This is very very nice. I feel it really captures the bucolic vibe of WW1 literature. At the same time the game treats this tragedy with sensitivity and respect.
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The first thought that came to my head was The Building of Petermans Bridge (from the Talking to Americans 22 minutes segment) but couldn’t figure out how to make it a game lol.
The St Lawrence Seaway has got it all, pirates, gangsters, smugglers, and legend. There was even a 60s TV show called Seaway but I couldn’t find too much of it.
There are tonnes of lost and abandoned towns that have cool histories and would make great locations for a cryptid investigators. Alternatively, it would be cool to have a game that doubled as a way to document and safeguard local stories and family histories.
I had this idea a long time ago.. On Auyuittuq Island (Inuktitut for ‘the land that never melts’), the isolated communities grapple with newfound disasters of floods, breaking ice, dangerous waterways and dwindling game. But the melting ice will soon release something more sinister. Can the players make peace with the newly awakened spirits and save their homes?
This is very cool. I am in Montreal area and am working on osr-ish ttrpgs. I’ll have to think up a plan for this jam but I am looking forward to adding to my Maple Flavoured ttrpg collection https://itch.io/c/3585510/maple-flavour
Update: I think I am going for a Carved by Brindlewood hack/mystery around the disappearance of Ambrose Small in 1919 that features small town Southern Ontario (partially inspired by In the Skin of Lions by Canadian author Michael Ondaatje and from childhood summers along highway 2)
What are the Lion and the Unicorn actually fighting about? Why does the White King hold court in a dungeon? And doesn’t Director Humpty believe in railings?

New neologisms and borrowed expressions are sprinkled throughout The High Weald of Wabe, or just the Wabe to its citizens. Travellers can continue their quest to meet the Jabberwock, or they can take up any number of causes on behalf of 4 competing factions.
This is the second installment of Tulgey, an Alice in Wonderland-inspired setting and adventure(s) for the Cairn and OSR systems.
This is the first and forever free installment of Tulgey: An Alice in Wonderland-inspired setting and adventure(s) for the Cairn system.

Great for a quick adventure or multi session, all ages can follow Alice through the rabbit hole.
The forever-free edition includes: -12 NPCs based on Wonderland characters -1 adventure and multiple sidequests -11 threats in the bestiary -atmospheric Public Domain art -a delightful glossary from the New Forest dialect of Southampton, England -an index of terms, NPCs, and places
Hi! I’m Michael, @unclevova6 on twitter. I started making ttrpg stuff a couple of months ago and found there was little to no information on how creators can promote their stuff. As a player, I found it very difficult to discover and learn about products that interested me. I put together a little survey to try to learn more. Please let me know if you have any questions/concerns. The survey is found here and takes less than 5 minutes. Once we have some results, I’ll post discoveries back here!
Taking on the larger corpus of John Wyndham was a good stress test for Pilcrow and while some aspects of the adaptation were made easier, creating a coherent story structure was impossible. The result was a sandbox 24xx game Cozy Catastrophes with vague prompts. This also opened up the universe to appeal to both fans of Wyndham and those who don’t know he exists.
The next step is applying the system to a larger single work and codifying the System(tm). Then we can start playtesting. If you are interested in playtesting, please comment below.
Pish Tush Jumped is the first game to use Pilcrow SRD principles for designing a ttrpg from a work of literature. Using the Breathless system (CC BY 4.0) for core mechanics it is a proof of concept of the Pilcrow System.
When you carry the light of hope within yourself, you rely on no one else for your path and happinesses. We may not always feel that way, but this game gives us a reason to feel it for a short while. Spoiler: The fictional light of hope lasts longer than the game does. I think it is because I willed it into existence, and the endgame is not sufficient to snuff it out. Bonus for the great art. 5/5 bright futures
Game Poems? Maybe. I don’t think English has a word for what this is without resting on jargon or vagueness. More encompassing than a game; more art installation than poem. This will be coming with me camping and we’ll see what it could be called framed by a small wilderness fire. 5/5 skeleton 6-packs
A great little mechanism with a noble goal. Unsurprisingly, the prompts have great relevance and some are easier to answer than others. While the subject matter is heavy, the simple fact that a side is striving for peace, well… peace is one thing we can’t have too much of. 5/5 conference room tables
What an elegant way for someone to enjoy a setting or world without getting their hands dirty. The accumulated tales would be a very fruitful medium for imagination. I could also picture this as a great session starter or ender, where players can take turns mythologizing their past exploits. 5/5 tavern coasters











I have most of the bones worked out, and I spent too much time on a map, not sure if I’ll have a chance to playtest it before release