One GM and 2-5 players. Uses the full set of polyhedral dice.
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A few months ago, as a writing exercise to help me get out of a creative slump, I attempted to write the "worst" game system I possibly could. I like minimalist games combat-lite games. This game's systems were as convoluted as possible, written in a verbose first-person perspective, and included a very strange tic-tac-toe inspired card-based combat system. I found the whole experience helped me break out of habits, and examine what I like/don't like about games. But I still don't have much interest in fleshing the system out beyond scribbles in my notebook.
But it still has a framework and terminology I can reference back to in an adventure. So basically, I plan on writing an adventure for the worst system I could think up.
That's the default text itch.io uses for exclusive content, which I had used to host free "community copies". If there is a way to change that line, I'm not aware of it. I apologize if it caused any confusion.
I started working on East Marshes as an easy project to keep me working on RPG projects in a very low commitment way. In that capacity, its been a great success. On the other hand, this being the only project I've worked on all year has made me pretty tired of it. So for now, it'll be going on hiatus.
I may continue the project when I go back to work. But its not very likely, considering the very low interest levels. Now to be fair, the low interest levels isn't a bad thing. Since no one is paying attention to it, I've felt much more bold in trying new things. So if I we're to return, it would be to continue getting a little more experimental.
Part 3, Suburban Commandos is out! From the beginning I wanted to make 5-room dungeons for each entry, but it wasn't until this one that I finally looked up the concept. I found this article and I really liked the ideas here, so I tried to implement them in this dungeon.
I was also inspired by the advice of 6 entry random tables from Electric Bastionlan. Again, for the first two entries I was mostly operating on the my memory of the advice. For this entry I finally went back and looked at the advice again and implemented it.
Overall I feel pretty good about this one, especially in regards to work flow. I managed to keep working on it at a steady pace throughout the month and was able to finish it on time without stressing.
I've added East Marshes part 2: Rust Belt Blues! This entry explores The Backwoods, Rustwood City, and The Factory.
With this adventure I wanted to reverse the usual expecations, the town is dangerous, and the "dungeon" is friendly. It was more difficult to write around than I expected, but an interesting experiment.
I'm going to submit something I wanted to make for .dungeon class jam. Before you had made this jam I was just thinking how much I regret not finishing that project, so thank you for giving me another opportunity!
Also might do something for Electric Bastion Jam. It won't be the project I originally was going to make for it.
I would really like a guide on marketing/advertising/community building. I really enjoy and feel like I have a good handle on most aspects of actually making games, but I struggle with getting the word out.
I've had this idea to try and make a pbta game based on Pokemon. Not sure what stats or moves would be, but I liked the idea of defining Pokemon through tags. Like for example Bulbasaur could be [Grass][Poison][Small], or maybe more specific like [Vines]. I like this because its easy to define existing Pokemon or make up your own. Growth of the Pokemon could be changing and/or adding new tags.
In theory the game would be about exploring, finding new Pokemon, and creative problem solving using Pokemon abilities, moreso than battling.