The only update I ever wanted to make, Headspace has shipped to all backers and print editions are now available…

The only update I ever wanted to make, Headspace has shipped to all backers and print editions are now available…

Originally shared by Mark Richardson

The only update I ever wanted to make, Headspace has shipped to all backers and print editions are now available from a variety of sources!

https://www.kickstarter.com/projects/1991378332/headspace-rpg/posts/1699614

I just my first in depth review of my HEADSPACE RPG by Matthew McFarland which is very exciting to me as he is quite…

I just my first in depth review of my HEADSPACE RPG by Matthew McFarland which is very exciting to me as he is quite…

Originally shared by Mark Richardson

I just my first in depth review of my HEADSPACE RPG by Matthew McFarland which is very exciting to me as he is quite the veteran in this industry! I’m really happy that it’s a very positive review and his players want to keep playing so that is always the best compliment!

He points out a few things mostly on Corporate management and Project stuff that I’m aware of based on feedback from my community. Once I get my books out to all my backers I plan to put together an addendum adding some clarity to the items he brings up.

It’s over at RPG.net so take a read!

https://t.co/CyCs4nuLxC

Hi Everyone

Hi Everyone

Hi Everyone,

After three years of work, my first game HEADSPACE is now complete and available on drive-thru. Headspace is a shared consciousness cyberpunk game focused on Corporate operatives who have turned on their former employers.

This game uses the rules of PbtA in some new and different ways, the game is all about hyper competent heroes (think Jason Bourne), so it moves much of the “6- GM says what happens” into Emotional Complications that the players add into their own narrative to push the story forward.

I’m really excited to finally share this and I hope you enjoy!

http://www.drivethrurpg.com/product/185198/Headspace

Headspace RPG (shared consciousness cyberpunk powered by the apocalypse) is in it’s final two day stretch on…

Headspace RPG (shared consciousness cyberpunk powered by the apocalypse) is in it’s final two day stretch on…

Originally shared by Mark Richardson

Headspace RPG (shared consciousness cyberpunk powered by the apocalypse) is in it’s final two day stretch on Kickstarter. It’ been a hell of a ride and we aren’t done yet as we just blew past our 5th Stretch goal and are on to our 6th cyberpunk setting!

To date the game has funded:

Neo-Tokyo Pleasure Dome Ultra 2070 by Adam Koebel 

Paraiso Amazonia (South America) by Encho Chagas 

100% Pure (New Zealand) by Hamish Cameron 

Hieroglyph of the Whale (Undersea Arcologies) by Emily Care Boss 

Carteles Unidos (US/Mexican Cartels) by Jesse Scoble 

NEXT STRETCH GOAL #6: $20,800 CAD – New Motor City by Kira Magrann 

Detroit, 2065

The architectural carcasses of old rust belt Detroit still haunt these neon streets; art deco theatres and car manufacturing plants preserved in spectacular ruin amidst fields of urban wasteland. Not far from these relics are the shiny new skyscrapers and lush urban farms that mark the revival of Detroit’s industrial landscape. New Motor City industry is a temple built to speed: fast cars, fast music, fast fame. It’s always been about transportation here, and corporations thrive on electric hybrids, vehicle mod trends, and the bio fueled superhighways that support the New Mobility. Detroit Techno has made a comeback in the form of massive local Street Burns that draw latex and dayglo clad ravers who race for pink slips. New media creates and destroys reality stars in a matter of days and tech start-ups with questionable morals support this culture. The urban farmland provides ultra-local paleo-genetic veggies and fish bioengineered to mimic natural foods inaccessible to all but the super-rich. There’s a distinct disparity between the downtown biotech revival and the shamefully neglected neighborhood sprawl. Beneath the success of the new tech and a renaissance of culture, race and class tensions are still prevalent, and the people grow restless.

THEN STRETCH GOAL #7: $23,400 CAD – A Bloody Thaw by Will Hindmarch 

The Arctic Ocean, 2044

How quickly can a city grow up? How fast can it fall down? Ice-melt in the Arctic Circle has created new pathways for commerce, revealed new resources to fight for, built up new fortunes, and made new magnates rich. The thawing coastlines opened turf and gave traction for new frontier ports, some of them hiding submersible smugglers and all of them teeming with black-market dealers looking to siphon their share from the planet’s last big oil boom. But as swiftly as they rose, these cities are coming apart. Even with half the ice, it’s cold on top of the world — and a storm is surely coming.

https://www.kickstarter.com/projects/1991378332/headspace-rpg?utm_source=G%2B&utm_medium=G%2B&utm_campaign=Headspace%20Kickstarter

So this week I was interviewed by Phil Vecchione and Christopher Sniezak on the Misdirected Mark podcast.

So this week I was interviewed by Phil Vecchione and Christopher Sniezak on the Misdirected Mark podcast.

Originally shared by Mark Richardson

So this week I was interviewed by Phil Vecchione and Christopher Sniezak on the Misdirected Mark podcast. We dive deep into the work on my Headspace RPG (now on Kickstarter www.headspacerpg.com).

I break down how every component of the game from character creation to long play was developed and what goes on in a game of shared consciousness cyberpunk. So give it a listen if you’ve been curious what Headspace is all about!

http://misdirectedmark.com

After three years of work my shared consciousness cyberpunk RPG is now live on Kickstarter.

