Publishing History, the nature of the game and other products
As I said, we had some copies printed up and sold the ones we didn't use ourselves at Dexcon in New Jersey in 1992. When we ran out and some people still wanted them, we took their money, got their addresses and sent them copies. From then on, we had some players outside of the New Haven area. I call that the first edition. It was changed from what we were doing 1979-1985 or so but we never published the original.
In 2001-2003, one of the players would print up copies for any other player who wanted one. I call that the second edition, because it was changed from the 1992 version.
When I retired, in 2017, I intended to publish the second edition, as self-publishing had gotten so easy. However, I had so much new information, from players and from the HEMA community online, that I felt had to be incorporated, that I wound up with a new edition. The third.
In 2019, I published a cleaned up, better edited version but it's not a new edition. The game has not changed.
This is an old-school system. It has no game pieces, like Fate Points, that the player can choose to use, even though the character cannot make the decision or even know about them. However, it is not OSR because it is not based on any edition of D & D. It's a crunchy system but almost all of the crunch takes place in the prep.
I have published several modules. They follow the events of adventures that I have run for my players and I try to inject sandbox elements wherever possible. I have published OSR translations of each of the modules. I also published a pamphlet about low-fantasy settings for the game, a guide to shape-changers for the game, a collection of pre-made characters, and a suggested character sheet.