Over a year ago, I was working with Inform 7 to write and code my own Interactive Fiction. Life got a little complicated, and I never finished my demo project, though I did complete the framework. That framework was an interpretation of Pre-Searing Ascalon, which I hoped to make Arkham Horror-like.

Right now, I’m kind of between projects in the sense that I have a lot I need to do, but not a whole lot of time or focus. There’s a lot going on for me right now, kind of like there was in July (no babies this time), and I need something I can pick up and set down. Something I can work on in short bursts. Like rewriting Arkham encounters.

But I want to up the ante. Rather than simply re-balance an rewrite encounters for a game that’s already mostly intact, I’m going to write all-new encounters and mod a game to be like another. I’m going to make a full conversion for Arkham Horror to remake it in the image of Guild Wars. I finished notes for the locations last night.

I can draw from the Guild Wars wiki and my own experience from playing the game. Monsters should be fairly straightforward since I was just working on them, I can figure out creature types and “aggro” (awareness checks?) and even implement some of the house-rules I was just working on (like wandering monsters).

While I’m working on this Guild Wars conversion of Arkham Horror, I’m also looking at new systems for The Catan Horror, particularly a treasure/reward system, inspired by the parcel system that appears in Fourth Edition Dungeons & Dragons. If you want an idea of where this fits in the grand scheme of things, this is like another rules “draft.”

By “draft,” I mean a revision of, or instance of, game rules, mechanics, or systems that I intend to iterate for implementation on other, later games. Like writing multiple drafts of a novel or script. There’s only so much I can do for Arkham Horror, for instance, before it stops being the game it is, and starts being something completely different.