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Obviously, based on my last two posts, there’s something I’m not telling you about the current state of the HoneyComb Engine. No worries, it’ll all be made clear with an announcement we make sometime around PAX.

In the meantime, I’m coming up with a list of features and benefits of the HCE and here’s what I’m playing with so far:

  • open RPG framework
  • simple core mechanics
  • intuitive, highly visual, design
  • easy math
  • easily adapted to any storyworld and any gaming style
  • encourages strong focus on storytelling
  • turns every encounter into a rewarding role playing experience
  • everyone contributes meaningfully to the storytelling
  • puts players in charge of their successes and their failures

Is there anything in that list you find particularly appealing?

Or anything particularly unclear and muddled?

How about anything that strikes you as particularly unappealing?

If you’re already excited to see us publish the system, or have even played with it already, what would you add as a feature/benefit?

Things I CAN Tell you about the HoneyComb Engine

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(soundtrack: CC Hemiola)

Still a tease, but a tease in motion!

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HoneyComb Engine Teaser

Because I’m a tease, that’s why!