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Physical game Devlogs About Game Design

Actions outside of what is written
Game Design
Hi everyone! I'm designing the fourth extra material for Runner of the Wasteland, and I want to invite you to follow my creative process! My idea for this new e...
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Design deep dive on an anti-authoritarian roleplaying game
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Game Design
A while ago I was interviewed by Danny R. Mendoza for the youtube/streaming crew of Streaming Rainbow. The topic was my design of a game called Oceania 2084. Th...
Landing Page and Lore Videos
Game Design
Hey guys! Work continues. I have now got a landing page HERE! And I started a series of youtube videos talking more about my experience making the game and yapp...
Solo Play Progess
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Game Design
Designing a solo version of TarotWeaver has easily become the hardest design obstacle I think I've faced thus far. I'm leaning on the "procedure heavy" side of...
Devlog #8 - Midnight at the Lost and Found
Game Design
Mechanic Spotlight: Lost & Foraging As playtesting of The Frozen Woods continues, I've been having some fantastic discussions with the playtest team about vario...
We don't need no stinkin' STATS!
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Game Design
There is one thing that is nearly universal among ttrpgs: ability scores (skills, modifiers, attributes, whatever the game calls them). Almost always, a game wi...
Deep development
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Game Design
I'm at the point now where I've built a stable foundation of core rules, and I'm just chipping away to make the surrounding skill subsystems and mechanics fit t...
Time is always running out — How STRAIN's round tracker works
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Game Design
In most games, combat is patient. Everyone gets a turn, the clock doesn't move, and you can stand around debating the optimal play for as long as the table's pa...
Map of Europa Progress
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Game Design
I want to share a sneak peek at the progress I’ve made on the map of Europa for Tartarus . Although the world is a shattered mess, people still find ways to d...
Devlog II: 19/05/26
Game Design
Devlog the Second. Welcome to devlog 2 ! Just a small update today; I have acquired a transparent non-slip sheet to place over the top of the game grid. This me...
Slight Edits & Folder Updates
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Game Design
I've consolidated both the printed and digital play-kits into a format that makes the downloads section look less intimidating. I've also added some extra GM ad...
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Tarot de Nosotras, las brujas disponible en P&P
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Game Design
Ya se encuentra disponible el tarot propioa de "Nosotras, las brujas" en su version P&P Ahora si compras el juego (o si ya lo compraste en el pasado) tenes acce...
Devlog I: 15/05/26
Game Design
Initial Devlog. Welcome to the Labyrinth of Elsewhere ! This game is based on a few concepts that have been haunting my psyche for a while now. Recently I have...
TEST YOUR MIGHT!: Translating Mortal Kombat II in Festival of Fighters
Game Design
Greetings, Dan here! Much like many fighting games fans in the US, this past weekend, I went to the opening night of Mortal Kombat II in theaters. Though, I had...
Temper's The Thing...
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Game Design
Big news! I've been thinking long and hard about the Mechanics of Ronin Glory and the Technique of Ronin Glory's pending art. My whole life growing up, I stared...
ISHMAEL PROTOCOL 1.2 IS OUT
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Game Design
Hello everyone, it is my pleasure to announce to you all the Ishmael protocol 1.2 update. 1.2 is meant as preparations for the actually big 2.0 update, which wi...
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Solo Play Sneak Peak
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Game Design
Since the first iteration of TarotWeaver I had many requests for a solo version. I struggled with how this would work for a while and I think much of that revol...
DevLog #9 - On Careful Observations
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Game Design
Hey gamers! As promised, I'm back to give another devlog on the recent playtest with the new Scriveners. Special thanks to Wellington (as Regents), Prad (as Scr...
A playtest campaign overview
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Game Design
Awhile back, I reflected on my blog , “if I only have limited energy to do a thing or talk about doing a thing, I’m better off skipping the talking.” It...
A lot has changed
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Game Design
A lot has been happening behind the scene. First things first, TARTARUS is moving ahead to a full blown release with the help of Taiga Creative Studio. These ta...
DevLog #8 - Scriveners as Archivists
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Game Design
Hello all. This devlog will specifically focus on The Scriveners of the Director of the Woods. As talked about in the last post, I am a bit concerned on their d...
Nuova versione di Carnival disponibile
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Game Design
In questi giorni Carnival ha ricevuto un nuovo aggiornamento, meno vistoso di altri sul piano esterno, ma molto importante sul piano della leggibilità, della c...
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Campaigns, Injuries, and Spoils of War
Game Design
Ruinstars is built around the idea that every decision carries weight. Campaign play is where that weight accumulates: across three missions, across an operatio...
