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Physical game Devlogs About Game Design Page 4

Deep Dive - Speedbumps, Fame, and Morale
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4
Game Design
Every time I make an announcement about His Majesty the Worm , I declare we are getting close. Then a year goes by. Then I make another announcement. Then anoth...
Version 0.5 Dev Preview #2: Bravery & Break System
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Game Design
In today's dev stream, we start experimenting with a new subsystem: Bravery & Break! Bravery Bravery is a secondary resource that can be used in combat. It is t...
Version 0.5 Dev Preview #1: Action Loadout Rework
Game Design
Today I've started streaming Voyager: Tactics on YouTube, documenting my work and working in real time with my followers! A summary of the stream's development...
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Class Overview #1: Meet the Bard and Berserker!
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Game Design
Hi there! I’m gonna reveal class art every week and talk about their design as I do. I’m gonna go start to end alphabetically, so meet the Bard and the Bers...
Designer Diary
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Game Design
I've done some dabbling in various sizes of RPGs: first I made Fruit Friends , which is a postcard-sized game, and then itsy bitsy spider , a business-card size...
CORECCIONES MENORES
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Game Design
Hicimos unas pequeñas correcciones en las areas de daño enemigo, conflicto social y la creación de personajes para dar mas opciones y permitir mayor variedad...
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Nice Comments, Community Copies, and Creation
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Game Design
It's been a while since I looked at Beloved, and I didn't realize that there were those who still played it. It's my first published TTRPG project, and the one...
Perché tira solo il Giocatore?
Game Design
Buongiorno a tutti! So che per molti potrà sembrare scontato questo messaggio, ma al solito non esistono questioni scontate, quando ci sono amici che ti chiedo...
Devlog 05 - The Drama Economy
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Game Design
Hello and welcome back to the Banda’s Grove Overhaul Devlog! If this is your first Devlog, check out our first Devlog that explains why Banda’s Grove is get...
Devlog 04 - Pebbles, Resources, Safety Tools, and Tutorials
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Game Design
Hello and welcome back to the Banda’s Grove Overhaul Devlog! If this is your first Devlog, check out our first Devlog that explains why Banda’s Grove is get...
METTLE Core update 1.5!
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Game Design
This is a massive update, patch notes are also available at: https://planariangames.blogspot.com/2023/07/mettle-core-15-revision-notes.html The 1.5 edition of M...
3 files
Playtested!
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Game Design
I'm making progress on editing and finishing the art for this! Last week I playtested for the first time and found a couple of issues. The game was quite a lot...
Tricks
Game Design
I'm currently focused on Heliosail's skills, and filling out the Tricks that players can learn within each skill to customize their character. Since skill gain...
Design Theory: Framework and Additions
Game Design
The idea for SPAR started where most of my TTRPG ideas do anymore: Discord. Back in late January or early February of this year, I’d been reading Extraction f...
Big Changes
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Game Design
GET READY The Imposition Dice System has been in development for a while now. One of the first things we nailed down was the dice resolution mechanic during per...
The making of Oceania 2084 - my master thesis
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Game Design
I have something really fun (for me) to announce! I have finished a master's thesis, that has received a pass. In it I am processing the development of the upco...
Devlog 01: Welcome to SPAR
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Game Design
Welcome to the first true devlog for SPAR ! What is SPAR ? SPAR launches Chris McDowall’s Mark of the Odd framework into the golden age of thrilling danger, i...
Themes, Truths, and Your Table
Game Design
If you haven't checked out Ironsworn before, you must do so. Everything about that game champions the sort of outside-the-box thinking that spurred me to seek s...
Welcome to Dextra!
Game Design
This is my first devlog post for Dextra , which is my first published game. First off, I want to thank all of you who have made purchases of the game, and all o...
Devlog 02: Character Sheets
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Game Design
Hello Bludgeoneers! This one took way longer to add than expected. As of now, you have access to fill-able character sheets ! "They're just character sheets, th...
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Feast and Fellowship
Game Design
Here's one of my best pro-tips for life: if you want people to show up to your "thing", provide food. Don't underestimate how much people love food. If you're s...
2E in development
Game Design
I've been working on a new edition of this game. Ruleswise, its mostly the same. Trimming some fat, and focusing on areas that playtesters seemed to enjoy, most...
Plans and Progress
Game Design
It's the annivesary of Mangayaw's release on itch.io!! I feel inclined to do something special to celebrate this milestone. But instead I'm writing you all a bl...
Rewrite/Revision in Progress
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Game Design
It's been a bit since initial release and I got some good feedback from a lot of people. Overall, well recieved, but things are a bit to v ague. So there's a se...
Your First Game
Game Design
Session 0 is a concept that's emerged relatively recently in the world of tabletop rpg's. It's possibly been around longer, but without the moniker. In concept...
