Blend to Taste

With a new year around the corner and a new version of the Cosmothea Roleplaying game under development, I thought I would start a new blog, and take a bit of time regularly to discuss upcoming products as well as our approach to game design and the industry in general.

I’ll go behind the scenes and talk about what we’ve been up to, where we’re heading and why, show off a bit of artwork from the game here and there, and shed more light on our multi-genre and blended-genre game and universe.

I’ll keep you up-to-date on any future events and contests we host (yep, we do that from time to time), announce Play-by-Post, playtesting and game design opportunities as we move forward with Cosmothea 5.0 (our 5th major overhaul and expansion), and I’ll also look forward to hearing your thoughts as things start to heat up around here.

What’s the deal with the tagline – why not just say multi-genre or blended-genre?

Cosmothea is not a generic universe, but it is big enough, and the storyline and game are robust enough, that you have lots of cool options in how you play the game. You could pretend Cosmothea is a single genre universe, and you could also pick a new world and different genre every time you make up a character. Or you can do what we do, and embrace the blend!

Most of the worlds in the Cosmothea universe are a blend of genres, but you are free to blend to taste. We’ll be pushing the blend, because it’s worked beautifully for over 33 years of gaming in Cosmothea and has proven its popularity with movies like Avatar, so we see no reason to slow down a good thing!

Next up, I’ll post a summary of the Cosmothea Campaign Setting.

Cheers!

Bob

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About Bob Whitely/QT Games

Welcome to QT Games! Mission Never publish junk or waste people's time. Publish only high-quality fiction and games. 'Nuff said. Company Overview QT Games LLC was created to publish blended-genre (fantasy blended with sci-fi, etc.) fiction, board, card and roleplaying games for a discerning gaming community. Unlike most small press, we have very strict standards: Only pro writing, pro editing and pro art. That means that if we can't get it right, we find someone who can. We pay well for what we don't do in-house. We don't cut corners on quality. This means we stand to make less money than other small publishers, but that's okay with us. We value your time and money, so we're willing to take the bullet. We've designed a large number of games and written a pile of stories. Now we're polishing some of them and getting them out the door. 'Bout time, we know. Good stuff ahead!
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