Minneapolis game designer posts games & moodboard; icon by Sophia Foster-Dimino; find my games at https://erinking.itch.io/
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A quick drypoint print I made during a workshop I helped out with during the Stockholm culture night. Printed with crayon rather than ink, to keep the workshop quick-moving and mess-free. Lots of people dropped in and made prints, it was especially good to see people who normally don't make art have fun with print. People who don't draw often make great drawings ...
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If you want to hear a cool podcast play my game SpeedRune, you can vote for it here. (All the other games are cool too.)
Help Us Choose Our Next Game
We received so many wonderful submissions from the indie ttrpg community of games to play next on Tiny Table. We need your help to narrow them down! We will be taking the top 3 games to Patreon for our patrons in the Mini and Micro tier to vote on.
Reactors and Romance: Reactors and Romance is a rules-light RPG about flirting while piloting a giant robot. You only have one stat, and that is your HEAT 🔥. Your HEAT measures how hot your mech's reactor is getting, and how hot of a pilot you are 😉 Will you fight or flirt your way through battle? Can you keep your mech from overheating? What will it be hotshot? https://jp-bergamo.itch.io/reactors-and-romance
Dawn of the Orcs: Dawn of the Orcs is a GMless dark fantasy worldbuilding and roleplaying game. You play as the magical technocrats who create the first Orcs as weapons of war, modify and improve them over time, and tell the story of how the Orcs become their own people. https://lymetime.itch.io/dawnoftheorcs
The Trains of the Glorious Republic of the People: The Trains of the Glorious Republic of the People is a tabletop RPG where players take on the roles of a train crew in a fictional 1930s totalitarian state. Your mission is simple: get yourselves and your unique train from point A to point B though things are never that easy on the tracks of the Glorious Republic. The game requires only d6s, pen, paper, and, above all, your loyalty to the party.
'til it kills us: in ‘til it kills us, you play as a group of young, reckless queer activists fighting to make a difference in the world. you’re angry, and you’re scared, and rightfully so. not to mention, you’re all a little bit fucked up. whether you’re dealing with issues at home, struggling with mental illness, or just learning to stand on your own two feet, life isn’t easy. but you’re also in love with the world, and with each other, so you keep fighting anyway. it’s the only thing you can do. the only problem is your magic. sure, it protects you. sure, it helps you fight. but you can feel it – feeding on the most unpleasant parts of you. and the longer you have this magic, the more you fear by those feelings. you worry it might be powering but you keep fighting. what else is there? remember what you always said: we’re going to keep on fighting ‘til it kills us. https://damsels-dice.itch.io/til-it-kills-us
Dragon and the Warrior: Create your own oldschool JRPG world as you play, by drawing monsters and maps; creating magic items, spells, allies, and quests; or filling the world with towns and dungeons. Every conflict, whether a sword and sorcery combat with monsters, or an argument with your overbearing mother, is imagined as turn based combat with a card based system. Players constantly switch between playing the hero protagonist and taking on varied GM roles, controlling Allies, Monsters, or Treasure! https://orioncanning.itch.io/
here, there, be monsters!: here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird not as something to be feared, but to be cherished and protected. It features a simple tag-based system and resolution mechanics based on a pair of six-sided dice (2d6), as well as 100 pre-made character backgrounds and dozens of other tables to get you started as fast as you want. Play as a diverse crew of monstrous, anomalous or just generally odd people. Create and populate your own supernatural underworld, abnormal gang and extra-dimensional haven. Hunt monster hunters! Punch nazi occultists! Eat the rich! Protect each other! Fight back! Here, there, be monsters! https://soulmuppet-store.co.uk/products/heretherebemonsters
Speedrune: SpeedRune is a rules-lite ancient world fantasy game. Inspired by myths and fairy tales, players build and maintain a community between seasonal adventures. It's like if Xena: Warrior Princess fought the Bible but weirder. Check it out for free here: https://erinking.itch.io/speedrune
I’m in!: A fast-paced game where you pull off a one-shot heist, including everything from assembling the crew to the getaway. Using the rules of Blackjack to resolve the various obstacles of the game, it's a snazzy, jazzy time! https://gobbogary.itch.io/im-in
Wizards of the Long Night: WotLN is a game about WIZARDS, DOMINOES, ESCAPING DEATH and OBSCURE RULINGS. You and your FELLOW WIZARDS are trying to escape DEATH ITSELF as it twists the world around you back towards it. You are FULL OF WIZARD HUBRIS and think you can BEAT BACK THE CONCEPT OF ENTROPY which of course you can, because you have WIZARD MAGIC. You lay down paths to meet death as you lay down cards to beat it. Or tarot. Or scrabble times. Fuck it, play uno. Swap someone's hand. Play poker with a hand full of small rubber pigs. Cast wizard voltron. Read the rules. Cheat at the rules. Stick postit notes on your friend so you can offload your entire hand and declare uno. Watch the gameshow wheel of fortune. Be a horse. Email god. Cast the estrogen spell. BEAT DEATH AT ALL COSTS. The darkness stretches on forever, but if you set enough things on fire you dont need the sun to know the dawn again. https://moonhawk.itch.io/wizards-of-the-longest-night
Death Cap Sauté: Death Cap Sauté is a GM-less one-shot TTRPG for 2 to 5 players. Players will compete in a deadly cooking competition in the weird post-apocalypse to gain the favor of the elusive Shroomp Lord! Using a simple push-your-luck dice system, face-off in 5 unique cooking challenges to see who will come out on top! https://junkfoodgames.itch.io/death-cap-saut
If you submitted a game to us and don't see it on the list, don't fret! We will be hosting many polls like this and your game is still in consideration. If you game is on here and isn't chosen to move on to our next poll, also don't fret! We may add it on to the next poll again.
