SRD is going slowly! Some big health issues have slowed a lot of my work down. But that shouldn’t stop you from releasing something!
Feel free to shoot me an email (seanpatrickcain@gmail.com) and we can chat!
thanks for the question!
One of my very first design ideas, as Long Haul was still taking shape, was: What if you could level up a character by listening to a song?
“Your character gets stronger by listening to the Staples Singers” was an early part of my pitch.
I knew I wanted an ambient soundtrack, so I began researching early ambient and experimental electronic music.
For the pop music that appears during gameplay, I knew that I wanted songs that were very specific to the period — stuff that was released in 1982 and early 1983 that could reasonably appear on a radio — but nothing that felt like your generic “80s music.”
It’s part of a larger attempt to sketch out an early 80s setting that wasn't defined by the common neon/vaporwave/synth aesthetics.
(These trappings are universalized, despite their deep connections to particular class, age, race, & regional identities. I wanted to move beyond that.)
Thanks for the question! Two part response:
1 - The rule about the last piece captured is directly connected to the checkmate move. If a player captures all of their opponent’s pawns, they make it impossible for their opponent to checkmate. Keeping one pawn on the table means that there’s always a chance.
2 - Since you can win the game by capturing all of your opponent’s pieces, your final move of the game could be made with any of pieces (as you capture your opponent’s final pawn).
Hope that makes sense!
Your timing is great. I recently brushed off an unfinished document that will become an SRD of sorts. (Stay tuned!)
Is there anything in particular you definitely want to know/see?
Also, please feel free to hack away. We can connect on details. You can shoot me a DM on Twitter (@seanpatrickcain) or email me (seanpatrickcain@gmail.com).
Cheers!
Dicebreaker shared an awesome rundown of TATTOO:
"Tattoo reinvents '80s classic Taboo as an inkcredible party game of drawing and roleplaying"
https://www.dicebreaker.com/games/tattoo/news/tattoo-taboo-board-party-game-hack
Yep, that's exactly right.
Winning strategy has nothing to do with your pieces' positioning on the chess board -- instead, you're focused on moving to those shaded squares on your game sheet to capture your opponent's pieces -- either to win by capturing all your opponent's pieces first, or to obstruct your opponent by capturing the piece they need to progress on their game sheet.
if you don’t have the piece, you can’t mark/use the square.
if you’re making a beeline to the “checkmate” square, your opponent Can use this to slow you down. you can use the special move to continue uninterrupted.
if you’re trying to capture an opponent’s piece, this special move lets you do it, even if you don’t have the proper piece to use.
hope that makes sense!
Hi everyone! I just released TATTOO, a party game / RPG mash-up built from the bones of Taboo, the classic guessing game.
TATTOO is a roleplaying game about tattoo artists, their clients, and the reality TV show that puts them in the spotlight. It's lightweight, GM-less, and can be played without any prep or study.
It's also a competitive party game of deduction, gambling, and competitive doodling.
And it's a hack of Taboo, the classic guessing game. (Taboo. Tattoo. You get it.)
As the Artists, they'll be the stars of the show. Players will flex their design muscles, craft killer tattoos for their clients, and compete for success and prestige.
As the Clients, they'll be the tattoo parlor's celebrity guests, trying -- and frequently failing -- to communicate their artistic visions to a team of artists.
As the Producers, players will keep the show moving, acting as host, judge, and DJ. (Instead of a traditional timer, TATTOO employs a playlist of 36 killer punk & hop-hop tracks to keep the energy high and the drawing time limited.)