After three years of work my shared consciousness cyberpunk RPG is now live on Kickstarter.

After three years of work my shared consciousness cyberpunk RPG is now live on Kickstarter. It’s Sense8 meets Blade Runner built on the Apocalypse engine.

Headspace is a cyberpunk game where the players are operatives fighting against evil corporations. You’ll need to make use not only of your own hyper-competence but also that of your teammates by way of shared mental and emotional consciousness: the Headspace. Using this technology, you can connect to your teammates’ minds and use their skills as though they were your own. There’s a catch though: Everyone’s got emotional baggage and digging too deeply can pull a teammates emotions into your own actions. The Headspace is the edge you need to stand against the corruption of the world, are you and your fellow operatives ready to take up the challenge and make the world a better place?

https://www.kickstarter.com/projects/1991378332/headspace-rpg?utm_source=Google%2B&utm_medium=AW&utm_campaign=Headspace+Kickstarter

REVISED HEADSPACE QUICK START !

REVISED HEADSPACE QUICK START !

Originally shared by Mark Richardson

REVISED HEADSPACE QUICK START !

I have uploaded the revised quick start for my upcoming RPG Headspace.

Headspace is a cyberpunk game where the players are operatives fighting against evil corporations and make use not only of their own hyper-competence but that of their teammates by use of shared mental and emotional consciousness, the Headspace. There’s a catch though: Everyone’s got baggage and digging too deeply into the Space can quickly turn a simple Op into a battle for your very mind and spirit. Headspace, powered by the Apocalypse, explores the boundaries between cinematic fiction and cinematic feelings.

Coming Soon to Kickstarter!

This quickstart includes everything you will need for a fun evening of shared consciousness adventure!

This revision features:

– Streamlined move mechanics

– One less stress track

– Quick, Custom Operator Creation

– Massively revised Playbooks and Move Sheets

Join the conversation on G+

https://plus.google.com/u/0/communities/100236984937053713180

Download the Quick start and take a look:

www.headspacerpg.com

http://www.headspacerpg.com

I started writing this as a reply to Graham Charles questions but thought it was better put it out in the open.

I started writing this as a reply to Graham Charles questions but thought it was better put it out in the open.

I started writing this as a reply to Graham Charles questions but thought it was better put it out in the open.

I wanted to provide a quick overview of my PBTA game Headspace mechanics. The core game text is getting kind of big (in a good way) but I wanted to hit the high points so folks can see what I’m doing differently.

Headspace – Shared consciousness cyberpunk:

Attributes are the 6 Emotions: Rage, Grief, Fear, Bliss, Desire and Pride. + Denotes you have control over emotion, – means you lose control easily.

All character Skills have one of these 6 Emotions as their Baggage. When you Roll the dice you +/- the Emotional stat you have.

There are 3 broad moves in the game, since the game is about shared consciousness I wanted the Move system to reflect this without causing people to memorize tiny details on x and y moves from every playbook.

The traditional 6- Failure mechanic is mostly eliminated because your characters are all VERY good at what they do, essentially 6- represents Success at a Deep emotional cost.

Players can always Fail a Move on their own terms if they don’t like the cost.

Each Operator has 3 Skills they have access to with Jason Bourne level mastery of. The game assumes you are the best ie: A-Team, Mission Impossible etc..

As an Operator you can:

Make a Professional Move – Use one of your 3 skills in the fiction, say what you want to do and roll. Rolling low means your emotions flow into the shared emotional tracks (You are in control but can broadly affect the state of mind of the group, if the tracks get too high they feedback on the group and cause Emotional Hard Choices).

Make a Headspace Move – Use one of any other Players skills at their level of competency (8-12 Depending on the number of players). Say what you want to do in the Ficition and roll. Rolling low brings in Emotional Hard Choices (The GM Picks from lists) that you have to bring back into your original declaration. For Example if you Rolled a 6- for Rage you might have to add “Ignore something Obvious” and “Provoke a Conflict” in order succeed in your original declaration.

Make an Improvised Move – When you need to do something not covered by anyone’s skills. This functions most like a “Defy Danger” and the 6- is the GM making a Move.

There are lots of other nuggets but I wanted to provide a bit of my food for thought.

http://www.greenhatdesigns.com/portfolio/projects/head-space/

Hi Everyone

Hi Everyone

Hi Everyone,

First time poster in this community, I’ve been working on my own game powered by the apocalypse called HEADSPACE for the last year and I’m trying to share it with the community for some thoughts and feedback.

The short pitch:

Headspace is a cyberpunk game where the players are operatives fighting against evil corporations and make use not only of their own hyper-competence but that of their teammates by use of shared mental and emotional consciousness, the Headspace. There’s a catch though: Everyone’s got baggage and digging too deeply into the Space can quickly turn a simple Op into a battle for your very mind and spirit. Headspace, powered by the Apocalypse, explores the boundaries between cinematic fiction and cinematic feelings.

I will be putting together a simple playtest package together in the coming weeks.

For now I really wanted to share my ideas, the draft rules and characters from my GenCon playtests are available on my website.

http://www.greenhatdesigns.com/portfolio/projects/head-space