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Penny goes even further than this. You're actually not asking what happens're asking what you do next! Penny for my Thoughts is the opposite of a roleplaying game - it's a game where you literally are forbidden by the rules from making significant decisions or statements as your character. That's what the other people at the table do. It's really fun.

It was great! We ran a huge Marvel Heroic game with four tables of crossing-over heroes in eight hours of cosmic battling goodness. I ran "the Netflix table" in Act One. 

I don't know why you wouldn't call a game - even a multiplayer game! - a ritual in the first place. If you go to a minor league ballpark early enough for batting practice and stay late enough for the cleaners to come through the stands, you'll definitely see the ritual; it might not be completely contiguous with the game of baseball, but it's entwined enough that I sure as heck am not qualified to pull them apart.

Great topic. Accessibility in texts in general is  a huge problem many TTRPGs don't succeed at. Here is a good font resource. The British Dyslexia Association has a style guide which can also help with visual stress from reading no matter whether the reader is dyslexic or not. 

Pokethulhu (available free) did a few things of interest to this question:

1 - It approached play as an episode of a fictional TV show.

2 - It put the bestiary in a cartoonily-appropriate world. Just as the pocket monsters were little cute cthuloid monsters, so too was the world a kind of combination of Halloweentown and Lovecraft country.

3 - It used 12 sided dice because those looked like the in-world version of Pokeballs

Right. I also try to fit things like complexity of system, type of setting, etc. to their tastes.

"Call of Cthulhu is....... good" - JDCorley, itch dot io user

Great topic, very important. I am a lawyer and you did a good summary. Typically the amount of money involved in a roleplaying game is so minimal that actual litigation isn't advisable to anyone who will ever read a web forum. However, you never know what will hit big and you definitely should keep an eye on what you own and what you don't or can't. Specifically, here, I'm thinking of game mechanics as different from the fixed expression of game mechanics. It's actually quite hard (and half-untested - a long story) to patent game mechanics as a process. But you can obtain copyright on expression that you do of game mechanics (texts, etc.)

I think that's a more reasonable fear for a participant than for a designer. In other words, a game designer ought be explicit as possible so that the participants in the game can keep things behind the curtain. The incentives for a designer are, as always, completely opposite of what the incentives for a game player are.

Thanks, looks good!

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If it's just a game I'm buying to "support" the author (long stare right into the camera), I don't do anything with it.

If I'm thinking of a campaign, I put the campaign idea in a folder and put the folder by my desk. Every so often I come across a new roleplayer or I learn something new about someone I already game with, then I take the folder out and see what I think I can put a group together for.

(metal gear voice)

There is a code of ethics that's been promulgated by the USCF but there is actually a LOT of problems with questionable/borderline behavior at chess tournaments. It was hotly discussed when I was running tournaments back in the 1990s, and I don't know that it's resolved.

For example, here's International Master Jeremy Silman reminiscing about "odd behavior" he has experienced at the chess table. Ultimately his only response is that if it crosses a line you should report it to the arbiter or tournament director. But we all know that without clear lines pre-drawn, leaving it to the judgment of someone often just permits the standard old discriminatory lines to be drawn.  So actually I think chess is a good example of a competitive game that is really digging around trying to find some way to address the safety and comfort of participants. 

World Anvil looks like a lighter version of Realm Works. Great find! 

Ahhh, that's great. I need to get back to doing what I have done in previous games. I used to frame just about every game I ran as old timey radio dramas, with an opening monologue and theme music.

"Primetime Adventures" - JDCorley, a poster on itch dot i o

The Rules and Announcements section returns a 404 at the moment

The bad news is that due to droughts over the last few years many pinon nut coffee roasters have diminished or even eliminated the use of actual nuts in their roasting. Here's hoping at some point they can get back to it.

"I don't have a character type that I always play in every tabletop game no matter what, why do you say that?"

You: Gen Con, a convention which takes place in Indiana where the local food is some kind of mushed up casserole thing which is too spicy if someone puts two shakes of black pepper on it, a sweat bunker hell of D&D nonsense run by shouting in a crowd of thousands

Me, an intellectual: New MexiCon, where you can get fresh green chilis in every meal and every snack you eat all day long, and pinon nut coffee with your breakfast, a veritable paradise of cool games run in private rooms and relaxed, fun people

Back in the day, Berin Kinsman created a tiddlywiki specifically for game organization, called the Ten Foot Wiki.  Unfortunately as cloud computing took over the world, Tiddlywiki had to seal up some security holes and became harder to use . Let's share some world and campaign organization tools here.

I got in on the Realm Works kickstarter so it was cheap for me, but it's kind of the Most Bonkers detailed thing. The GM version is $50 though. :o Find it here.

