02-10-2017, 03:27 PM | #3891 |
Join Date: Mar 2008
Location: Austin, TX
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Re: So, how great is Kromm anyway?
I'm happy to see progress marching along. :)
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02-17-2017, 04:48 PM | #3892 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: So, how great is Kromm anyway?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-24-2017, 04:37 PM | #3893 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: So, how great is Kromm anyway?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-26-2017, 08:59 AM | #3894 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: So, how great is Kromm anyway?
Many shiny updates. :-)
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03-03-2017, 02:46 PM | #3895 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: So, how great is Kromm anyway?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-03-2017, 02:53 PM | #3896 |
Join Date: Oct 2014
Location: Chicagoland
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Re: So, how great is Kromm anyway?
Nice to hear that the words for the books and GM screen booklets are complete!
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03-03-2017, 03:21 PM | #3897 |
Join Date: Mar 2008
Location: Austin, TX
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Re: So, how great is Kromm anyway?
Yuppers. Yay for progress! :)
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03-06-2017, 11:45 AM | #3898 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: So, how great is Kromm anyway?
We got out and started pushing a while ago, but we're slowwwly getting there.
For the Dungeon Fantasy Roleplaying Game (five books, map, counters, and dice in a box), the text was written and edited seven months ago, through preliminary layout six months ago, and through review and revision of that layout four months ago. We settled front covers seven months ago and back covers two months ago. Interior art – for books, maps, and figures – has been the rate-limiting element since autumn 2016. The (hopefully!) final round of checks I reported on last week became possible because we had enough interior art in place that the layout was no longer likely to change and accidentally chop off words, mess up cross-references, or create the need to add or cut text. For the Dungeon Fantasy GM Screen (screen and two books in a wrapper), the text was written and edited six months ago, through preliminary layout four months ago, and through review and revision of that layout two months ago. We settled back covers two months ago, too. As with the main game, art – screen panels, book covers, interiors – has been the rate-limiting element since autumn 2016. And again, the final round of checks I reported on last week became possible because we had enough interior art in place to make it a safe bet. The three stretch-goal items – Dungeon Fantasy: Dungeon 2, Dungeon Fantasy: Magic Items, and Dungeon Fantasy: Traps – are not as far along. Still, all three were written and edited as of two months ago, and through their text reviews a month ago (Magic Items was the last one to get done). Yet again, the primary limiting factor is art.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-06-2017, 12:57 PM | #3899 |
Join Date: Mar 2008
Location: Austin, TX
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Re: So, how great is Kromm anyway?
Thanks for the details. I'm always curious about the process.
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03-06-2017, 04:46 PM | #3900 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: So, how great is Kromm anyway?
I as well. A neat look into the process.
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