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Pacing for RPGs
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Game Design
Story Pacing, Scenes, and Beats I’ve been devising a pacing system to work with Hands-Free RPG. The goal of a pacing system is to encourage stronger story bea...
Preamble
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Game Design
In order to keep scope reasonable I am not creating characters in any specific system but instead making character that have universal information that can in t...
Teaching With Examples
Game Design
In most RPG rulebooks, I often feel like the examples are an afterthought compared to the rules. And I sort of get why. Good concise examples are hard to write...
DevLog #7 - The Points Economy
Game Design
Hello people, it's been a while! Thesis is in full swing and lots of things have been going on. So I'm here to provide some updates about what I've been reading...
Zoltar
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Game Design
If you’ve been using the Yes/No Oracle from Hands-Free RPG, but not the Zoltar Oracle, it’s time for an introduction. Zoltar Oracle might just be the more p...
Alchemy, Runesmithing, and Arcana
Game Design
My original instinct for TUM was to leave 90% of the magic out of the initial release, then plan the first supplement to handle all the magic. Partially, this w...
Aggiornamenti recenti al manuale
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Game Design
In questi giorni ho lavorato a una nuova revisione del manuale, intervenendo soprattutto sulla chiarezza del testo, sulla leggibilità di alcune sezioni e sulla...
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Illustrations & Emojis
Game Design
One of the questions I think about with TTRPGs is: How much should a rulebook rely on illustrations? After all, roleplaying is mostly about words and imaginatio...
Combat design: armor vs anti armor
Game Design
One of the goals of Battlegrounds is to support a wide range of unit builds, which means the system needs to handle different types of attacks, defenses, and ar...
Bonus Cards
Game Design
During character creation, each player gets 3 Bonus Cards that can be played for extra yCoins, which are added to the Likes they get from the audience for their...
Progress report! + a peek at the rules and more art
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Game Design
Hello! It's been just over a month since last update, so I wanted to share some more on how the game is progressing, as well as a peek at the latest bits of wri...
The Feat Dilemma
Game Design
Hey there Delvers in the Deep, TUM at its core is built vaguely from 3 LEGO bins: Savage Worlds, OSR philosophy, and D&D. As such, there are some places where t...
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Archive Recovery: The 1861 Bethlem Connection
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Game Design
A huge thank you to the 128 investigators who have downloaded the Limehouse Affair in the last 24 hours. Your interest has been overwhelming and, quite frankly...
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Revisiting Wrinkles and Events
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Game Design
There are some things about wrinkles and events in Hands-Free RPG that have bothered me: Your chance for a wrinkle on a success dramatically increases as your p...
Dice Mechanics
Game Design
Have you ever found when playing RPGs that failure is often more fun than success? Well, Smile Police's core mechanics is built around that premise. Success and...
Art and how I remembered how to draw
Game Design
I was one of those kids you would always find with a pad of paper and something to draw with. I was ALWAYS drawing, tracing, or coloring. Then growing up happen...
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Character Sheet Design
Game Design
In any RPG, the character sheet is probably the single most important part of the design. It's basically the "user interface" of the game for the players. And c...
2nd Edition Draft
Game Design
I’ve finally posted a draft version of the Second Edition of the Harry Potter Role Playing Game. It’s taken a lot longer than I expected. What I thought wou...
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The "How To Play" Script
Game Design
Smile Police is designed mostly for one-shots, so I've written a "How to Play" script for GMs to kick off their games and teach everyone the rules in about 10 m...
Introducing Smile Police 2084
Game Design
For the past few months, I've been working on Smile Police 2084 , a dark comedy TTRPG about life in a techno-utopia. It satirizes a lot of things we love to hat...
PvE Missions and Objectives
Game Design
Original posted to the Ruinstars blog I’ve been working on the objectives in the PvE missions for Ruinstars . The mechanics are solid, but in a full PvE campa...
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A thing Vade Arcanum taught me
Game Design
If you've used Vade Arcanum at your table, you've probably pushed through that moment where a roll produces something you didn't plan for and had to decide on t...
Designing the Caves beneath Fort Vulgar
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Game Design
I finally have some DEVelopments worth bLOGging about for this project, so first a brief introduction. In 2022 I started running a Dolmenwood campaign (more acc...
Can I use my Space Marines?
Game Design
Yes. Since the beginning of the development of Nomads Unbound: Battlegrounds , one of the most important goals has been to give players the ability to choose an...
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#4 USS Mushroom II: Design Notes
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Game Design
As always, I‘m sharing some thoughts and discussion about the design process of another setting: USS Mushroom. Why? A lot of my work gets lost (I don’t make...
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The Game Is Afoot
Game Design
Sherlock Holmes has been adapted so many times that a new Holmes game needs to justify its existence. Here is mine. The solo journaling format earns its place h...
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