn money as well. I’m using a system similar to All for one’s fencing schools, with also a gain of Rep points for hackers who is expert in a hacking domain.
The second thing really important with programming skills is this kind of work is like a pyramid : on one hand you got to use existing code available in the Deep to make your own, and the more you make programs of one type, the more your code is good and quick (i.e. gathering the good pieces of your old code). The computer expert have a dumb rule : DRY, don’t repeat yourself. so much of the effort is to gain patterns and bricks in order to adapt your old code to new situations. All rpg hacking systems missed the point in forcing players to buy expensive software for a few number of uses, and buy again and again… It’s a routine for making the hacker for equipment, but it’s not a good one, neither a fun one. For my plays, programs have quality rate like cybernetics (gutterware and so on). A good programmer can make a dirty and gritty code in no time, not reusable nor very strong, but ready straight ! (adding defect points to TN Hacking test). Better software are long to develop, but are strong and also much more easier to clone for another needs.
My adaptation of hacking rules. I’m eager to read your last revision !!
We’re removing all of the occupations, so you won’t see those at all in 2.0, and we’ll be doing some advanced rules, but even they will be simple.
I’m not adding any other skills or any programs. If you bought hacking 2.0, then that’s what you’ll be seeing, maybe even more simplified.
If you didn’t like 2.0, then I’m not sure what to tell you.
I found the hacking 2.0 rules more inspired by video games and cinema than by software. I’m agreeing the actions of real life hackers are just so boring most of times, but cyberpunk genre IS heavily populated by boring elements shapeshifted into cool things. take a corp, the real life corp everyday life has no fun left, whereas being a corp agent in a cyberpunk game is fun to play. It can be similar for hacking, making cool out of big heads besides a keyboard.
And these new rules have a major hindrance for me : too much different critical tables. I prefer rules that can be remembered, even if they seem heavy…
I will surely leave the I0 hacking rules behind for homebrew testing, maybe something close to sawo mass battle rules, or a heavily edited version of hacking 1.0, dunno yet. The good thing in a toolbox is you can trash one tool and keep the others