chronoshifter said: Is there a way that you can post a video explaining the game so far (what you have and us), and showing gameplay? I think that seeing the elements being used would make it easier to give any suggestions for the distribution of the product,

I could create and post a video, but it would take time to do it right. If the community really clamors for a gameplay demonstration, I might cave in, but I also need to preserve the gameplay for when I do my blind playtests (tests where I step back and let my manual can explain how to play).

Instead, for the purposes you described, I’ll give a breakdown of the components:

  • 1 quad-fold board, 24” x 24”
  • 250 mini-cards, 1.75” x 2.5”
  • 1 standard card, 2.5” x 3.5”
  • 4d6
  • 4 pawns
  • ~100 counters in 3 colors

Addendum: All the components of my prototype except for some spare dice and combat tokens are visible in the original announcement photo.



73 notes

Well, I always knew this was a possibility.

What Pumpkin Studios updated their policy regarding commissions and derivative works. They no longer accept or respond to outside solicitations for licensing. It would’ve been nice to hear about this from something other than a forum post about a form response from an out-of-date e-mail address, but that’s water under the bridge.

So where does that leave SBURB: The Board Game? Allow me to make one thing clear: the board game already exists. I may not have a license to mass produce and distribute it for profit, but that doesn’t mean the project is shutting down. It just means that I have to find… creative alternatives for sharing the game with everyone.

So here’s the options I’m looking at:

  • Distribute SBURB: The Board Game as a print-to-play project. This would involve releasing .pdf files containing all 240-ish cards, the 24” x 24” board, and cutouts for all the tokens. Print-to-play is the easiest option for me, but the end user (that’s you guys) is stuck figuring out how to print them all out. The game requires a lot of shuffling and drawing, so the cards should be printed on quality stock. That, plus the requirements for the board mean that printing this sucker in playable condition will either be costly or messy. Plus, that means Kinko’s or HP will likely be pocketing the money for all of this, and that’s not fair to either me or Andrew Hussie, even if it’s technically legal.
  • Adapt SBURB: The Board Game into an online video game. I’ve been considering doing this anyway because online friendships are at the core of what Homestuck is about, but since mucking around in code would slow down the project I’ve been focusing on the paper prototypes. There’s already precedent for fan-made Homestuck video games being allowed to exist, so this is probably legally my safest option. However, this would also require me to learn how to code an online multiplayer game (or find someone else who’s willing to do that for me as pro bono work).
  • Rebrand the project as Housetrapped or something. I could file off the serial numbers and try to proceed with the board game project as something “inspired by Homestuck” rather than “representative of Homestuck”. I’d have to remove all the branded elements (iconography, terminology, etc.), and that is not a trivial task, but it can be done. This is the option that I’m least comfortable with, since the whole point of undertaking this project was to create the best board game adaptation of Homestuck possible. It would allow me to recoup the costs of development though, plus if I had enough support for that plan, I could also find a way to produce a high-quality copy for everyone to purchase.
  • Tote my personal copy of the game around to conventions. I’ll likely be doing this anyway. Bit of an anti-climax if this is all I can do, but whatever works.

What do you guys think? There’s a brand-new comments section on this blog to help me keep track of the discussion - if you have any comments or suggestions, please let me know in there. :)


itsamemeige said: Am I your favorite tester?

Yes, if only for comments like this. :P



3 notes

Tumblr’s comments system leaves much to be desired. I’ll have to do something about that, but in the meantime if you want to get in touch with me, the best way is through the Ask feature. I won’t answer every question, for various reasons, but I definitely read them all. :-)


sweetmothermarmalade said: Will it be required to have one space player and one time player in each game?

No. Things would get boring pretty fast if 2 of the player aspects were already spoken for in each game. I could probably mix it up with classes, but still…


otakulibrary said: you probably get a lot of these, but how close is the game to completion? it seems like a really cool idea and i just can't wait to play it~

I’d say the game is in the beta stage of development. Most of the features are locked and I’m focusing on fine-tuning the numbers and refining the instruction manual.


yomikojeevas said: How many people are you collaborating with on this project? And are you looking for more testers?

Most of the labor (art, card design, prototype assembly, etc.) for this project has been my own. However, I’ve had a number of friends help me with advice, “how-to”s, and playtesting along the way. I’ll need to create a proper credits page eventually.

As for looking for more testers, stay tuned.


turtwig-z said: How does one determine their class/aspect

That’s for the players to decide. Rock-paper-scissors, random draw, your favorite “What’s my Homestuck Classpect?” quiz, a battle to the death…


galaga-senpai said: "If you run out of health at any point in the game, you are Dead." Is there a game mechanic for going God Tier? :o

The board game focuses on Acts 1-4. I have something in the works for God Tiering, but it’ll need its own expansion to do it justice, I think.


harlequinbabe said: When you say heavily researched is bladekindeyewear's theorizing a thing you've looked into?

My primary source was infinitywhale’s Ultimate Classpect Post (which apparently was informed by bladekindeyewear’s theorization - I’ll need to have a look at that). I spent a good amount of time studying the Classpect Post, the MSPA wiki, and individual Homestuck panels discussing classpects.

From a game design perspective, I also spent a good amount of time looking at design articles for Magic: The Gathering. The main challenge with handling classpects was figuring out how to reflect them in game mechanic form. Given that I’m not making 144 unique cards for each class/aspect pairing (yet), how do I boil down the essentials of each aspect to the space of half a 1.75” x 2.5” card? What MTG gave me was a guide for reflecting philosophies and ideals into game mechanic form.

I also borrowed from Pandemic's class design philosophy. Almost every aspect is designed with cooperative play in mind, and along those lines my research consisted mostly of figuring out which traits of a classpect can fit best into a cooperative game.