Hello world!

It’s back, baby. Now with a blog to track progress, maybe I won’t get off track this time. First rule, is that there are no rules, except no set date. This project may or may not see the light of day, but for now, represents the ultimate roleplaying experience in my eyes, and what RPG developers with money and talent should try to achieve regarding dialog, characters, and choices and consequences.

I’ve been feverishly reworking the entire thing. It’s now more coherent, and contains some actual gameplay mechanics. This first post, however, does not feature any of that.

Any input, reasonable or otherwise, is welcome. If you have godly talent in programming or art, and are interested in American Hare, then thank you for your interest.

Word to the wise: The black-tailed jackrabbit is actually a hare. Hares are not rabbits, but the words will be used interchangeably, because it adds diversity. This species of rab… er… hare are native to the southwestern portion of the United States, can also be found in Mexico, and in both places are regarded as pests. Rabbits and their kin were never worshipped in any religion, but do feature prominently in African folk tales, where they usually take on the guise of a troublesome trickster. ~ The more you know… ~

American Hare
Aequitas, dolus et insania.

“Quite possibly the ultimate game of choices and consequences!” – PCGamer, circa 2045

You play as a humanoid black-tailed jackrabbit (Lepus californicus), waking up in the small Mexican town of Santa Rosalía on the peninsula of Baja California. You don’t know who you are, what you are, why you are here, and how you came to be. What you do know is that you are trapped in the house of a Mexican priest and his family. They think you’re a demon. Your first mission is to escape.

Your main quest in American Hare is to discover why you are a talking rabbit. You’ll traverse large parts of Central America, mingle with the locals, get work in various fields, and make connections that will link you to the source of how you came into existence.

You can take many different paths towards this ultimate goal, and enjoy a level of freedom never before experienced in a role-playing game. No paths are set in stone. They will twist and turn as you progress through the story. Be good, bad, crazy, or a combination of any. Take things to the extreme, or try not to stray far from the main road. It’s all up to you.

The dialog class system assigns you points for most dialog choices in either the good, bad, or crazy territories. These determine what kind of character you are and drastically shape the way you can interact with the game world. Your greedy bandito might discover that the most beneficial way is the most moral, or your Good Samaritan could become a religious extremist before you realize it. There is no turning back, and no last minute morality changes. This is a game of extremes.

The odd mysteries of the ancient Maya and Aztec animal men, along with 23rd century bio-engineering, await you, intrepid traveler.

Leave a comment