I’ve been working on Ganymede Outriders for a while. The rules have been through many iterations, but none so dramatic and ironically circular as the changes implemented due to playtesting.
Playtesting is a vital component of game design. Of course it’s handy to see how the math behind the mechanical design holds up, and how all the cogs you carefully fit together actually turn when people are trying to do things with your system – these things are important. Perhaps more importantly it helps give you, the designer, a gauge on the feel of the game. It’s one thing to design a system that works, it’s another to see whether the experience of the players sits close to what you intended.
Ganymede Outriders was designed to be a high action game, a game where players feel like their characters are capable of success, and capable of beating the odds. It was designed as a game where the resolution of a test was quick, and the players had systems to mitigate bad luck, and take agency in the telling of the story. Playtests revealed that it did all of that, but not brilliantly. One of the players was beset by bad luck, and I mean a run of really bad luck over multiple sessions. The systems I had created to help lift a character out of that situation just weren’t pulling their weight, and the systems I had created to add complications and consequences were compounding it.
Now, sometimes bad luck is just that. A system shouldn’t be designed around outliers necessarily, and any game system that uses randomisers can feel like it’s blocking you if you happen to be consistently unlucky. But what the playtests showed, and what was half hidden behind the averages, was that there were a number of cogs that just weren’t fitting well together. The system designed to lift a character out of a bad fix wasn’t effective enough, whereas the system designed to implement consequences on the characters was quite effective.
These outcomes were the result of system creep – the addition and slight modification of the game rules over time, to add in this, insert that cool concept, and adjust the other thing. The math stacked up – on average – but if you happened to get behind it could become a vicious cycle.
Ironically the changes required to fix these issues pushed the game closer to the original rules, and as is so often the case, good changes came from pulling things out rather than adding things in.
In Ganymede Outriders players can spend their character’s Stress (a resource) to roll extra dice – why did I think that stipulating that this choice had to be made before the dice were rolled was a good idea? Well, I thought it added a fun push your luck element. The real result was that a player might try and push their luck, and just roll badly, lose Stress, which can lead to negative consequences, and things would only get worse from there. Not a fun element after all – and one that forced players to make a choice based on limited information. Removing that stipulation – that you have to decide before you roll the dice – was a small and simple change, but one that fed the push your luck feel rather than limited it. A player can roll, get close to a success, and decide to push their luck based on known information, rather than just gamble that they’ll need the extra dice. A small change, but one that had a profound effect on the feel of the game. Players were much more willing to spend their Stress to gain those extra dice because they could see that they were only a small step away from the outcome they wanted. The cogs I had hoped would work well but felt like they were grinding were suddenly spinning together smoothly.
It’s just one small example picked from many possible examples, one example of a rule that might have been easy to overlook, but which was having a negative impact on the very system it was designed to compliment. The adjustment – a simple enough change – is easy to write off as inconsequential on paper, but in fact has a significant impact on how the system feels in play.
Playtesting is important.
Ganymede Outriders is, I think, a pretty fun game system, and a pretty fun setting. When it releases it will be a small pocket-sized book jam-packed with game. When it’s released it will come with digital files that include a rules overview of the system, and a playthrough example. The rules themselves – the Drift System – and the setting of course – will all be available under the Caradoc Games Third Party License – so if you’re a creative and want to create adventures, new settings, or whole new games using the Drift System – you absolutely can, and you don’t have to pay a tithe to do so.
2022 was an interesting year, for myself personally it has meant some significant change, for Caradoc Games it’s been a year of overcoming complications and trying out some new things.
Looking back over 2022 from a ‘games and writing perspective’, I have achieved a number of things this year. I finalised, printed, and fulfilled Foundlings. I ran a Kickstarter for Owlbear Omelette. I designed and wrote Prisoners of the Elf King. And I have almost fully developed the next game, slated for the second quarter of 2023: Ganymede Outriders.
It sounds like a lot, and I suppose it is, but I also felt like I did a lot more than I actually did. On reflection, the key reason I didn’t get as much ‘game related’ stuff done as I had planned or thought I might was because of how busy my own life was outside of Caradoc Games. In 2022 I worked full time as a teacher, I also worked some 20 hours a week coaching gymnastics, and then worked on Caradoc Games related stuff outside of that. I have three very active kids, and family life is important. If I got less done on games than I had intended I think I can give myself a break – this year was busy!
