Blog Posts

TTRPG Quarterbacking part 2: Solutions, kind of? Mostly vague ideas about solutions.

June 5, 2023
Ttrpg Design

Somehow this one didn’t make the great cohost migration! I’ve converted and back-dated it appropriately, and lightly touched up a header or two, but otherwise it’s intact. - Binary, Sep 22, 2025

So I outlined the problem (as it is) in part 1. This is the part where I think out loud about what to do about it as a designer.

Foreword #

I’m going to put this as the first thing because it can’t be stressed enough and because I don’t really want to hear about how this isn’t an issue at anyone’s specific table or whatever because that’s not the point. Communicate with your players. If someone’s doing it a little too much you can probably just ask them to cut it out and they probably will. Folks are generally pretty reasonable.

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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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Thinking about (a very broad definition of) quarterbacking, especially as it relates to TTRPGs (part 1)

May 24, 2023
Ttrpg Design

Somehow this one didn’t make the great cohost migration! I’ve converted and back-dated it appropriately, and lightly touched up a header or two, but otherwise it’s intact. - Binary, Sep 22, 2025

This is going to be a bit meandering and I’m not going to have answers at the end of this post because it’s already too fucking long. Bear with me.

Disclaimer/preface: I’m mostly spitballing based on my own experiences as someone who has both seen and done this. I’m sure there are better terms for what I’m saying and that I’m probably reinventing the wheel. I’m fine with that. I know about the killer/explorer/socializer/roleplayer model for multiplayer games already, it’s useful and there’s definitely an intersection point on a venn diagram of where it interacts with this but it doesn’t 100% map to where I’m going with this.

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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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Liminal Void updates: Advancement is hard and weird

April 6, 2023
Ttrpg Design, Liminal Void, Total//Effect

Liminal Void cover
Liminal Void cover

Advancement in a game is tough. Or rather, like all things in game design, you can kind of just do whatever with it but it'll have long-ranging implications as to player behavior. As much as we don't like to admit it sometimes, numbers going up very frequently provide a throughline and driving force for campaign-length games, but how those numbers go up matters. If you give XP for gold, guess what, your game is now at least partially about making money. If you give XP for killing things, guess what, you're going to see a lot of killing. If you don't have XP but just give out character levels when important milestones get finished, they'll frequently beeline to those milestones. And so on.

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