My goal was to get Missions & Mayhem, at least the core rules, out this year. That's looking like it won't happen. I've been giving the text a make-over, adding more explanations and examples. And writing a few new rules where I found some holes, but nothing major. The play test document was written to be as sparse and as dense as possible, so I could easily print it and bring it to games. Yeah, I'm old fashioned and prefer printed reading matter over screens when possible. But that makes it mostly comprehensible to me. Not necessarily to others.
Anyway, some other things keep popping up aside from gaming. And well, some of the local gamers want to try out Chainmail with me (painted some undead cavalry this week for that), and we finally got the Stargrave campaign started, and I'm hoping to run some Marvel Superheroes (TSR's old four color chart game) at the next online con as well as M&M, and there's that Metroidvania megadungeon idea rattling around in my head, and...
But progress continues on the revamp of the rules presentation. After last Sunday's play test, I've got some good ideas for changes to the Bughunts & Bedlam power armor rules. Plus a small change in the core rules with the way spray autofire works.
But while all that gaming related stuff sounds like a lot, it's really the other work/family related stuff that's dragging me down energy/creativity wise. So I've given myself permission not to rush the M&M Core Rules book to get it out in December. Sometime early next year will work. And then I can get the three campaign modules I've been working on spruced up and released. Once that's done, I can get to work on the next two or three campaign modules!
Why two or three? I may drop Timelines & Tribulation. I'm having a hard time figuring out how to make it without it being a 900+ page tome covering all of space and time! Or else just make it a Terminator/12 Monkeys/Days of Future Past style "people from the future need you to help them protect/reset the timeline" campaign module, rather than a Jules Verne/Bill & Ted/Dr. Who/Time Cop style campaign setting. These campaign modules will definitely see print:
Cryptids & Conspiracy (X-Files style weird occult/sci-fi mystery)
Bughunts & Bedlam (Aliens/Starship Troopers/Stargate style military sci-fi)
Hellspawn & Horror (Modern/Urban horror-fantasy)
Ashes & Anarchy (The Road Warrior style post-apocalyptic survival)
Neon & Nihilism (Neuromancer/Blade Runner/Matrix style cyberpunk)
After that? Who knows. Maybe I'll figure out the angle for Timelines & Tribulation. Maybe I'll do an Indiana Jones style early 1900s pulp action or a late 1800s Western style module. Or the totally unnecessary Medieval fantasy module! Nah, scratch that last one. Definitely not re-doing old school D&D one more time. I'll modify Treasures, Serpents, & Ruins if I want to do that.
Also, Flying Swordsmen 2E will NOT, 100% NOT be a Missions & Mayhem game. I really want to try the d6 system for that and give it a fair shake.

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