One other significant change that happened this year was that I stepped away from the classroom after nearly 20 years as a teacher, and took over the management of a gymnastics center. All of this happened at the same time the little country town I call home flooded. The gym was forced to move locations and the weeks from the floods to the recovery were massive. While this chaotic start to a new career was interesting, to say the least, I really am hoping for a more stable year to come. I loved coaching throughout 2022, and am looking forward to what the new year brings.
So back to game related stuff. The year started with Foundlings, and it was a rocky start. Originally I had intended to fulfill Foundlings through my own webstore, but an error I couldn’t work out in the coupon system was taking time to resolve. In the end I opted to run a pledge manager through Gamefound, which was… interesting. While it took more time than I had planned for, I am thrilled to say that Foundlings was successfully fulfilled, if a little late. This game seems to have done well post-kickstarter, and I ended up having to order a second printing not long after the first. I hope it continues to do well, I really like this little game, and I think it uses some really fun rules. If you’re after a post-apocalyptic fantasy game, with strong environmental themes and a focus on the slow degradation any post-apocalypse brings – this game might just be for you!
The second quarter was spent getting my game Freedom or Toaster finished and laid out for the Tiny Tome – a Kickstarter run by Long Tail Games. I really like this little micro-rpg of mine, and was thrilled it got a chance to be a part of such an awesome anthology of games. As a one-shot I think Freedom or Toaster works great – it has simple resolution mechanics, a fun and funny theme (human-like robots trying to escape a busy mall to live their best lives, while human robot police hunt them down). It also has one of the best rules I have added to a game (imo): every time a robot speaks they have a noise they have to include in their speech – maybe it’s ‘beep’, maybe it’s ‘woo!’ – every time I have played Freedom or Toaster this element has been a lot of fun.
Around the same time I started work on Ganymede Outriders, a game I originally hoped I would release as a perfect bound book of something like 100 A5 pages. But…
When fulfilling Foundlings I had a number of messages from backers complaining about the high cost of shipping. Believe me, I get it. As an Aussie, shipping is a nightmare. Having the cost of shipping be about the same as the game itself – for a game which is a staple bound booklet no-less… yeah. For Foundlings I actually charged less than what it cost me to put those games in the post, and at $14 for shipping per copy – no, it was not cheap. I looking at working with a shipping partner, I looked at localised printing, and while these offered some solutions, the cost in currency conversion between AUD and USD meant that any savings I could pass on were negligible or non-existent.
My plans to make bigger books with Ganymede Outriders and Heralds was only going to mean bigger shipping costs, but what if I went smaller instead? What if I could send something in a DL envelope? That would cost about $4 AUD for international shipping.
The plan for Owlbear Omelette was hatched.
Owlbear Omelette was a game I had originally released in 2019. I chose to revamp the game for this little experiment, and converted it into a 36 page staple bound A6 booklet. I reworked the rules, added some fun new options, redesigned and added a bunch of random tables for generating a dungeon or palace, and let it loose on Kickstarter. It didn’t explode, in fact, it barely scrapped over the line, but it funded. It funded and it let me trial how much cheaper and easier it could be to send stuff via DL. Owlbear Omelette wasn’t even on my radar for a re-release at the start of the year, but here we are: a successful Kickstarter fulfilled, and copies already available in retail at places like Indie Press Revolution, and soon to be at Exalted Funeral.
The experiment was a success, and this led me to work on my next game. It wasn’t that I abandoned Ganymede Outriders – that one was still percolating in the background, but I wanted to make something that was spiritually like Owlbear Omelette, something that was hopefully amusing to read and play, and that poked a bit of fun at itself and it’s genre. Prisoners of the Elf King was born.
In Prisoners of the Elf King you play as Dwarves, captured by the eponymous Elf King, and released from your cells by your burglar. Rather than climbing into barrels and getting dashed to pieces in a river, you have collectively decided to find your own way out.
Like Owlbear Omelette, this game is both the adventure and the rules system, with the rules specifically designed to engage with the themes. In Prisoners of the Elf King Dwarves can ‘Dig Deep’ to score extra successes, but if they do it to much they can release their bane. The characters all have passions – which play off the characteristics of the Dwarves in The Hobbit and the Lord of the Rings, and if they are fulfilled the player can advance their characters. The party also has a sheet with three tracks – Fly You Fools measures how close the Dwarves are to escape. Diplomatic Incident is rolled after the game, and can mean the antics of the Dwarves lead to a massive war (Battle of the Five Armies style), and Drums in the Deep is the track that gets filled up if the Dwarves dig too deep too often.
