Physical game Devlogs About Game Design Page 13
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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"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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Hey Kids! I'm new to this devlog stuff, but I wanted to share a couple bits about the state of Mall Kids with you all. First, we have a Mall Kids Discord ! If y...
Now you can understand a bit of the mechanics of the game. We have very simple rules so it's easy to spread the Dogo Dash's words around! This is the diagram wi...
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After the first playtest in June, I immediately started another month-long series on the Gauntlet. My players this time were Tom , Scot , Patrick, Adam, Will...
I was planning to talk about the playbooks of Hello, World today but as I was thinking about what I would say, I realized that before I did that I first needed...
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So this is something I still haven't done, and I feel bad about it because this game feels kind of incomplete without it, but I need to provide at least one exa...
By June, I had an actual complete draft of the module, and I decided to playtest it on the Gauntlet , a gaming community I've been playing with for a while. I w...
Thinking about rules changes for future updates. Here's something I'm thinking about for FIGHT and SPECIAL to make them more distinct and changing the dynamics...
As you can see from the preview image, hello, world integrates several Blades gameplay loops into a single system. One of my favorite things about Blades in t...
I wanted to do something a bit different for the Factions in hello, world . Factions are very fluid in World. It’s a hyper-mobile digital environment ruled...
Hey everyone! I was talking about the game I wanted to create for the Never Alone Game jam. Here is a draft numeric version of this one. Just in time for the ga...
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Illustrations added on the cards sheet and inside the rules booklet. You can download illustrations, and use it according to the CC-BY-NC-SA license. Ajout...
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Week 1 - Overview This devlog series will track the progress I make on the project each week until its release. Here you can see everything I did in the order i...
The problem with playtesting a mystery module is that you have to keep getting new people to play it, which meant that sooner or later I was going to have to GM...
Development of Moth-Light continues! Expect even more refinement as my local play-test gets underway. Notable changes in 0.5 of the Alpha. Rules edits and corre...
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I recently finished the third ever playtest of Stuck in Jawbone , and it was doubly successful: the players seemed to enjoy it, and I found a few gaps I'd over...
This game was a bit of a challenge to write, if only because I found myself blushing from what I was implying in text. Waiting for feedback to see if it needs...
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This game was a bit harder to make than A Touch of Glamour , odd considering that it's only 5-pages. Then again, I wrote most of Touch at the hospital, where...
Initially I thought I'd create lore for this---until I realised that it's a bit of a fraught endeavour for me, and explain so in the last few pages of the PDF...
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Quick update about the next... update. It will mostly be fleshing out the lore of the Izyan Conflict setting, including examples of Regions at the urban, provin...
Hi there! So, here is the first finalised draft of the Character sheet for Micro Blades . The Specific Sheets will come soon (Sellsword/Rogue/Sage etc.). Backs...
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