Completing a challenging game-writing assignment is always a mixture of elation and weariness. In this case, a few days ago, I delivered my intro adventure to the new second edition of the Swedish horror RPG Chock (“shock” in English) by Eloso. Ten thousand words dealing with young men dying strangely in Stockholm’s finance industry in the late 1980s. This setting coincides intentionally with my time at Target Games as its editor & in-house game designer; we then published the first edition of Chock, which (unlike the second edition) was a straight translation of Pacesetter’s Chill.
Designing games in my spare time is always an up-and-down experience: while writing this adventure, I have also had a regular office job as a techwriter, moved to new home, assisted my three daughters with this and that, been knocked over by an Italian stomach infection (steak tartare is tasty but hazardous), and so on. But writing games and fiction is such a pleasure that I won’t stop doing it despite being short on time.
Next major challenge is developing the Swedish Wastelands setting for the post-apocalyptic RPG Freeway Warrior by Åskfågeln. I have a pretty good idea what I want to do — for example taking a closer look at my old hometown Gothenburg and the farmlands of adjacent Västergötland — and I have some old stuff that can be overhauled to fit the new context. This will be fun.
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If I get sufficient backing, I’ll switch to designing new games and stuff full-time.