I think the system is fun, and I got a lot of pleasure out of designing a set of rules that play with the material that inspired it. Like Owlbear Omelette this is a strongly focused game – it sets out to tell a story, and has all the rules you need to play that story. I’m thinking of calling this little line of games ‘Episodes’ – because that’s very much what it feels like. They are a different design experience to something like Corsairs, Rascals, Foundlings, or Ganymede Outriders – all of which are game systems and settings.
Prisoners of the Elf King will be hitting Kickstarter in February this year, as a part of the ZineQuest and ZiMo promotions.
Of course, with the rules for Prisoners of the Elf King done and dusted, I turned back to Ganymede Outriders. This is a game and setting, includes vehicle rules, and a travel system. I am going to try and squeeze all of that into an A6 book. Will it work? We shall see…
Toward the end of last year Thunderworks Games ran a Kickstarter for their Roll Player Adventures game. This was hugely exciting for me, as a part of this Kickstarter included the Tales of Ulos graphic novel. I wrote one of the comics in this novel: Blackjacked Buccaneers, and it was one of the most enjoyable pieces of freelance writing I have ever undertaken. You can read some thoughts about it all here. I was very pleased to see Roll Player Adventures do so well, not least for the selfish reason that I get to see a comic book I wrote go to print. And who knows, maybe we’ll see more of Kaemon and Pitlin in the future…
Well, that about wraps up the year that was. 2022 was a busy year, but I am pleased with everything I got done. It wasn’t the biggest year for Caradoc Games in terms of money made, and one of the reasons for this is because I had made the decision to move away from freelance work to focus on my own games (Blackjacked Buccaneers was the exception – I mean who could say no to writing a comic!).
The Owlbear Omelette Kickstarter raised about $1600 AUD, of that about $100 was profit, but I also sold copies into distribution, and that, for me at least, has been where my games have made the most. Online sales through my website were almost non-existent, sales on itch.io came to about $40, and DriveThruRPG sales totaled about $140 (after DTRPG took their 30% cut). Royalties from Long Tail, and sales through distribution (both Indie Press Revolution and Exalted Funeral) came to a bit over $3000. None of this includes royalties for the comic book – I expect those will start next year some time. Not a huge amount to show for the work it has taken, but all building. I now have four games in print, the experiment with cheaper shipping options was a success and has created the model for Caradoc Games moving forward, and I have two games ready for 2023. With a back catalog starting to make some money, and at least two games lined up for release next year, I hope the building I have put into this year will start to grow in 2023.
I have rambled long enough, I’ll write about my plans for 2023 in another post.
Owlbear Omelette, our first A6 sized pocket-book style game, funded successfully on Kickstarter, has been printed and fulfilled, and is available now from the Caradoc Games webstore. Very soon, you’ll also be able to find it at Indie Press Revolution and Exalted Funeral as well! While it didn’t reach astronomical levels of funding, it funded enough.
A while ago I wrote about Owlbear Omelette as an experiment. I like making zines, and I have loved making games like Corsairs, Rascals, and Foundlings. But the increasing cost of shipping has become a problem. My last A5 zine, Foundlings, costs as much in shipping as it does for the game. This isn’t me price gouging on shipping, it’s literally what it costs. For me to post a bubble mailer just big enough for a game like Foundlings to the US costs me nearly $14 AUD. Paying as much in shipping as for a game is something people in Australia are accustomed to, but it also means we (well I certainly am) are more picky about what games we choose to buy and when. I got some kickback from some Foundlings backers about the cost of shipping, and while I completely sympathize, I charged less than what it actually cost. Owlbear Omelette was an experiment in how I could do better by my international customers, could I make a game I was happy with, and make sure it was sized in such a way as to drastically reduce the cost of shipping it?
Moving to A6 has meant I was able to keep shipping costs to a minimum, and while this format has presented some limitations and challenges, it has also provided opportunities. Owlbear Omelette was a proof of concept – I wanted to see what I could do with an A6 format, something that I could comfortably get away with sending in a DL envelope. How much game could fit into 36 A6 pages? How much did I need to sacrifice from the sort of games I have enjoyed making (like Corsairs, Rascals, and Foundlings)? How much would shipping actually end up costing?
