Tag Archives: Burden of Command

April Update

Needless to say, it’s been a busy few weeks out here. In between the customary anxiety/worry/fear over Burden of Command‘s release and my normal workload, I’ve had little time to do much else.

Speaking of which, today’s the last day to get Burden of Command at its discounted launch sale price. Based on the reviews, it’s pretty clear that it’s not everyone’s cup of tea, but we’ve gotten some really rave reviews from some specialised wargaming sites, so it’s clear that it is absolutely someone’s cup of tea – perhaps even yours.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding are all up.

As for me, I’m going to try to get some more work done. Hopefully, I’ll be able to announce what it is I’m working on sometime soon…


Out Now: Burden of Command

It’s finally out.

After a decade in development, the genre-defying WW2 tactical RPG/leadership simulator/war game/historical interactive fiction game Burden of Command has finally been released.

I spent a lot of time and effort writing for this game, contributing maybe 40% of its 500 000 words of descriptive text, dialogue, and narrative choices over the course of seven years of work. It includes some of my best writing.

It has been a fantastic experience working with the team at Green Tree Games, including with fellow writers, artists, veterans, and one of the best dev leads I’ve ever worked with (unfortunately this is a very narrow category – I usually run my own show). It has also been a genuine honour to contribute to a game which not only tries to break new ground in the simulation of combat psychology and small unit combat, but also endeavours mightily to present the most authentic historical experience possible.

If you’re at all interested in how you’d fare leading a rifle company through the Second World War, then Burden of Command is probably going to be the closest you’re going to be able to get to the real thing without either a time machine, or a couple hundred re-enactors firing live ammunition.

Get it for 20% off on Steam here. Tell your friends, tell your family. Tell random people you meet on the bus.


Burden of Command Releasing Soon

Some fantastic news coming down the pipeline: Burden of Command – a genre-defying WW2 tactical RPG/leadership simulator/wargame which I spent much of the past decade as a writer on – is coming out on April 8th. It launches with a meticulously researched (I would know, I did quite a bit of it) release campaign following a (fictional) rifle company of the (very real) US 7th Infantry Regiment from the landings in North Africa through Sicily, Italy, France, and Germany, to the very end of the war.

I did a lot of writing for this game. There’s roughly 500k words of interactive fiction in that first campaign, and I’ve written probably anywhere from a third to half of those words. There’s a lot of work that I’m really proud of in there, and a lot of characters which I (and senior writer Allen Gies) tried to make as interesting, nuanced, and worth your time as possible. We worked with veterans, historians, combat psychologists and some really experienced scenario designers to try to create the closest thing we could to the experience of leading an infantry company on and off the battlefield with our limited budget and resources.

If you’re interested World War Two history or tactical RPGs or any of my writing, definitely consider picking this up on Steam, where it’ll be about $30 CAD (or whatever the equivalent to $20 USD will be) when it launches next month.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, and Adventurer’s Guide to the Fledgling Realms are both up – as are some initial notes on my next project in Creator’s Guide to Writing and Worldbuilding.


Burden of Command has a Demo at Steam NextFest

Some exciting news today.

In anticipation of its full release in a few months, Burden of Command now has a demo out for Steam NextFest. The demo includes the tutorial, as well as two standalone scenarios (including one I did most of the writing work on), which should give you some idea of the innovative combat model the entire game is built around.

It’s quite a bit different from what most people are used to, and more importantly, it represents the actual combat of the Second World War a lot more authentically. Once you’ve gotten a hang of that, the two standalone scenarios will put your new skills to the test – and maybe give you a taste of some of the narrative elements, giving you the chance to make some hard decisions at the head of an American rifle company as it helps liberate Western Europe from the Nazis.

Check out the demo from the Steam store page here.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms and Creator’s Guide to Writing and Worldbuilding are all up now as well.


Burden of Command Now Has a Steam Page

Just a quick update to inform everyone that Burden of Command now has a page on Steam, in preparation for release sometime in the next year or so.

For those of you unfamiliar, Burden of Command is a tactical RPG set in the Second World War, which puts you in the boots of a US Army rifle company commander as his unit fights through North Africa, Sicily, Italy, France, and Germany. It features writing by both me, and Allen Gies (of Tin Star and Marine Raider fame). For more information, check out my previous posts about it, or the Burden of Command website.


May Updates

It’s been another busy month so far. I’ve been putting a lot of time into Burden of Command, although I suspect that the bulk of my work as a writer is almost finished. HMS Foraker‘s still moving along as well. I’ve just finished the third and last chapter, which means I’ve only got the epilogues and a few other bells and whistles to wrap up before it’s “done”. I’m considering avenues of distribution now. Assuming I find one, you might be seeing it released sometime this summer.

