I am Chamomile, and I have a blog.
Pretty soon after starting this blog, I realized I was one of those people who left unfinished projects strewn haphazardly around the internet for years. I gathered up every project I’d started since high school and actually made posts on the internet indicating I would complete and gathered them into a list. In total, there were sixteen projects I’d started, and one I had finished. The number of finished projects is now considerably higher.
Project Genesis (2013-2015)
The only project I’d actually finished, and it was one of the smallest scale. Project Genesis was a Star Wars Saga Edition campaign I ran, the summary of which can be found in the Rath Koltu Plot, the Force Wars, the Perlemian Conflicts, and the Unification War. It was around this era that my experimentation with GMing began to pay off and I started getting pretty good at it, although the game was hampered by lots of player turnover early on before I’d refined my application process. It was the last time I GM’d for PUGs without being paid for it.
Project Luna (2016-2017)
Project Luna was a Magical Girl RPG based on a CYOA chart found floating around the internet. The idea was that you could take your results from the chart itself and use them as your character sheet. It was the first project completed as part of my campaign to wrap up things I’d said I’d complete, largely because it was about 90% finished already and only needed a bestiary attached. That bestiary wound up being very small, but for projects that don’t particularly have an audience, my rule is that feature complete is good enough, and if it becomes popular unexpectedly I’ll already have plenty of ideas for expansion content, so that’s fantastic.
Project Soul Eater (2015-2017)
This is the first of several projects that are mainly things that I said I’d do for a friend and didn’t get around to. I never made a blog post out of this one, because unlike Project Genesis, there wasn’t even the fig leaf excuse of taking place in an established universe to justify why anyone other than the person who asked me to make this might care. Dubbed “Soul Eater” because it was made for my co-writer in the blog’s infancy and relevant to a 40k game she ran that was the basis for the Vestitas hex crawl, code named Project Soul Stone. If memory serves, by April of 2017 it was already becoming fairly clear that she wasn’t in this for the long haul the way she’d claimed – completing Project Soul Eater and emailing it to her was my settling of accounts and a decision that if she didn’t come back, then whatever, I would take care of things myself.
Project Sun God (2015-2017)
Project Sun God was the GM’s Guide that I now have, and remains one of this blog’s greatest achievements in terms of sheer views, although a brief look at the stats of the original version uploaded in blog post format suggest that the overwhelming majority of people linked to it read the first page, upvoted based on that, and read little to nothing of the rest. This may be due at least in part to how terribly difficult to navigate it was before the GitBook format was released, but the GitBook version does not have page-by-page view stats so far as I can tell, so there’s no way to know.
Project Slayer (2013-2017)
Scoobies was a Buffy the Vampire Slayer board game that never got past a very rough prototype but which I gave up on making any better. It’s technically feature complete, in that if you take the trouble to create all the game’s components yourselves, you can play it with the rules provided.
Project Balthazar (2017)
Project Balthazar was a Let’s Play of Chrono Cross done with my younger brother. The idea was that I had played the game as a child whereas he had never played it before, and the contrast between our different perspectives would hopefully be interesting. Unfortunately, we didn’t really hit our flow until after the midway point of the game, which is also when my phone stopped recording properly without my noticing. The commentary on the entire second half was lost, so I cut things off at the mid-game climax. Don’t despair for lost masterpieces, because we didn’t get that much better in the second half, and this is mainly just the project that taught me the very basics of video editing and recording.
Project Precursor (2016-2017)
Monkeys With Guns is a complete, playable, and theoretically balanced but totally un-playtested war game about monkeys scavenging assault rifles in the post apocalypse and shooting at each other.
Project Invincible (2017)
To date, this is the only project I have started up after my April 2017 decision to dedicate my efforts mainly to wrapping up old projects (Balthazar was started in January). It was a NaNoWriMo, a challenge I have never been able to participate in because of seasonal depression that tends to kick in right around November. It turned out well. I blogged a lot about it and it was reasonably well received. The actual results of the NaNoWriMo haven’t currently been posted anywhere, mainly because they’re in that limbo state where they’re good enough that I probably want to recycle them into something better, but not good enough that I actually want to post them publicly. In any case, the goal of the project was to complete the challenge and write 50,000 words in the month of November, not to release the results.
Project Invincible is notable because by the end of it I had recalled that writing was, in fact, a thing that I do, and also way the Hell more marketable than tabletop RPGs, so I started looking into what genres I might be competitive in. This is what lead to my discovery of Awaken Online. Hilarity ensued. I’m still writing about the LitRPG genre (as of the writing) using mostly the same format and tone as when I reviewed Awaken Online.
Project Toxin (2016-2018)
This was an ambitious three-GM triple campaign sequel to Birth of the Republic called Nine Thrones of Xim. Unfortunately it ended by falling apart, because it turns out that having three GMs meant that the inactivity of any one of three people could seriously jeopardize the project. It’s from this campaign that things like my platoon stats and my planetary invasion rules (currently still in the queue, hopefully I’ll remember to update this when they’re released) took shape. You can see the influence of the platoon stats from this campaign on Monkeys With Guns, and the basic concept of squad-by-squad unit variety rather than copy/pasting a dozen identical orcs and focusing all creativity into their leader has followed me ever since.
That’s nine finished projects, including one that was started after I began attempting to reduce the list and one that was already complete before I’d even started the blog, let alone converted it into my general purpose platform. That cut the number of unfinished projects from fifteen all the way down to eight. I’m hopeful that in the second year of this effort I can get that down to just three or four.