Recovery
I went on a business trip this week. And I know it looks like that means I haven’t had any time to work on Ultrablamtacular!, but that’s not the case. I’ve added a significant new section to the rules. It’s the section on recovering from injury and I’m blisteringly proud of it.Here’s how it went: It was my buddy’s birthday recently. I hadn’t seen him in a while, and I knew I was out of town this week, so I took him out for a couple of beers last weekend. We were catching up and he asked me about Ultrablam! I was telling him how it worked, and got to talking about how there were no hit points, just states of Health, and how Confidence worked in fights to model the unreality of books and movies and stuff.
And that’s when I realized: I had no way for Characters to get better outside of combat! Argh! What a huge oversight! Well, that’s taken care of now. Phew! The way that the rules for recovering from Dying also melded really organically with the rest of the ruleset – especially Motives. I thought that the number of complexifying ripples was way down in this new rules addition, too. Oh. And you may have noticed that the Health state “Dead” became “Dying.” That’s because I realized that ending up deat just from ending a fight “Dead” was too harsh, too arbitrary, and too boring. It was seriously lacking in Funzors(tm). It was Mediocrapular.
Of course, to add a system, I had to add some words. The current non-metric? 22,679 words.
I think the new system is fun, dramatic, and Ultrablamtacular!








Awesome!
And when do we get to read another draft?
I have to apply some edits from other proofed drafts, then I will probably send out another round. So…after the weekend, maybe.