Posted March 01, 2025 by Scalebert Press
#ttrpg #rpg #launch #pathswithin
Designing Paths Within
When I started working on Paths Within, I knew I wanted to make a game that felt personal, immersive, and reflective without being overly structured or prescriptive. I wanted it to be a game about navigation—both external and internal—without feeling like a self-help exercise in disguise. The process of designing it was a lot like playing the game itself: full of unexpected turns, little discoveries, and figuring out what really mattered along the way.
I’ve always loved map-making games because they give players something tangible to build. There’s something powerful about seeing your journey take shape, especially when it’s a mix of intention and randomness. But I didn’t want the map to just be set dressing—it had to feel meaningful. It had to be something players engaged with actively, not just as a backdrop to their story.
I love using playing cards in TTRPGs because they naturally provide structure without feeling like a rules-heavy system. Plus, they already carry inherent meaning—there’s something satisfying about flipping a card and letting it dictate the next part of the journey.
This also led to some fun realizations—like how a river (2 of Hearts) might be a peaceful crossing, while a river (2 of Clubs) might be a deadly current. It kept the terrain grounded but still personal to each playthrough.
Originally, Paths Within was just a two-player game, with each person taking turns drawing and interpreting the map together. But the more I worked on it, the more I realized that this could also be a really strong solo game—a chance for someone to sit down with their own thoughts and just... explore.
One of my biggest concerns was making sure players felt like they had agency while still allowing for unpredictability. If you can change too much, the journey loses its weight. If you can change too little, it becomes frustrating.
That’s where Parts and Abilities came in. Each Part has a one-time-use ability that lets the player make a meaningful impact without breaking the tension.
Examples:
What I Learned: These abilities give just enough control to make the player feel like they earned their progress, while still keeping the journey unpredictable.
At the end of the day, Paths Within isn’t about getting from Point A to Point B. It’s about the space in between—the discoveries, the struggles, the quiet moments, and the unexpected turns.