a story studio

HoneyComb Engine Impressions

Travis Megill shares his impressions of the HoneyComb Engine play-test that spawned the Kiai-Megill Variant, which will be included in the introductory manual:

I found myself emotionally involved in the story, and instead of being confused and hindered by the rules, which I expected as a first time player, they were motivating. While waiting for my character’s chance to speak, I thought about what my character would do in the situation, and then used the framework provided by the HCE to build my responses as part of the larger story being told by the other participants.

You can read the rest of Travis’s impressions on his blog, The Autumnal City.

Edge Interview with Corvus

Chris Dahlen interviewed Corvus about the HoneyComb Engine for Edge. In the interview Corvus talks about what makes our RPG system different from other systems.

A lot of systems, particularly Dungeons & Dragons, are designed around, ‘How can we keep everybody from doing crazy things.’ My system is more designed to say, ‘How can we enable you to have a really awesome story experience?’

You can read the full interview at Edge.

NDN Interview with Corvus

The Narrative Designer’s Network interviewed Corvus for the launch of their new site. In the interview Corvus talks about his storytelling background, our upcoming RPG system, the HoneyComb Engine, and how storytelling with game mechanics requires a new approach.

Video games contain the potential to change our notions about storytelling in far greater ways than any medium before it. I contend that it will change them to such an extent that our notion of story will be completely transformed. Ironically, I also believe that this new storytelling form will be virtually indistinguishable from the earliest culture’s storytelling forms, which consisted of the performative and participatory rituals that evolved into what we call playground games today.

You can read the full interview at the Narrative Designer’s Network.