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[Review] Night Wolf Inn (AD&D 3PP); Promised Land
Game Design
[Campaign Setting] Night Wolf Inn (2016) Anthony Huso AD&D 1e Lvl 1 – 15 I started reading this because I was looking for good high level material and Anthony...
Differences from BitD
Game Design
If you’re coming here from Blades in the Dark or have only seen the AtLA show, here are some key differences from each that you should know up front. If neith...
Stern Thoughts
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Game Design
An excerpt consisting of the relevant portion of my latest newsletter ; ““More missions, more mission guidance, and more advice on building the setting, the...
Inception
Game Design
Aesir began as a very simple idea in 2017, but maybe not one you'd expect: "Avatar in Game of Thrones." Cleary we've come a long way from that, but I'll tell yo...
What's the plan for Slipstream RX after 1.0?
Game Design
Response to Slipstream RX has been quite positive so far! I'm honestly very surprised, up until recently I didn't know there were many other major racing TTRPGs...
Design Update - Health & Yantra-log
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Game Design
In the current edition of the book, the Yantra-log are beefy. They're rocking 100 Hp at start with 14 AC & 14 MR. That's a vast difference when compared to the...
#02 - Considering Prompts for the Cards
Game Design
I have been thinking hard about the prompt section of Gadgets and Gizmos Aplenty, and today I was struck by a little idea. My issue is that, for a game that use...
Preview of upcoming third 6-card expansion
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Game Design
Here is a preview of a few cards from the upcoming 6-card Knowmadic expansion. Note: The designs are not final and are subject to change prior to official relea...
Orzumal's Eye: A deceptively dangerous card
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Game Design
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...
Foldable Character Playbooks
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Game Design
With the new layout, the character playbooks are now split across two A4-sized pages (or four A5-sized ones), which might be a bit cumbersome at the table. To r...
The High Priestess playbook by Charlie Etheridge-Nunn
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Game Design
Written by Charlie Etheridge-Nunn, The High Priestess is a magician abducted by the Phantom Wind as a child, both fighting and embracing its dark gifts. The inc...
Time, what a concept
Game Design
I started writing RPR during the first months of the pandemic. Remember that? lolsob Since then, I had to buy a new laptop, participated in over 10 TTRPGs proje...
The Tower playbook by Rae Nedjadi
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Game Design
Written by Rae Nedjadi (he/they), The Tower is a character who transforms violently between different identities, and must balance change against sacrifice. In...
Devlog 03 - Badges & Rethinking Mechanics
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Game Design
As a great show of how fluid game design is at this stage, in our last Devlog I said we simplified the word “Fragment” and “Plane” to just Plane. Upon f...
Review of H4 Throne of Bloodstone (lvl 18-100)
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Game Design
[Adventure] H4 Throne of Bloodstone (1988) Douglas Niles & Michael Dobson AD&D 1e Lvl 18-100 SPOILERS: If you are a player in my high-level game do not read thi...
Overhaul Devlog - 02 - Design, Maps, and Terminology
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Game Design
Page Design, Maps, and Terminology This isn’t final text in the v2 image by any means, but we’re walking down the path of making new master pages for layout...
A F**kload of Words
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Game Design
A lot of my concerns about the length and complexity of 60 Years in Space could simply be addressed by looking at the 5th edition Dungeons & Dragons Players Han...
Overhaul Devlog - 01 - Why?
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Game Design
Last weekend we made the difficult decision to pull Banda’s Grove out of layout, and rewrite the core rules from scratch, reorganize all the sections, condens...
Dev Diary - March 23
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Game Design
No major updates this month - real life has gotten in the way (preparing for a baby is pretty involved!) and some of the revisions I started last month have spu...
This Play Intentionally
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Game Design
When I started writing 60 Years in Space, there weren't as far as I was aware any TTRPG adaptations of board games. Dungeons and Dragons itself was an adaptatio...
8 Years in Development
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Game Design
Sixty Years In first came into being as a Google doc, then a collection of Google docs, early 2015. I had been working in my spare time (I didn't need much slee...
Dragons and Travellers Tales and ADHD!
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Game Design
I recently wrote this as a reply to the How to ADHD YouTube video channel's " 10 Tips to Making Your Tabletop RPG More ADHD Friendly " and thought I would also...
1st (ok technically 2nd) playtest notes
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Game Design
Sunday night I got to do a playtest of The Real Housespouses of X in its current state. I learned a lot but also too little. The biggest takeaway was that this...
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The Bonsai Diary: meditative brushstrokes
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Game Design
Sometimes an idea seizes you and won't let you go. The Bonsai Diary is one of those ideas. It started as a reply tweet: It was just a stray daydream about somet...
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On High Level
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Game Design
The goal for NAP III will be to push people to explore an area of oldschool D&D that is not often touched upon. Despite having a progression that goes up to and...
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