Dancing Lights Press Newsletter 3 February 2019

This is the weekly Dancing Lights Press Newsletter for 3 February 2019. This will be published every Sunday around 1pm EST. It will be simultaneously sent to subscribers and posted on the website.

Lighthouse System is Coming

This issue isn’t going to follow the normal format, because it’s been an odd week. We had originally planned to release the all-new edition of the Lighthouse System on 1 February. Last Monday, however, DriveThruRPG did a server migration. It was only supposed to last 12 hours, but as of this writing they’re still dealing with gremlins. On Wednesday we decided to push the release back to 8 February, to give them time to sort these issues out. That was clearly the right call, because on Friday several publishers we stating that they were having trouble creating new product listing and uploading files.

We have a slew of blog posts that support the Lighthouse System and the settings we’ve created for it. Those were also scheduled for this weekend, and also got pushed back to accommodate the launch. That’s why there was no new content this week. We could have rushed to put something together for the blog, but decided to wait.

The new edition of Lighthouse is too important to us to mess around. It’s the foundation of what we’re going to be doing for the rest of 2019 and into 2020. We’re planning to release a new game every single month, all built on that system.  There are three separate settings in the pipeline, and we’ll be exploring different facets of those. We’re excited to show you the first playsets, which combine an adventure, pregenerated characters, and as much system and setting as you need to play.

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2 thoughts on “Dancing Lights Press Newsletter 3 February 2019”

  • I’m *really* looking forward to this. While we wait patiently, could you give us some hints about the settings? Maybe?

    Also I’m interested to know how (if at all) the revised system would deal with missile fire. In the original version it seemed that the trade-off between risk and damage didn’t really work for damage done from a safe distance.

  • After Lighthouse System is released (which may be pushed back another week, because DriveThru is still having issues on the publisher end) I’ll start talking about the first setting. I’m not comfortable talking about things until a certain amount or work has been completed and there are at least rough release dates, because too many people take “I am working on this” as an expectation of “this will be available next week”.

    Ranged fire will have modifiers to the success roll based on range and the cover of the target. Aside from that, everything is a trade-off between risk and damage. I’m guessing that you think there are mitigating circumstances, that putting up a d10 from a safe distance wouldn’t result in a d10 complication for your character. This is a story system, not a combat system. You’re missing all kinds of cool stuff that could happen! The character misses, but the bow breaks and smacks the character in the face. The gun jams and explodes. At the moment they fire, something falls and knocks them over and they end up accidentally shooting an ally. They miss the intended target and hit an innocent bystander. The missed shot reveals their location, so the target gets a bonus for firing back. So many interesting things can happen, even though the character is at a safe distance. It’s not the risk of the action itself having complications. It’s the risk of the story having interesting and unexpected twists.

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