Your company of actors smashed a performance, drank to celebrate, and woke up somewhere you didn't recognize. All of a sudden the King and Queen of the Fairies have offered you a deal: put on a show, or be stuck here in their magic kingdom forever.
Gowanusaurus Rex
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Holaaa comunidad chorrijuegos
Veo que muchos de ustedes escriben primariamente en castellano y quería ofrecer mis servicios como traductor de español a inglés si algunes de ustedes quieren expandir un poco su audiencia. Me encantaría discutir mi resumen como escritor en los EEUU/precios/algún otro intercambio. (Por ejemplo, ¿me puedes traducir un juego de inglés a castellano? ¿O hacer dibujos/diseño para un juego de rol?)
Deja un post aqui o mándame un mensaje en Discord :D
Standing Ovation SRD - A simple high stakes system for solo games. I've done a couple of games in this, and will be creating a third for this. (I think We Will Not Go Quietly could do with some mods, tbh)
The Devil Jonah's Leviathan - Very cool game with a very cool bespoke system. You could always grab the mechanics, but I think the setting itself is crying out for expansion and adventures.
Amontillado - This is the first game I made on my own, without cribbing from a pre-existing SRD. I think it's a simple, elegant system for a quick two player game with escalating stakes and a nearly pre-determined ending."For the love of God, Montressor!
Based on the short story by Edgar Allan Poe, AMONTILLADO is a simple, one-page RPG for two players using 3 dice and a block tower.**
The Host (in Poe’s story, a man named Montressor) has made an exciting acquisition (in Poe’s story, a cask of fine Amontillado sherry) and baits the Guest (in Poe’s story, a man named Fortunato) to verify its quality (in Poe’s story, by tasting it). The acquisition is hidden in a secluded place (in Poe’s story, a crypt beneath the Montressor home), where the Host, quite unbeknownst to the Guest, plans to trap the latter and leave them for dead by building a wall to enclose them.
The Guest will probably lose. This game focuses instead on what twists and turns will get you to the end of your story.
Community copies still available!
**Simple substitutions include: dominos, plastic building toys, a dice stack, counters or tokens to indicate levels of the wall. There may be a version of the game where the Host need only rack up 11 wins, subtracting 1 each time the Guest succeeds.
Had the tremendous honor of playtesting this over the weekend and was really impressed. A fun, muscular game with roleplaying elements tied very closely to gameplay, and a really clear and easy-to-get-the-hang-of sense of teamwork and progression. I'd be excited to play again, and to try my hand and creating for this system!
Had the tremendous honor of playtesting this over the weekend and was really impressed. A fun, muscular game with roleplaying elements tied very closely to gameplay, and a really clear and easy-to-get-the-hang-of sense of teamwork and progression. I'd be excited to play again, and to try my hand and creating for this system!
Hey everyone!
I've just uploaded a Version 2 of the test. This new draft has some updates that I think smooth some things over, as well as some cosmetic changes and just general proofreading. Specifically, the handling of transitioning from Expulsion into Endgame will, I think, be a little clearer here and avoid any contradictions.
Most of these changes are notes I had for myself, but I'm still actively hoping for more feedback, so let me know what you think!
Hello everyone!
I've just uploaded my game I cast you out!, which is a religious horror game created for the Sinners & Seamonsters Jam. It was created using the Standing Ovation SRD. Here's what the cover looks like:

I'm pretty happy with how this turned out, but I'm still pretty new to creating games and would love some feedback to help me develop/improve the game before the jam ends in a few weeks. There are some particular areas I'm looking for feedback on, but I'm happy to hear any thoughts -- I'm sure there's stuff that hasn't occurred to me!
- The look: just very basically does the book look good? Can you read the words and do you like the artwork? Is it easy to follow and laid out well?
- The mechanics:
- Are the instructions clear?
- Do you feel like you want more or less character specificity?
- Are the storytelling mechanics clear? Does tying different story elements each turn to the cards' suit work or does it feel too constricting?
- Success/failure conditions: are the card counts too high/low? In the original version of this SRD you don't have to "succeed" to move to the next phase, and so I expect players will sometimes fail multiple times per phase of the ritual.
- Did you feel too tied to the rulebook as you were playing, or did it feel natural to refer back to it?
And again... anything else!
You have been summoned.

The doctors suspect spiritual possession is at play, and you’re the best person for the job.
Well, the best person that could be summoned on such short notice, anyway.
Are you a priest? A wizard? A tzadik? A shaman? A medicine woman? A doctor, way out of their element?
Purify yourself. You'll need all the faith you can get.
(Test version available for feedback and development.)
Hey everyone! Just submitted I cast you out!to the jam and would love to hear what people think of it so I can improve and develop things before the jam ends. If anyone has any free time, it's a solo journaling TTRPG based on the Standing Ovation system.
Did a devlog turning the movie speech into a gameplay journal: https://gowanusaurusrex.itch.io/we-will-not-go-quietly/devlog/981531/happy-belat...
Found this game through the Standing Ovation TTRPG SRD Jam, played a round today, and really enjoyed it. Loosely structured and poetic, it really allowed me to open up and write. What's more, the rule book itself is gorgeous. An imaginative tribute to a very real musician (whose work you can find and listen to while you play :D)
I'd download the demo, but I'm on a Macbook so the browser version is more convenient. Thankfully, I was able to pick up from my last campfire just fine after each crash.
Re: the daughter character, I did find the crafting and management aspects of the game to be interesting. I found myself able to hang back and let the Wife handle a lot of smaller challenges alone with her bow, which is great, but I'm curious what other mechanics you've played around with (like, did you ever consider having the family respawn at the last campfire after dying, rather than in the same spot? was that too onerous?)