Physical game Devlogs About Game Design Page 2
Hey y'all, so this is the first devlog I'll write about the second game I've ever written & released: SWORD. I wanted to put this out there in case anyone is in...
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Introduction In this series of posts, we'll be going over the different design decisions that we've made with the game, first focusing on the archetypes we are...
Introduction This game has gone through so much change since the first Alpha test back in 2017. It's interesting to look back and put into words the design proc...
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Posting this here after sharing on both Reddit and BGG Six months ago I decided I needed an at-home project. I hadn’t been doing much, work was slow, I needed...
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I’ve added new pages to the rules about dying (which i think really flesh out the world and loop), and also a page about alt game modes. I think it’s a good...
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Hello, Welcome to the first update on GLIDE in a long while! This post is a preview of the work I'm currently doing for GLIDE - Part Two, a full expansion of th...
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This development log will address what was my intention at the beginning of the Lineon project, how I approached this intent and where is Lineon currently at. I...
You reach out - I deliver! A commenter asked for a zip file with all the bookmarks combined - and reading the request I thought to myself: why haven't I thought...
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Imagine a world in which King Arthur, Fionn Mac Cumhaill, Vainamoinen, the Golem under the Old New Synagogue, and anyone else who got hit with the Jesus Imagery...
Hi there! I’m going to highlight something that I think turned out pretty well with BURNOUT: the Fade check mechanic, which is the “primary” mechanical sy...
Не секрет, что описанные в НРИ игровые процессы разными людьми воспринимаются по-разно...
18XX Dreams is about dreamers pursuing in the Dreams what is unreachable in the Awaken In here I've disclaimed my current game design process. I'll use that as...
A few months have passed since Juan embarked on the task of creating this game. Most of the work was done in a reckless fortnight, but after that initial rush t...
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Minor gameplay update, but required updating the rulebook, character sheet and narrator sheet. Updated Wounds so that instead of requiring 2 Fuel be spent to ta...
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Hey y'all... Times are super weird right now and lots of us are playing a lot of games remotely. Because creative burnout is real and a major bummer, I wrote u...
Hello today! Happy new year! I know it's been a while, this year has been extra busy for me along with changes I made to how the game is developed, but the comm...
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Of Promises & Paper Airplanes can be used as a solo journaling RPG or as a play-by-post RPG between two or more players. Here is a simple guide: PROLOGUE: Set t...
Ironsworn: Starforged is an in-development standalone game in the Ironsworn family. It transports Ironsworn's quest-driven adventures to a perilous future. The...
Wound Test To streamline the "attack -> wound -> death" process i did a little but important change introducing the Wound Test. Now when damage exceed Stamina t...
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I've described at length my thoughts on designing the game. If you're interested, it's here ...
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...
Of Promises & Paper Airplanes has a specific scenario and motif — one of the Characters is on their way to the airport while the other one is folding a paper...
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I’m looking back at a very successful Itch.io Black Friday Sale, which saw many purchases of Block, Dodge, Parry, almost a full year after its first release...
Thank you so much to everyone who has picked up a copy of Crash, Boom, Bang! I’ve started developing the fourth game for this mini-bundle. It’s a pen-and-pa...
18XX Solomon is about ghost knights dungeon delving on the purgatory to free hope back to the world. In here I've disclaimed my current game design process. I'l...
I’ve been working on Drawn from the Margins for about five days now. We started with a real embarrassment of riches. We looked to the common sources provided...
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...
Hi hack n slashers, i have some news for you. After several plays it's turned out how the game is not nearly as deadly as i and the other testers wished, so i w...
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Hey everyone! It's time - The 2023 Fallen Game Jam is here. Create monsters, locations, postcards, NPCs, adventures, tables. Prizes will be going to the 3 top s...
I'll come clean here: the idea of six weird and varied antagonist categories that you can pick from with a d6 wasn't new for this project. I adapted the faction...
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Small update. Currently working on layout of the text into affinity publisher. I’m aiming for 5.5x8.5 so people can easily print a booklet at home. I’ve bee...
Given the short synopsis of how combat works in the Hydra System, I figured it would be a good idea to add in a more well rounded ruleset for how combat works i...
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The Ship Selector With 75+ ships to choose from, ship selection has become a big part of character creation. The ship, of course, is a character. The choice is...
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This article was first published on the Fantasy World newsletter and has finally made its way here. SUBSCRIBE to get future articles as soon as they are made, a...
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...
Hello everyone! I hope you like the new banner and the updated PDFs. In case you've downloaded the previous version, here are a couple of the updates. Created t...
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I love experimentation. I love trying new things, I like eating new things, I love doing new things, and I love being part of new things. It doesn't make it any...
I think it's safe to say that this is my first time truly trying to make a completely new system. I have had experience with homebrewing, running games, and hav...
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Copied from my blog at Welcome to the Deathtrap <a href=" https://www.blogger.com/blog/post/edit/3563348041191484780/6972697566199381904# " data-original-attrs=...
41 days ago I rolled out v0.5 of Ikezu-ishi and thought I was nearly done. Then I found some rabbit holes... In the works: A little bit of setting - Not looking...
I've decided to add a random roll table to provide some inspiration for the first journal entry, related to the main character's personal interest in humankind...
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Hi, I figured I would write this to explain why I decided to spend a year writing, playtesting and editing World of Chrome. I have always had a deep appreciatio...
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By recommendation of the good ol' Pau Blackonion , I have added a table of random locations, in case the player doesn't want to leave home nor use MapCrunch . J...
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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...
Thanks to the feedback by Pau Blackonion , I added a new case for the dice roll on the We Meet Again event, adding more options to improvise and add flavor to t...
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At the time of this writing, Uncontained will be exactly 5 months old since by first Reddit post . A lot has happened indeed since that time, a lot of cards got...
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Welcome back! Do you ever look at a finished project and want to do it over? Add the extra bit of shine to it, tweak a few mechanics, or fix the layout? I do th...
Short for “mutants.” Their great-grandparents huddled for warmth around the nuclear towers of the Continental Dome Cores. They’re the lucky ones, the ones...
I gave up on this project twice or three times, but I always came back. I love it because it embodies the way I play the classic fantasy game, as well as the hu...
Hello Bludgeoneers! Let's talk about Enemy Balance today. It's been the one part of the game that I've handled myself, calling upon years of practice and - for...
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