For these snapshots, I seem to be going in descending order of completion. Now that Parsec is almost done as far as I am concerned as a writer, Reckoning is where my attention has primarily turned.
We’ve had a lot of trouble finding playtesting groups that aren’t just our friends. There has basically been on “beta” playtesting of this game. We have run about a half-dozen games, though, and two years ago the system was probably 90% done. Reckoning is dice-less and very quick and direct, so there isn’t a lot of technical work that really has to go into the system.
The main challenge is revising what is now the playtest document, winnowing it down to a rough draft. Without beta playtesters, though, it is hard to gauge how well we are writing the text as an instruction manual. If Aric or I run a game of Reckoning, it goes really well, everyone has a good time, the system is quickly grasped, and periodically people get scared. I know, though, that this fact is meaningless with regard to how good the text is at teaching players to replicate these experiences.
Currently, the goal with Reckoning is for us to self-publish it and sell it on a small scale for not very much money. We’d love to have an artist join us in working on the project for the love of it, the hope of a small-time publication credit, with the understanding that it may not make money after we’ve paid to produce it.
Another option that I think is worth exploring is looking for a publisher who would be willing to do layout, artwork, and the actual publishing work on the project. The thing is, we both have day-jobs that take up 50+ hours every week, a number of other writing projects, and for my own part, I’m no longer sure how much I want to learn how to be a publisher. Maybe finding someone who just loves publishing and is good at that is the way to go. We will have less creative control of the game, but also a whole lot of new skills we won’t have to learn. We can spend all that time doing more writing and gaming, which is the part that I really love.