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Physical game Devlogs About Game Design Page 3

Rewrite/Revision in Progress
2
Game Design
It's been a bit since initial release and I got some good feedback from a lot of people. Overall, well recieved, but things are a bit to v ague. So there's a se...
[Review] Night Wolf Inn (AD&D 3PP); Promised Land
Game Design
[Campaign Setting] Night Wolf Inn (2016) Anthony Huso AD&D 1e Lvl 1 – 15 I started reading this because I was looking for good high level material and Anthony...
Stern Thoughts
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2
Game Design
An excerpt consisting of the relevant portion of my latest newsletter ; ““More missions, more mission guidance, and more advice on building the setting, the...
#02 - Considering Prompts for the Cards
Game Design
I have been thinking hard about the prompt section of Gadgets and Gizmos Aplenty, and today I was struck by a little idea. My issue is that, for a game that use...
Preview of upcoming third 6-card expansion
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4
Game Design
Here is a preview of a few cards from the upcoming 6-card Knowmadic expansion. Note: The designs are not final and are subject to change prior to official relea...
Orzumal's Eye: A deceptively dangerous card
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3
Game Design
The first way you can lose a game as stated in the rules is "if you don’t have any available moving options during the Explore phase (e.g. the top card of the...
Foldable Character Playbooks
4
Game Design
With the new layout, the character playbooks are now split across two A4-sized pages (or four A5-sized ones), which might be a bit cumbersome at the table. To r...
Time, what a concept
Game Design
I started writing RPR during the first months of the pandemic. Remember that? lolsob Since then, I had to buy a new laptop, participated in over 10 TTRPGs proje...
The High Priestess playbook by Charlie Etheridge-Nunn
2
Game Design
Written by Charlie Etheridge-Nunn, The High Priestess is a magician abducted by the Phantom Wind as a child, both fighting and embracing its dark gifts. The inc...
The Tower playbook by Rae Nedjadi
4
Game Design
Written by Rae Nedjadi (he/they), The Tower is a character who transforms violently between different identities, and must balance change against sacrifice. In...
Devlog 03 - Badges & Rethinking Mechanics
4
Game Design
As a great show of how fluid game design is at this stage, in our last Devlog I said we simplified the word “Fragment” and “Plane” to just Plane. Upon f...
Review of H4 Throne of Bloodstone (lvl 18-100)
1
Game Design
[Adventure] H4 Throne of Bloodstone (1988) Douglas Niles & Michael Dobson AD&D 1e Lvl 18-100 SPOILERS: If you are a player in my high-level game do not read thi...
A F**kload of Words
2
Game Design
A lot of my concerns about the length and complexity of 60 Years in Space could simply be addressed by looking at the 5th edition Dungeons & Dragons Players Han...
Overhaul Devlog - 02 - Design, Maps, and Terminology
3
Game Design
Page Design, Maps, and Terminology This isn’t final text in the v2 image by any means, but we’re walking down the path of making new master pages for layout...
Overhaul Devlog - 01 - Why?
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3
Game Design
Last weekend we made the difficult decision to pull Banda’s Grove out of layout, and rewrite the core rules from scratch, reorganize all the sections, condens...
Dev Diary - March 23
1
Game Design
No major updates this month - real life has gotten in the way (preparing for a baby is pretty involved!) and some of the revisions I started last month have spu...
This Play Intentionally
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2
Game Design
When I started writing 60 Years in Space, there weren't as far as I was aware any TTRPG adaptations of board games. Dungeons and Dragons itself was an adaptatio...
8 Years in Development
1
Game Design
Sixty Years In first came into being as a Google doc, then a collection of Google docs, early 2015. I had been working in my spare time (I didn't need much slee...
Dragons and Travellers Tales and ADHD!
1
Game Design
I recently wrote this as a reply to the How to ADHD YouTube video channel's " 10 Tips to Making Your Tabletop RPG More ADHD Friendly " and thought I would also...
1st (ok technically 2nd) playtest notes
3
Game Design
Sunday night I got to do a playtest of The Real Housespouses of X in its current state. I learned a lot but also too little. The biggest takeaway was that this...
2 files
On High Level
1
5
Game Design
The goal for NAP III will be to push people to explore an area of oldschool D&D that is not often touched upon. Despite having a progression that goes up to and...
Update 1.3 Question
Game Design
Hey friends! First and foremost, I wanted to thank you for your support. The fact that I can put something out to the community that is being enjoyed by many br...
4 files
Afungus Lore
1
Game Design
Here's some lore for Afungus that does not fit in 12 words: The astronauts are workers in space. They are taught from a young age to be productive and competiti...
Version 2022 des Livrets
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Game Design
L'an passé, j'avais profité d'un peu de temps pour revoir les Livrets et quelques actions. Principalement pour des raisons d'élégance et de fluidité et sur...
1 file
Coming Soon (hopeful end of Jan 2023): Personae v2
1
Game Design
Coming soon: Personae version 2: Special Abilities renamed: now called Enhancements. Default Identifiers renamed: (B)ackground, (C)onditional, (S)uperior, E(X)c...