Drivethrurpg has a lot of "adventure planners", which are pre-printed PDFs which have a lot of the most common shit in them (but they're typically for fantasy or D&D-a-like games).  Now, I kinda like the Fat Goblin Games ones because they 1) use form fillable PDFs a lot 2) are often broken down into different types of pages so if you are like me and need like 500 NPC pages and 3 monster pages then you can do that easily, and 3) if you're Extremely Into It they'll even send you a hardbound print copy that you can fill out? :o  Anyway, this is their category: Fat Goblin Games Gamemaster Journal section on Drivethrurpg

If you still want to try TiddlyWiki, it's still quite popular but the tools are a little bit more opaque than you might remember them being. Give it a try.

Anyway, post other campaign/world organization software and tools here!

Totally agree. It's kind of shocking to read the latest version of Dream Askew and realize that I've read probably 20 other apocalyptic and post-apocalyptic games that don't directly say "here is the role the apocalypse plays in this fiction". Not, like, its fictional details, but its fictional function.  Why it's an apocalyptic game, what doors that opens and what doors it shuts.  

Less important than "what games require safety tools" is the question "which groups and in which social contexts are tools needed"? There's no game so anodyne that it can't be used to hurt someone.

I can't believe there's a RPG forum in the world that hasn't banned me yet! Shocking oversight. Disgusting really.

Outrageous that I didn't win. I'm calling the police.

WHOOPS, I mean, congrats to the winners!

Great point, I love it.

pikachu with open mouth dot PNG

Less of a LARP than a ritual, as both the physical actions, verbal statements and even objects of thought are prescribed.  To some extent it feels more like a digital game where we go through an experience highly tightly directed by a designer instead of the typical "roleplaying" scenario where we make decisions and explore consequences.  I definitely VERY much appreciate the thought-provoking between-acts interstitial step; now I'm really thinking of the effect that would have and how to adjust it or promote it in other game experiences.  To have taken this from a very abstract piece of visual art is itself very thought provoking. I love the emotional state this game attempts to create.  Kudos, this is great work!

When I remembered that there was a horse in this poem, I said to myself "I wonder if there will be horse armor in this game". There was! And I didn't even have to pay for it in DLC. 11/10. (I cackled at this.)

I've seen and played a lot of "dream" themed RPGs in the past. It's really hard to get them across because you need to be concrete enough in your language to communicate the fiction of play, but dreams don't feel like that.  The key innovation of this game is the give-and-take between feel and detail. Each participant has to connect with a feeling, and that feeling prompts the development of a concrete detail. This give-and-take is also a natural fit for a 2 player game like this. I really like it, you've got an innovative approach to a perennial RPG problem. Congrats!

Since e.e. cummings was (obviously) a master of the use of typography in poetry, I loved that you used it to your advantage here.  Great work, I really enjoyed it.

Thanks for playing and I'm glad you enjoyed it! It was an exciting find to come across the screenplay, that's for sure. 

You're welcome. I wanted to follow up on my comment from yesterday to be sure you understood that I REALLY REALLY like this game.  :D 

I especially think the simple red/black combo and the two tracks are kind of a really interesting engine that could be used in many other contexts for a freeform style "limited number of scenes/resolutions" game.

When you're done, Cut Yourself a Piece of Cake (and make yourself at home)!

Thank you for trying it and I'm looking forward to what you do next. :)

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Oh, awesome! Thank you for the information. I somehow didn't catch that.

Edit: Maybe you should mention this on the game page, and maybe put a link to where the sculpture physically is? (If it has survived...)

Really interesting game. I appreciated the extensive safety work up front and the wrap-up.  From my memories of LARP the wrap-up was always among the most fun/interesting times. This game is innovative and atmospheric. I would love to play this! 

If I had to make suggestions, I would say to clarify a few things: 1) I didn't realize right away that the concepts on the note cards in the glass box and the concepts of the player characters are two different things (are they?) 2) I don't see who the virtue and vice belong to - the shadows or the victims? Do they have mechanical effect or should they affect our questions to the Engineer or our decision to feed or fade? 3) By what principles should the Engineer answer questions about the survivor? And if the questions are disparate, how should the group stitch the disparate questions together into a memory scene?

All in all, a top tier game and great submission.

This felt like a weirdly educational experience. It definitely captured the brutality of bullfighting, (so much that I felt my real-life revulsion at the practice!)  The cascade of consequences for each decision made everything I did feel like it had weight.  Great use of the decision tree of Twine.  I would say the numerical ratings for the various events in the game didn't seem as well-placed fictionally. If you need them, perhaps put them in a sidebar? Or let me pick to look at them when I need to.  All in all, a really great job!

One of America's great pieces of poetry, and a unique take on how to experience it through collaboration at the table. Really, really, impressive. If I had to make a suggestion I would say to make the structure clearer. (Like, I had to read it a few times before I figured out the Land would have 4 options for which family member to pick at the end of Winter.) And secondly, if the Poet gives themselves up, I feel like they should say something about it, like the eulogy for the family member, but perhaps for themselves? Not sure here.  

Anyway, phenomenal game, great job. 

This looks like an interesting one person LARP; I like the idea of making my own logs and the prompt questions are good. (Even more would be better!) I'm not sure of the connection to 1923 though?