As usual, new installments of A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms are also now up.


April Updates

It’s been a busy month so far. Not only have I been working on the last chapter of HMS Foraker, but I’ve always been spending a lot of time and effort putting together on a particular segment of Burden of Command which took me to a lot of places I’ve never been before from a technical standpoint. Needless to say, I’m not going to spoil what exactly it is, but I can say that it’ll certainly start some conversations when players see it on release.

In other news, new installments of A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms are also now up.


December Content Update And Burden of Command Devblog

It’s the second week of the month, which means it’s once again time for another installment of A Soldier’s Guide to the Infinite Sea. This month’s article continues covering the governance of the Unified Kingdom of Tierra, this time regarding the various ducal governments.

Remember that thanks to my supporters on Patreon, next month’s issue of A Soldier’s Guide to the Infinite Sea will be joined by the first installment in a new column based on my second fantasy series: An Adventurer’s Guide to the Fledgling Realms. Those who pledge $1 a month will get access to both articles a week early, while those who pledge $2 a month get to vote on next month’s topics.

Speaking of the Fledgling Realms, The Cryptkeepers of Hallowford, the sequel to 2015’s The Hero of Kendrickstone, will release later this month. I’ll have a page up for it soon.

Last, but not least, I’ve written a development blog post on Burden of Command, regarding the importance of creating empathetic characters in narrative-based games, and how we are working to make sure that the members of the player’s company in Burden of Command will feel like complex and dynamic officers and men worth mentoring, leading, and protecting.


Announcing: Burden of Command

A lot of you have been waiting a long time for this announcement. I’ve certainly been waiting a long time to make it. Now that the project in question has finally been announced (with the help of a rather nice article from Rock Paper Shotgun), I can finally reveal what I’ve been working on.

Over the past year, I have been working alongside some supremely talented people as a writer on Burden of Command, a tactical RPG set during the Second World War.

In Burden of Command, the player takes the role of a company commander in the 7th US Infantry Regiment, a unit which not only carries a distinguished legacy dating back to the War of 1812, but also spent three years fighting in the European Theatre of Operations. The 7th (nicknamed “The Cottonbalers” after the story that they used bales of cotton as cover during the Battle of New Orleans) slogged through some of the hardest and least-known battles in the Theatre (Operation Torch, the Allied invasion of Sicily, the Anzio Landings, Operation Dragoon, and the liberation of Southern France, to name a few).

Although Burden of Command has a lot of wargaming pedigree and its combat takes place mostly on a 2d hex map, its campaign not just merely a string of historically accurate tactical scenarios set up so that the player can push nameless counters across a static map, towards an arbitrary objective. The player doesn’t just control a handful of impersonal icons representing a rifle company. The player fully inhabits the role of the company commander, both on the battlefield and off. The player’s company is made up of vivid personalities, each custom-written with their own idiosyncrasies, mindsets, and histories. Some even have troubled pasts and hidden agendas. It’s up to the player to earn their trust and respect by managing their subordinates’ doubts, their fears, and their crises of conscience. Making the wrong decision in dealing with a platoon commander could lead to consequences on the battlefield. Keep alienating him, and the player could start a long-term feud, or even push him to the breaking point.

The mental dimension of war is a huge factor in Burden of Command. Not only can events on and off the battlefield wear at the nerves of the company’s platoon commanders, but they can also affect the player character’s own mental state. Embracing a certain way of looking at the situation around them can open up some options, but it can also close off others. Looking after nearly two hundred disparate individuals in the middle of a war is difficult enough. Doing so while also having to carry out orders which will put your company in harm’s way, and while trying to maintain a clean conscience could be enough to drive a player’s company commander to mental collapse at a time when decisive, competent leadership could mean the difference between life and death.

And there will be death. One can hardly make a game about war without it. The only characters who are safe are the historical figures who survived the war. Ordinary soldiers, platoon commanders, and even the company commander can be wounded or killed as a result of the player’s decisions, on or off the battlefield. Ultimately, the responsibility for who gets to go home in one piece and who doesn’t rests on the player’s shoulders, and we have done our very best to make sure that this essence of command will be a heavy burden to bear.

Needless to say, I am very excited about this project, and I hope that at least some of you are just as enthused as I am. Over the next few months, I’ll be occasionally posting some general updates regarding the state of the project. I’ll also be detailing some of the unique gameplay and narrative design elements I’m particularly proud of as we close in on our planned release date sometime next year.