Shipping from Australia to the US costs me about $4 AUD, a full $10 cheaper than an A5 booklet. Yes, there are sacrifices in terms of how much detail I can cram into the space available, but I feel that Owlbear Omelette is a lot of game content in a small package, and it doesn’t cost too much to put in the post. I am happy with the results so far, and it will mean (for a little while at least), that you’ll be seeing more A6 formatted games coming from Caradoc Games.
While all my other games have been a full RPG, albeit in an A5 zine style booklet, Owlbear Omelette took a slightly different approach. It hyper-focused on a story, and everything was designed to lean into that story. It was, in essence, an adventure and a rules system bundled together – with the rules designed to make the most of the story. I wasn’t sure whether it would fund, I wasn’t sure if it would work, and I especially wasn’t sure if it would end up being cheaper for backers in terms of production and shipping. I am happy to say it succeeded on all the metrics I had hoped it would. Sure it didn’t over fund to a great extent, but it funded enough. Enough means I didn’t lose money. Enough is hopefully a good start to building an audience for this sort of game from Caradoc Games.
Owlbear Omelette is out in the world, available from the Caradoc Games store, and soon to be available from indie RPG powerhouses: Indie Press Revolution and Exalted Funeral. Hopefully those who pick it up will have a laugh, and if they play it, I hope they have a blast. Lastly I hope that Owlbear Omelette has done it’s job – proving a proof of concept, and will be the first of many little games from Caradoc Games, where the cost of shipping isn’t going to sour the deal.
In Prisoners of the Elf King you play a group of dwarves who have just managed to break free of the cells you were unfairly placed in under the orders of the Elf King. While your burglar helped you slip your cages, the next steps they proposed could be generously described as ‘sketchy’, at best. So, while the burglar heads off to prepare, you and your fellow dwarves are going to find your own way out!
Yes! You’ll all be damned if you let some button-less burglar drown you in barrels, there has to be a fitter way out of this foresty fastness!
Prisoners of the Elf King, like Owlbear Omelette, is a self contained adventure and rules system. The rules have been especially designed to play on the story and themes of the game. You are Dwarves, and naturally, when needed, you can dig deep to get the successes you might desire. But be wary of digging too deep! There are a bunch of fun rules in this game, some for the individual Dwarves to have fun with, some that impact the entire group. I am proud of this little game, and can’t wait to share more about it!
Prisoners of the Elf King is fully written and laid out, I’m waiting only on the art. With Christmas around the corner, I think any attempt to launch this game will be better held for next year. So… Prisoners of the Elf King will be coming to Kickstarter in February next year, just in time for the 2023 ZineQuest promotion.
Smoke and Oakum is the first supplement for the Corsairs RPG, and delves into the subject of Sky Ships and sailing the skies of the Molten Seas.
Sitting at 32 pages from front cover to back cover it is almost as big as the core rules, and covers a lot of ground. In it you will be able to find rules and suggestions covering a slew of topics, from the effects of fair weather or challenging winds, to rules for encounters with storms, shoals, and more of the dangers that can foul a sky ship. There are guidelines for running a crew or factions within a crew on board a ship. 6 new Conditions that can have a serious impact on a ship and it’s crew. There are rules for chases which expand on the recommendations in the core rules, and include bonuses and setbacks for starting a chase at a lower or higher level than the target ship. A ship may gain a Reputation, or be upgraded, and there are a range of upgrade options from a Figurehead to larger cannons all of which can make a ship better, more fearsome, or more dangerous. Of course, Smoke and Oakum also includes more of Felicity Haworth’s wonderful art, and I hope you love how she has brought the world to life as much as I do!
Also included are two sets of stat blocks for enemies a Corsair Sky Ship might face off against, one titled ‘Sails Ho’, and the other ‘Here There Be Dragons’, and I’ll leave it to you to imagine what might be covered in the second!
At the back of the book is a new and updated Ship Sheet, including room for marking a ship’s Point of Sail, details on the Crew, and other sections to accommodate the added rules in the book. Lastly there is a page of Condition Cards, which may be printed and cut out to help track the conditions player characters or a ship might be suffering from at any given time. In short, Smoke and Oakum is a supplement that adds a lot of new material, all of it geared toward making your play experience as Corsairs sailing their infamous sky ships a more interesting, and nuanced experience. I am really thrilled with how Smoke and Oakum has come together, and I hope anyone who snags a copy of Smoke and Oakum will get a lot from the book!
