Physical game Devlogs About Game Design From Those You Follow Page 12
So you're probably wondering what makes Monstrous Logic different? Do you roll a die and do what it says? Is it another one of those? No, no. That would be too...
I blogged about diversity, bodies, skin colors, backgrounds, queerness, disability, and stock photography challenges in #iHunt. You should go read it at Machine...
I've blogged a bit about how #iHunt's a dark game that focuses a lot on the pain the characters experience. How do we make that fun? Basically, with context, co...
I've written a bit about the way we use Fate for the very specific type of horror that #iHunt does. Fate's a game about narrative control, which tends to run co...
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Hello! Just a small update to the PDF to include some revisions that were necessary after playing it with my group. Notable changes: - Adjusted the token count...
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I've added a table of contents and page numbers, which did not get added initially because The Colors of Magic was written for a game jam. A tight deadline mean...
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We have launched the Alpha of our game Magic Vs Machines here on Itch.io and on our website . Please check back for updates often! Magic Vs Machines is a collab...
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Ciao a tutti voi, lo sviluppo prosegue in modo serrato, ci sono ancora 4 o 5 libretti da scrivere prima che mi fermi e cominci la fase ufficiale di playtest. Qu...
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Above: one of Hello, World’s pregenerated character sheets using the Roller playbook as it’s foundation. These things are at serious risk of getting a littl...
Please pardon me while I take a break from obsessing over game design long enough to obsess over graphic design. Specifically, typefaces. If one of my students...
Buona sera a voi, come regalo di fine settimana il libretto del Medicale che conclude quelli civili. ho notato un piccolo errore sui bonus nelle caratteristiche...
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Above: one of Hello, World’s pregenerated character sheets using the Filcher playbook as it’s foundation. Forged in the Dark games are somewhat unique in th...
Buongiorno a voi, sono passati pochi giorni, ma ritengo che a questo punto siamo di fronte a un aggiornamento importante. Sono riuscito a completare i libretti...
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Above: one of Hello, World’s pregenerated character sheets using the Breaker playbook as it’s foundation. Hello, World provides players a power fantasy, lik...
We went into The Wyrd of Stromgard as total newbies- to both project management and game design at this scale. I’d like to say that the process was one logi...
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Salve a tutti voi, il mio lavoro più complesso riguardante il mondo PbtA sta entrando nella fase più calda. già definite le regole base, che potete trovare s...
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I ran two sessions of Agents of the O.D.D. at Metatopia, a convention geared toward playtesting games in development. The feedback was a mix of things that ma...
Depuis quelques semaines, la Faim me trotte dans la tête, probablement parce que j'en ai enfin fini avec "Glorieuses !". Finaliser et publier un projet a toujo...
Last weekend, I ran my first playtest of Nighttide (and the Gauge system on which this game is based). It was a lot of fun! Also, it didn't work. That session d...
Ahoy everyone! Here is the official character sheet for Resist & Remember. I'm happy to announce here for the first time that I'm working with awesome Chilean g...
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The resolution mechanic for High Magic Lowlives is modeled after World of Dungeons and Blades in the Dark, both written by John Harper. I really like this syste...
This is the thought process for creating Inhuman Condition . I'm highlighting it here because I had a lot of fun with it and it lead me to working out some inte...
The following rules for Anchors--people, mindsets, and circumstances that effectively trap your character in Nazi-controlled Berlin--have been added as the four...
Hey, guys! Mayara here. When I saw the No Dice Jam , I knew I wanted to make something for it. I had a week to create the game, do research and write everything...
We have a changelog for the past versions of HAT so I decided to create a place to track some of the creative/design progress as well. - Come up with an idea fo...
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So, I’m excited to share some of how I’m building this game from a foundation of Autisic, neurodivergent, and disability community thought and activism! I...
Hi! I've taken the time and strongly streamlined the game's traits. Now they are called Archetypes, and there are just six of them. The Paths each have one posi...
Hey there, this is the newest and updated version of Tunnel Crawlers with more informations about the suggested setting world. A new background choice extends...
The core rules for Fast Action Wrestling will have the rules for running tag team matches. The flow for tag matches is similar to singles matches with a few sma...
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Just updated Inmoderatum. Lots of small changes, largely because I realised that 1) the title was displaying incorrectly and 2) the page numbers weren't correc...
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Originally published at sidneyicarus.wordpress.com on same date. A game that I've been affectionately calling INTCOM has released, and while I'm never much for...
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For me, design has to centre around something external. Usually, that's music: I'll hear a song, have an idea, and build a playlist. The game will start to form...
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Schema remains in development - this is in a fairly relaxed, prolonged way, with spikes of activity now and again. Given the scattering of the community it gre...
Let's talk about how match length works in Fast Action Wrestling. Since FAW is a quick play system that doesn't concern itself with the move-by-move moments of...
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I am in the process of re-editing the game so that you only write in one book, allowing for easier printed play. In working on the illustrations for the project...
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Development debrief and future plans: https://viridianscroll.blogspot.com/2019/09/lords-of-mars-debrief.html ...
"Why make this game now?" is a question I think most designers should ask themselves while they're creating a game. In my case, when I saw Tropes Jam, I figured...
We Forest Three took a lot of work, and I playtested it quite a few times to make sure it ran as intended. Seeing other people play this game really helped me s...
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Crisis is my take on the storygame format. Inspired by Jim Pinto's Protocol series and Jason Morningstar's Fiasco , this game is my take on telling a story up a...
I'm so happy with the reception Tea With Demons has received. It was my second best selling game at Session Zero, and I could see how the themes of gentle self-...
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Hello! REINCARNATION REDUX: Our Requiem has a new zine version! Some slight changes were made to address typos or streamline the language a little bit too. This...
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This game has a really special place in my heart. I've seen players sigh, gasp, and cry while playing this game. I've seen beautiful worlds built effortlessly a...
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Recently, I wrapped up running and observing several playtests of the Game Jam Edition of Planet Kamra. It was exciting to see many of the aspects working well...
I'm happy to announce that my first game jam baby is now all grown up! Become One is still a small scale game, and plays best in one session. But it's incredibl...
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Hey folx! So it's been over half a year since I wrote Life in the Machine, the very first game I had ever designed. Since then, I've designed 4 more TTRPGs, wit...
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Last month I promised myself I'd start using the devlog feature as a way to share my thoughts on design 7 tabletop gaming, as a companion to twitter threads. A...
v2_8-24-2019 - Restructured the game's setup process to put the characters and their history more front-and-center in the design. This is, after all, a game abo...
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