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I know I've mentioned it before, but I'm not at all familiar with TTRPG design so really glad you linked the three clue rule article! That's a really fascinating read, and love how you tied in how you're pulling from it to design a system that's very player-friendly and encourages the game along. I really like the action system--it feels easy to pick up for forgetful players like me especially with using the same values for the rolls. Cool stuff!

In my experience, game design articles exist in bubbles difficult to penetrate from outside. The Alexandrian (who is the name of the blog with the three clue rule) has been a massive innovator as far as TTRPG game design and designing game structure goes, I'm sure that some of those ideas could be stolen successfully for videogame design as well!

A node-based scenario designed with the three clue rule could achieve something like The Forgotten City, for example, pretty easily and in a short amount of time, as far as the planning early stage goes.