Blog Posts

ANOINTED v0.2 is out, I made a tutorial for it, and I want to talk about it.

June 22, 2023
Ttrpg Design, Anointed

ANOINTED v0.2 cover
ANOINTED v0.2 cover

So ANOINTED just got a big update. Part of that is that I added a Tutorial region! I wanna talk about it.


The region

ANOINTED's premise is that you are an immortal warrior (an Anointed) who has been locked away for years following ages of glory, intrigue, war, and disillusionment. When you emerge, you have no memories, but are called/drawn/etc to return to the side of the (long dead) king to whom all Anointed are beholden by ritual bond.

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v0.2 release!

June 22, 2023
Itch Devlog, Anointed

Hi there! I’ve just released ANOINTED v0.2! This has:

  • A revamped combat system that removes dice entirely. (You can see a preview of my initial formulation here, I changed a few things from there but that’s the general idea.)
  • At long last, rules for exploration!
  • A tutorial region. If I did it right, it should hopefully give you some idea of how to play the game!

Give it a play, let me know what you think. It’s solo-friendly!

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Machinations of Court and Frame pre-production notes: Noble Houses and their Agents

June 20, 2023
Ttrpg Design, Machinations of Court and Frame, Total//Effect

I don't have an actual cover for this one yet so for now you get a screencap from the SRD title. This one's still at pretty high level. But I did some of that high level work and I wanna talk about it!

Speaking of the SRD, this is the third Total//Effect game I initially proposed/outlined/etc on the Total//Effect SRD. My general (self)-pitch was:

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v1.1 release! Some extremely preliminary diceless rules!

May 29, 2023
Itch Devlog, Apocalypse Frame

Hi there! v1.1 is out. It’s nothing big:

  • A few clarifications in a few spots.
  • A few typo, bad reference, and bad copy/paste fixes.
  • Some layout normalization on Frame spreads re: right-page spacing.

I also made a chost about how I’d convert APOCALYPSE FRAME to diceless here. (At some point I’m going to clean that up and add other variant rule ideas I’ve been kicking around. Compiling The Infected World and updating Ballad of Industrial Gods come first though for APOCALYPSE FRAME work.)

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Diceless but it's APOCALYPSE FRAME, or: I Do Love The Token But I Am Now Worrying In A Different Tangential Existential Way

May 16, 2023
Ttrpg Design, Apocalypse Frame, Diceless

apocalypse frame front cover cropped
apocalypse frame front cover cropped

Same idea, different game. I'd considered dicelessness for APOCALYPSE FRAME first, actually, but decided it wasn't worth putting it in the core game because I wanted it to come out ever. The big reason I'd do it is that rolling dice actually does slow things down quite a bit and for the most part players usually just reroll with Tension in combat so it's not like consequences come up that much unless folks are using low-die Armaments with low Tension or rolling low Attributes for some reason.

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Removing/Reducing Dice in ANOINTED, or How I Learned To Stop Worrying And Love The Token

May 15, 2023
Ttrpg Design, Anointed, Diceless

ANOINTED cover cropped
ANOINTED cover cropped

I had been thinking about the topic of randomness when writing entries for Regions for ANOINTED23, but Spencer Campbell (GilaRPGs, creator of LUMEN/RUNE/etc) wrote two blog posts (with a third on the way) that got me thinking about it. Specifically, I'm wondering if I could/should just remove dice almost entirely from ANOINTED, my GMless or GM'd/group or solo soulslike game in development.

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Liminal Void: Professions (like Classes but not really). What are we doing here?

May 3, 2023
Ttrpg Design, Liminal Void, Total//Effect

Liminal Void cover
Liminal Void cover

So I'm thinking about what I'm doing with Professions in Liminal Void. A Profession is like...a class, kind of/sort of? It's got a starting skillset (basically a broad Skill category), a little passive ability that differentiates it, a few changes to being able to recover/reload/recharge in combat, and a starting equipment package (which includes an outfit, a capital-T Tool, and two consumables).

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v2 released!

April 20, 2023
Itch Devlog, Nano

Hi there!

I just released version 2 of NANO after a little testing and tweaking. My main takeaway is that it needed to be a little more play-to-lose.

  • Surviving 7 days is framed closer to a partial victory (and can also be a loss). (This encourages people to go for Breakthroughs rather than only putting out fires.)
  • All actions ding you on at least Fatigue on anything but Harmonize. (It was far too easy prior to lean on Prepare/Progress especially, but also I wanted to preserve the general flow of “you can do however many things you like as long as you think you can keep it up” to encourage people riding the razor’s edge of an Error.)
    • All Resists now have Gain 1 Fatigue as their Harmonize (Sustain is now 2/3 for its Synchronize/Interfere).
    • Prepare’s Synchronize is now +2 but gains Fatigue.
    • Progress’s Synchronize now provokes a Resist.

Until next time!

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