#02 - Crowdsourcing Guides and Advice
1
Game Design
I am crowdsourcing guidelines and advice for converting modules and adventures to this system. If you would like to contribute, you can ask questions like: "wha...
New Year's catch-up, new art and some lore!
3
Game Design
Hello all! New Year welcomed us with huge fire - at least in realm of TTRPG. Fortunately, Beyond Corny Groń wasn't meant to be published on OGL anyway, so the...
Money and Food: Thomas Mann, Indiana Jones and the Diamond Prompts
Game Design
The impetus to write You’re Sick (and It's Your Fault) came from what I learned during my year of tuberculosis treatment, but a singular informing event occur...
1 file
Everything's Design 3: Powered by the Apocalypse
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Game Design
I've been an Apocalypse World fan for a long time now. AW was formative for me as a designer, particularly in its transparency of design: Meguey and Vincent too...
Work In Progress on Set Two
Game Design
Just a sneak peak at Vlätkrig Set Two: Haemogoblin Warriors / Könkerors. Still lots to do on the Gnörves before these get finished up, but they were on the d...
Limelight vs. table style
Game Design
Something that's talked about frequently in tabletop RPG circles is style , and how in many RPGs the table's style affects the direction of the game. Limelight...
Gregg and Deric discuss Limelight on Third Floor Wars
Game Design
Last month, just prior to the release of Limelight , Craig Shipman of Third Floor Wars was kind enough to interview us. Over the course of the discussion we spo...
Report from the first playtest session
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2
Game Design
It turns out I’m very slow at writing devlogs / session reports. The first playtest session of Rosewood Abbey took place Saturday, November 5th. I’ve since...
Student Protectors of Malaysia - v0.02 & 0.02a Changelog
Game Design
V0.02 – Update Changed the “Abstract” stat to “Quick”. Added Concern Added Faith Added explanation of Student Phase, including Attention Level Added e...
Weird Fantasy 3: Science-Fantasy & Gonzo play
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1
Game Design
Noctis Labyrinth's Weird Fantasy is viewed through the lens of Science-Fantasy. After years of fantasy gaming, I had grown tired of traditional tolkienesque aes...
New folk (rodentian) and updated error
Game Design
Howdy, folks! Along with the new ratfolk (rodentian) added to the book, I saw an error in their qualities and fixed it. So now's the best time get the new stuff...
1 file
#16 - Mechanics - Core Moves
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Game Design
Initially published on dice.camp. So here we go, based on Finding Styles , which in turn is based on An Abomination , I am trying to refine a core set of moves...
Missions and Pressure Cracks
1
Game Design
Not so long a chase as I thought before the next update (this is always the way with me, I talk about doing something in a backburner sort of way because other...
1 file
Hexhunt 1.0 loading (taking longer than expected)
Game Design
While I was working on the Dimyr adventure, for some reason, I've switched to 1.0 version of Hexhunt, which, to this date, I've still been working on. And this...
Le Tarot Complotiste / The Conspiracist Tarot
Game Design
https://osr-vf.itch.io/tarot Tout fraîchement publié, une aide de jeu facultative pour Complotiste. 36 cartes pour aider à la création de personnage, et aut...
Of BMI and bi-polar conditions: tunnel vision in a game about perspective...
1
Game Design
Recently, another TTRPG designer looked at my game. They said it really spoke to them, and they had ideas they wanted to share. “Great, bring them on!” I sa...
It's absolutely not about COVID, but maybe it should be
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1
Game Design
It’s not just an obsession with Sontag’s work, I had good reason for selecting the three touchstones of You’re sick and (it’s your fault) and limiting m...
1 file
Upcoming Fix, Typo, Layout, and Pre-made Faction Sheet
Game Design
Hi gamers! I just want to give an update regarding the pre-made character sheet. It took longer than I'd liked because of a few game mechanics concerning the ca...
Secretos III / Secrets III
Game Design
ES He creído que sería interesante compartir con todos vosotros una historia que escribí utilizando Neon Noir Space Opera, como base para un juego de diario...
Autumn card update
Game Design
Dear supporters, Here’s the latest card design by Diana Barta. Your support is allowing us to produce 12 of these uniquely beautiful illustrations for Dragon...
Hollow Earth Magic: mechanical changes in MiniBx Core
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3
Game Design
I’m working on the Hollow Earth setting for MiniBX and decided to give a preview on how magic will work in terms of game mechanics in this blog post. https...
1 file
Everything's Design 2: Underwritten
Game Design
If I'm being a 100% honest, I genuinely believe the vast majority of TTRPGs are overwritten. Specially if we talk about traditional TTRPGs, and specially specia...
Developing the Scene Roll
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Game Design
I’m releasing Dragons and Travellers Tales this Thursday, September 15, so I thought I’d explain how one of the core mechanics works and how I came up with...
Design Diary for 24Blue
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Game Design
24Blue is a minimalist OSR system based on the 24XX system by Jason Tocci. In here I've disclaimed my current game design process. I'll use that as a frame work...
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