NSR:
Hello Sean - when’s null.hack coming out? XD
Sean:
I’ve been working on it a lot recently! We don’t have a release date yet. It’ll likely be after fatherfog, werewolf in the dark, and another 2-3 mothership books. But we have big plans for it. We have an amazing city builder in the works. We’ve had a great experience with the team that built the Mothership Companion App, and we think we can make a really cool one for Null.hack as well. I’m hoping to put out a null.hack playtest kit sometime this next year. This was my first RPG and I hit a wall early one then pivoted to Mothership and Heist. Cyberpunk was too big for me to tackle. I couldn’t see what it needed to have and what it could avoid. Publishing Mothership and putting Null.hack into the Mothership world has made it a lot clearer what I want it to be. I’m super excited now because the game involves a lot of interaction with your contacts, friends, and family. Getting to know your neighbordhood, your block, and building a network/community. The domain game is with you from the very beginning basically. Can’t wait to share more about this.
NSR:
Thank you for answering the question (which I now realise was a repeat of one many ranks above)!
If you have time for an optional second question: there are lots of cool little procedures/minigames in your games (thinking of the ship combat minigame, the hacking pamphlet…). How do you design those and what do you think makes a good minigame?
Sean:
A lot of times I ask like “who is this for” and “how often is this going to come up?”
Like ship combat we think will come up once per campaign, if ever. So we were okay with it being a mini game you needed to sort look up in the book as long as you could run it from the book.
With hacking we thought okay this might become part of someone’s prep (and I wanted to design it for null.hack now so we had it done when we got there, much like we did with cybermods in APOF).
It’s best to imagine yourself as the warden who is going to have to use this. Are you going to remember? Is it going to solve problems for you?
Like I really like the war machine rules in the dnd RC. But like — they could’ve included that info in the monster manual or released a book of armies to make that really easy for me. They didn’t! They didn’t consider what it would take for me to use that mini game at the table. So a really good system just gets lost because it’s so prep intensive.
I don’t think refs mind prep as long as once it’s done it’s done for a little while. So let’s say your adventure has some interesting survival mini game. As long as the ref can learn it once and go I think you’re good. But having like a separate mini game for every little thing just sounds like death. That being said — If they’re good they’re good! Hard to argue with that.
NSR:
I did run a full hacking cyberpunk game once, and the hacking became a negotiated roll rather than a minigame because as you say, what’s cool as a one and done novelty becomes a chore if you keep referring back to it.
Sean:
100% agreed yeah.