I expect Smoke and Oakum to be available from DriveThruRPG and Itch.io within the next ten days, and I’m really excited to read what people think!
Speaking of which… if you have a copy of Corsairs consider heading to DriveThruRPG or Itch.io and giving it a rating or review, these things really help, and are very much appreciated! If you missed the Kicksarter and are interested in a physical copy of the zine, there are still some copies left from the print run, contact me at firstname.lastname@example.org for details. I am looking at a bunch of options to allow me to sell physical and digital products online at the moment, but I haven’t made any decisions on that front just yet.
Phew… So what’s next? Well, I am currently working away at Speed, Strength, and Wits, which will take a look at characters in the same way Smoke and Oakum took a look at Sky Ships and sailing. Beyond that… who knows. I am working on an adventure at the moment that I may just write up and put up for sale, and I have a half a dozen things I would have liked to include in Smoke and Oakum but just wasn’t able to fit in. If there is interest, I am keen to keep developing the Corsairs world!
Beyond Corsairs I am working on a new RPG setting and system that I was hoping to launch later this year, but which I may just hold on to in anticipation of next year’s ZineQuest (presuming Kickstarter run it again). I am really digging the theme and world I am currently developing, so we’ll see how it progresses!
Corsairs has set sail! After the Kickstarter launch as a part of the ZineQuest in February, backers have finally been sent their digital copies of the Corsairs RPG! Before hitting send I was a mix of nervous and excited, immediately afterwards elated and relieved! Corsairs has been released!
Corsairs is a role playing game zine containing the full rules for character creation, and character actions, as well as for ships and sailing the skies of the Molten Seas. Scattered throughout is background information on the floating islands, and the setting of Corsairs, as well as wonderful art from Felicity Haworth. When you buy Corsairs you will also get separate files for the character sheet, the ship sheet, and two rules reference sheets.
If you get a copy, please consider leaving a rating or review!
For the next two weeks I’ll be gathering feedback and questions on Corsairs, before I send the files off to be printed. I’m excited, and I hope anyone who gets a copy enjoys reading and playing the game half as much as I did writing and developing it!
It’s been far too long since my last post. I have been busy. My day job is as a teacher, and the transition to remote learning has involved a lot of work. This has had a significant impact on everything else obviously, and has led to fewer posts here, and a couple of deadlines pushed back for freelance work. I am trying to make ground, but the going is slow. I think I have a handle on this whole remote teaching business now though, so fingers crossed I manage to find some more free time in the next few weeks!
So what have I been doing for Caradoc Games? Work on Corsairs is progressing, and I have been through and edited and reedited the core book a number of times. Progress on the follow-up source-zine Smoke and Oakum continues, though has been slower than I had hoped. I have a system for running chases written (allowing better rules for a Corsair ship to chase down and catch some juicy merchant galleon), as well as a bunch of Ship Conditions. I have started turning my notes for the Weather into actual properly written rules and guidelines, and am happy with how all of this is shaping up!
Art for Corsairs is coming along nicely! I have seen and given feedback on all the early sketches, and Felicity is working hard on turning them into their final pieces. I am looking forward to being able to share them when they are done!
In addition my co-designer Karl Lange (of Ark Angel Games) and myself have returned to Colour Jungle with gusto. Karl has made a brilliant Table Top Simulator version of the game, so we should be able to organise more testing than previously even in our isolation! It’s looking really nice. We made some adjustments to the rules that I think are very solid, and have trimmed some other pieces out that felt like they added ‘stuff (TM)’ without adding much. The game is feeling more solid now, and I think with some honing, it might be ready to take back to publishers…
In any case, that’s the update for now! I’ll endeavor to return to more regular posting soon, until then, stay safe, and I hope you and yours are well!
A while ago I wrote about a card game that Karl Lange of Ark Angel Games and myself were designing, it was called Colour Jungle. After plenty of testing and development, we felt that it was ready to show around, and while we got some positive feedback from various publishers (thanks to Karl for the leg work on this), it didn’t quite make the grade, and no-one picked it up.
