Ttrpg Design

Objective Game Design Axioms

December 19, 2023
Ttrpg Design

  1. Make something that you'd want to play.
  2. Or wouldn't want to play, I guess, if that's your goal. Basically try to make something that holds your interest.
  3. Just feel it out, you know? You probably know what you want to do, practically speaking. Trust your instincts, they probably came from somewhere.
  4. Unless you don't have any clue where you're going which is fine too. Sometimes it's about the journey. Sure helps to have a destination in mind though.
  5. Be an absolute sicko about something in your work. This isn't really game design specific but it's good practice.
  6. Design offensively, not defensively. Whenever you think you went a little too far, suppress that instinct and double down.
  7. Every person posting about game design like they absolutely know what the fuck they're doing is a goddamn liar or has their head up their ass, including me. Just make the fucking thing. You got this.
  8. You should always have 10 things on a list even when you can't think of 10 of them.
  9. FREE SPACE
  10. Your game needs at least one more railgun than it currently has. Get on that.

(Read the original on cohost here!)

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Valiant Horizon post-itchfund-launch devlog #1: Diceless, Roll for Magnitude, and Roll for Success

August 3, 2023
Ttrpg Design, Valiant Horizon, Total//Effect, Diceless

Valiant horizon logo
Valiant horizon logo

This post is about the various mechanical choices made in Valiant Horizon at a very high level. I group these into three categories: Diceless mechanics (stuff that works), Roll for Magnitude mechanics (stuff that works but you roll to see how much), and Roll for Success mechanics (stuff that works if a roll goes your way).


Diceless

The simplest kind of mechanic. This is what Assets, Exhausting Assets, and Burdens are:

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Adapting Machinations of Court and Frame to a VN-ish format

July 2, 2023
Ttrpg Design, Vn Design, Machinations of Court and Frame, Diceless

For @liananana's Narrat Jam 2, I'm poking my ideas for a political, intrigue-based mecha game that cares deeply about ties between people with power into a little linear VN storyline. A TTRPG designed for PVP troupe-level play is pretty different from a story following one person! So I'm gonna think out loud about what I'm changing and why.


Ah no I'm writing another dicelessness article by accident oh god help

Off the bat, one of the technological aspects I ran into is that Narrat is very particular about skill rolls. They're binary in nature, you have to define how they work up front, and you don't get the roll value on a check, just pass/fail.

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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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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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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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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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