O goodness. I suppose it has been awhile. Here is what I have been doing...
Back in August, Daniel (of Cracked Monocle and Tephra fame) approached me to do some work on SteamCharged, his oft talked about but rarely worked on roleplaying game. I had heard stirrings of the game almost 2 years prior (thanks Tim) and actually participated in play-testing during the Fall of 2012/Spring of 2013. During that time, I fell deeply in game-love with it. I thought that the mechanics were so unlike anything else I had ever played that I couldn't help but think it awesome.
You see, at SteamCharged core is the concept of Intensity. Intensity is a resource that you get any time something cool happens in your game. An airship crashes? Gain Intensity. You and that frightening hyper-industrialist have a stare contest? More Intensity coming your way. The magician made a piano appear over that gunman's head out of nowhere? Intensity up.
You can then use that Intensity to take your turn. You bid your Intensity against anyone who wants to take the turn, PC and NPCs alike. If you win the bid, you get to add your Intensity to the roll that you make for that turn. Got the bid at 3 Intensity? You get +3 when you try to puzzle out the riddle of that imposing sphinx that has you trapped. Saved up 15 Intensity did you? Add 15 to that artful display of stunning combat prowess.
So when Daniel said, "Hey, you should work on this thing. Maybe you should even take it over..." I said, "YES PLEASE." I have essentially done nothing else since. SteamCharged has become my only current project. Everything else is on the back burner, but SteamCharged is cookin'.
For you, my loyal readers (you would have to be EXTREMELY loyal at this point), I have a gift. I am going to develop SteamCharged out in the open, right here. I mean really open. Soon, you will have access to early play guides, developer notes and thoughts galore, tools and tactics to help you run games, and a community to rant and rave with.
Update 1/22/2014: Fixed broken links. Thanks a lot Daniel.