Karl and I had an online meeting a week or so ago, and decided to take a different approach. Taking the feedback we had received from playtesters and publishers, we looked at the game again and pulled out the pieces that we felt were the strongest and most enjoyable aspects of Colour Jungle, and imagined ways we could redesign the game around those core elements.
Sugar Glider Tag is the working title of the result. We still have a way to go with developing this one, and who knows, this particular road may lead us to a point where we shrug, trek back, and look for a different fork in the path to explore.
Right now though work continues apace with the early development and playtesting. There are aspects of this new game that I really like, and there are aspects of the-game-it-was that I miss, but for now the only way is forward. Testing, trialing, playing, and seeing what feels like an interesting avenue to explore.
It’s good fun, and I’m glad to have a design partner to work with. He keeps me honest, keeps me working at it, and two minds, as the saying goes, are better than one!
14 Days. That was the length of the Corsairs Kickstarter Campaign for the ZineQuest. Before launch I had my worries, I had my doubts, I had a cynical and self-deprecating voice in the back of my mind telling me Corsairs would fail. It didn’t.
236 Backers raised over $4000 AUD to help make Corsairs a reality. We hit a funding level of 274% and unlocked three stretch goals. We unlocked a better quality zine, improved art from Felicity Haworth, and two further PDF zines that will expand the Corsairs rules and setting.
I’m not sure how I feel. On one hand I am stunned, shocked, thrilled and excited, and on the other I am daunted by the challenge that lies ahead, and the worry that I can still muck it up. Replacing the concern that no-one would be interested and that the Kickstarter would languish unnoticed and forgotten is the concern that people who get the zine will be largely unimpressed. Such is the journey of anybody who creates content in the hope that others will like it I suppose! I cannot sit in a puddle of idle self-doubt, I have 236 people to thank and a successful Kickstarter campaign to celebrate! So onward!
Over the course of the Kickstarter campaign I wrote 23 updates counting something like 13,000 words all told, I did one interview, tweeted a lot, and gave shout outs in my updates to 23 other Kickstarter ZineQuest campaigns. I got a lot of feedback, a huge amount of support, and was stunned when the campaign funded on the second day, and hit 274% of the funding level by the time it wound to a close.
It’s been a roller coaster. I have learned a lot, and I recognise that I have much yet to do and learn. I am looking forward to the chance to officially commission Felicity to complete the artwork for Corsairs, and excited to see how it will all come together including her wonderful artwork. I have two source-zines to write: Smoke and Oakum, which will expand the rules for sky ships and sailing, and Speed, Strength, and Wits, which will expand the rules for characters. Through both I hope to also expand the setting and lore of the Molten Sea and the famed Floating Islands, as well as layering in as many adventure seeds as I can. All in good time! For now I have some freelance work to complete while I wait for Kickstarter to process the campaign. Once this is done I will be taking time out to finish Corsairs, and make the rules book and the source-zines that follow it as wonderful, and full of value for my backers as I can.
All in all Corsairs has me wondering about the viability of running a small zine campaign again later in the year. Yes it would be outside of the ZineQuest promotion, and that I have no doubt would significantly impact visibility, but I had a great time running the Corsairs kickstarter campaign… I got to interact with a wide range of wonderful and supportive people from gamers to designers and fellow zine-questers, and generally had a lot of fun. Then again, maybe I should instead focus my attention on my larger fantasy RPG: Ashmerl… Decisions… we shall see!
Corsairs will go live for Kickstarter’s ZineQuest on February 2nd.
Corsairs is a 32 page RPG zine of sky ships, floating islands, and high adventure! All the expected rules are there: actions, combat, giving a foe a damned good tongue lashing, Corsairs even includes rules for sky-ships and broadsides!
Corsairs does not include a GM chapter, or the usual ‘What is an RPG’ section, but it is choc full of rules, Scoundrels, and background. It also includes a Summary page, a character sheet, and a ship sheet.
Well, I did it. I hit submit. I had a few butterflies, but I submitted the Kickstarter project for review. I’m not sure how I’m feeling right now… nervous certainly. Hopeful. Worried. Excited. Anxious. All a mix of various things.
I think I have calculated everything, and goodness knows I have been over the project and the maths 1000 times. I think I have it all covered. We shall see.
The ship is set to sail! I hope the winds are favourable! I hope the course has been well plotted, and any dangers for the voyage have been thoughtfully navigated in the process. If the project passes review Corsairs will be launching on February 2nd. My contribution to the Zine Quest.