The Road Ahead


I've already had some great feedback from friends and contemporaries, which is really encouraging. Also holy shit number 5 on 'new and popular??' Yall are too kind. I'm of the opinion that the rules and content there just now are in a pretty good place, although I'll continue to try and iterate on anything I find during further playtesting that doesn't pass muster. I'm going to outline further plans to add to Decree below:

Artwork

Top of the list of todos is to commission some artwork. As much as being able to sell mood and tone purely through writing is a noble goal, I think the idea of launching without art was probably not the right call. I have a few folks I am in talks with re this, and hopefully I can land a few pieces of key art in the near future.

Adventure: Bitter Seeds

Your fixer has a new gig lined up - there's an old ruin in the forest rumoured to hold an artefact valuable enough to reverse the fortunes of your ailing settlement. Recovering it would guarantee you filthy lucre. Only trouble is that rumours spread fast, and you won't be the only interested party, and many won't take kindly to competition. And that's before the sightings of things much worse that call the ruin their home.

Bitter Seeds is Decree's starter adventure, intended to showcase a bit of everything that I love about the game. There's ruin-delving, overworld traversal, settlement intrigue, faction play, and plenty of oldschool improvisational goodness to boot. It's complete, mapped out and battle-tested, but needs additional art and writing to really round it out.

Content Drop 1: Ruins

While resourceful referees can use their own procedures or crib them from elsewhere, nothing beats actual content. Procedures for generating ruins are already well underway and working well, but are in need of a bit of extra TLC before they're ready for primetime. I aim to include several example ruins that can be dropped in and used without any additional prep, and to which the current wandering encounter table can be plugged into.

Content Drop 2: Isidis Planitia, Mars

The faded crown jewel of the old kingdoms, Isidis has grown wild and desolate. To the south, massive fortresses once built by the nobility sit empty in the jagged mountains of Libya Montes. Beyond the coral wetland of the southern basin lies Raima, a stark grey concrete shard jutting out of crimson soil, a bastion for trade and civilisation in the region. Northeast from Raima, wind-blasted flatlands play host to countless old industrial ruins and their attendant scavenger camps. Further north still, the land becomes dominated by cragged hills and verdigris forest, before terminating in the northeast at the Elysium Coast.

Isidis Planitia is the first planned sandbox setting for Decree. A lot of it is already mapped out, the procedures for hex traversal and generation are working well, and a full overworld encounter table is also ready to go.  Planned are several medium-sized and keyed hexmaps, one for each of the major regions.

Content Drop 3: Settlements

Although there will inevitably be some settlement content added in Drop 2, Settlements will add, you guessed it, more settlements! A number of simple procedures for generating settlements, as well as a full encounter table will also be included.

Odds and Ends

There are other things I'd like to add as I go, including new Bestiary entries, modes of transport, and additional setting writing, although I don't want to get too detailed or prescriptive with it - enough to get your imagination fired up, but not too much as to preclude cool ideas that referees or players might have.

Further Down the Road

I want Decree to be an ongoing thing that I can keep up for years to come. I have a bunch of ideas for future expansions, but there's no point promising anything yet. There's plenty in the pipeline before I get to that point!

Anyways, thanks so much for the support so far! I'm gonna do everything I can to ensure the upcoming additions to the game are as good as I can possibly make them.

Until next time,
Seamus

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