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Alfred Valley

A member registered Jul 19, 2020 · View creator page →

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the jankiest goblins I’ve ever seen 5/5

Oops, I replied to Goblin Archives elsewhere but didn’t put anything here! It’s a photo that’s had a gradient map applied (with a 3 part gradient). The graininess was unexpected but appealing.

Thanks for placing an order!

This is completely rad. There feels like a lot of potential, evocative storytelling packed into such a small space.

Interesting, thanks for posting that. Glad the meaning isn’t completely inappropriate!

Very good point, thank you!

This makes me happy because it’s more or less what I had in mind - putting the concept out there as a starting point for others to build on.

Thank you so much!

This is neat! You’ve managed to fit a lot in. I particularly like the Adventure Builder.

Thank you!

Thank you!

Ah yes, that was a great run-through / review!

Ooh really? That’s news to me!

Picking the bones of OSR clean and crushing them underfoot

OSSUARY is a minimal, one-page dungeon delving system. It's been designed with speed and play-by-post in mind — the rules are straightforward, the character sheets are simple, the rolls are handled by the Bone Collector (aka GM).

In this game a Bone Collector guides a group of players through a game of traps, terror and treasure, where creative problem-solving is key. 

Download for free (or pay what you want):

Features at a glance:

  • 3 randomly generated stats — Spine (strength), Femur (dexterity) and Skull (willpower) — represented by die sizes (d4, d6, d8, d10, and d12)
  • core stats double up as HP
  • pseudo-lifepath character generation and equipment
  • emphasis on lvl 0 funnel play
  • freeform classes and abilities beyond lvl 0
  • micro adventure hidden within the rules


You are more than welcome to use the existing one as is or amend it to fit your purposes!

Stylishly executed as per usual. There is a nice economy of space to this layout, a sense of things being just so - packed full of goodness but not dense and unapproachable. It does a great job of showing off Dyson Logos’ neat map.

Things I particularly like about this pamphlet adventure:

  • the difficulty of the adventure is linked to which of the 3 scenarios the group run
  • the passing of time and the ever-present danger is neatly executed
  • there’s a deeper subplot for the group to uncover

Now I just need to find a Kelvin to Celsius converter.

Me and a friend have been playing this game over the course of a few months (we're not the quickest at replying to each other) and we've been having a blast.

The prompts leave enough room for creativity whilst giving you direction. The trifold format seems to lend itself nicely to the style of game. There's something about sending a single playing card in the post that makes you feel like an evil a good way?

As it stands, after receiving a message from a local owl and unlocking a hidden box in his rented cabin, my reporter is close to solving the mystery afoot. But can he get himself to safety before the weird woodland cult close in on him? We'll have to see...

Hey, I’ve just sent you an email. Cheers!

I finally (just about) reminded myself how to use Python and I've been having a great time this morning playing with this.

I'd love to chat more about this. Send me an email when you get a chance: alfredxvalley at gmail dot com

That means a lot to me, thank you.

Thanks for showing interest and thanks for the heads up! That’s hopefully enabled now.

The world's broken. Can you venture against the odds to heal it?

Lay On Hands is a storytelling game zine for one player in which you play an unnaturally gifted healer in a post-apocalyptic wasteland.

It's a bit like Ironsworn meets Troika meets Fallout... with an activity sheet.

It's wickedly difficult to build tension and anticipation in a solo RPG, but Lay on Hands knocks it out of the park. It's clever: perhaps the most robust and unique oracle table (or rather, a literal tray) out there — it's challenging: you *will* be desperately shading boxes, adding numbers, and more as a coin spin determines your fate — and delightfully strange. Supported by clear writing and distinctive design, I'm blown away by the quality of work.

— momatoes (ARC, The Magus)

Download the PDF and start playing:

I need to remind myself how to make something like this work, but in the meantime I’ve put it out on Twitter for others to look at - hope that’s alright!

(if you’re on Twitter, let me know and I’ll @mention you)

This is really cool!

I would love it if you did! If you could just make sure to link back to here, that would be great.

This is cool and the design/layout is super clean!

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Well, here’s one way:

BABS stands for But And Because So, and provides a method for resolving actions in TTRPGs in an interesting (and sometimes unexpected) way via narrative negotiation.

It’s a piece of ‘tech’ created for Tech Jam #2: Tactics:  “Artists have art packs. Graphic designers have texture packs. Game designers? We have tech packs.”

It’s also free and under a CC licence that means you can use it in your own games.

Thanks for looking 👍

This is a really solid, minimal system with a few interesting quirks. The idea of the ‘rungs’ is really evocative and things like the syllable rule for casting ‘sorceries’ is really cool. And the whole thing’s laid out stylishly. Can’t wait to see how this expands eventually.

Something about Trunk just really works for me. The cover is perfect, and the design and styling throughout is irresistibly grainy and evocative. The narrative is compelling, with just the right amount of detail.

Two big standouts here are the FM randomiser, which is surprisingly elegant and serves the theme exceptionally, and the structure of playing with one driver and one passenger. I’m looking for an excuse to schedule a drive just to give this a spin.

Yearning Rubber, 1997, Orange Pépin


I love it!

Thank you!

I'm really intrigued to see what people could come up with responding to the very limiting constraints of a haiku.

Lovely artwork btw!

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Ancient Blind Bloomwyrm

This seems elegant. The mechanic with the stress die and comparing the result to the size of the pool is great.

As someone who’s only just discovered this jam, I second this! I have started a supplement which I won’t be able to finish in time.

I’m glad, cheers!

Thanks for the comment! I’m happy about the things you picked up on. Whilst sort of novel I’d probably agree that the dice rolling can be a bit clunky. I was taking inspiration from ‘push your luck’ style board games and wanted to experiment with giving a player that sense of gambling, like you say.