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Bronze statue fragment uncovered near Geneva, Switzerland.
Roman, 1st century AD
from The Geneva Museum of Art and History
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As it was becoming clear the US was headed into trade war territory, I got really interested in farming and the logistics of keeping people fed. I turned that interest into "your cool city needs a food supply," available now!
it's a hack of "i'm sorry did you say street magic" and "Microscope," two gold-standard worldbuilding games. It was polished by Nico MacDougall, who gave me some great advice on how to make this game really align with the themes and ideas I had in the draft.
I've always been a sicko about logistics and agriculture (growing up in the US midwest will do that to you), and I hope this game helps people think about how great a privilege it is to eat.
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There is a new episode of RTFM, the RPG book club podcast. @goblinmixtape joins me and Max to talk Triangle Agency. Is corporate horror for the youths? Does metafiction have a place in RPGs? And who is the yellow voice?!
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I deleted some moves and added some extra inventory play, so I've updated the file in the Google Drive.
The Quickstart. The Home Game.
My biggest enjoyment of RPGs comes from running games for people who have never played before. It's what I did for years before covid, and it's why I started designing games. It's something I'm actively starting to do again after a long hiatus. So it's time to make a new home game.
USE CASE The home game is not the perfect game. It's not my desert island game. It's something I am primed to run with minimal friction for new players, where we start playing fast and get a lot done in 60-120 minutes. Some key factors for that:
no rulebook or other external reference needed
basic rules fit on one side of one sheet
customization fits on a small selection of cards, which can be chosen, dealt randomly, and/or traded
rolls lead to interesting choices and big changes

THE SCAVENGING The home game isn't a game I designed. It's a game I stapled together from Apocalypse World, The Veil, and some of my own work. Here are some of the big features and why they were chosen.
- Feelings as Stats: Before every roll, the players have to decide how their character feels. One might worry that this slow things down, but in practice, I've never seen the decision take more than a few seconds. Encourages players to think about the situation emotionally.
- Plain Language: As much as I love powered-by-the-apocalypse games, "moves" and "+1 forward" and other language that lives in the genre isn't very intuitive. So I took a page from Belonging Outside Belonging games and just put "You Can Always…" above the basic moves. And I tried to give them clear, plain-language names.
- Limited Starting Choices: I love playbooks, but passing them around, choosing one, reading the whole thing, and choosing a playbook move can take a while, especially with anxious players who struggle with choice paralysis.
Here there are only 19 moves (mostly called "specials," more clear language), and I tried to pick ones that appeal to the main player types I see:
emulates a trope (warrior, wizard)
asks NPCs for help
befriends animals
chaos monster
And if the game goes past one session, you can add more moves, including from other games, to zero in on a genre. (Someday I'll write a long post about how PbtA doesn't NEED a genre and that it actually rules to mix and match playbooks and moves from different games.)
FINISHING TOUCHES People like cards and little gewgaws, so the specials all fit on cards, and I bring along character cards from Shadowlord!, an old Parker Brothers game, for players who struggle with picking a name or vibe. The leftovers become my NPCs. If I were doing sci-fi, I'd probably find a cheap copy of Coup; I always thought those character cards were beautiful.
A WORK IN PROGRESS I laid this out and printed it the other day, but I've already decided to cut two basic moves (Sway and Ultimatum) because they can get a lot of that info from Read a Person. And I'm going to turn the money move into something closer to Blades in the Dark's quantum inventory. ABC (always be changin) your home game (YHG).
MORE MORE MORE Check out The Ostrichmonkey Hack by Josh Hittie @ostrichmonkey-games and Home Game by Adam Vass.
Get PDFs of my home game from this Google Drive link.
This whole thing is probably related to my Worksheet Manifesto.
What's your home game?
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The Quickstart. The Home Game.
My biggest enjoyment of RPGs comes from running games for people who have never played before. It's what I did for years before covid, and it's why I started designing games. It's something I'm actively starting to do again after a long hiatus. So it's time to make a new home game.
USE CASE The home game is not the perfect game. It's not my desert island game. It's something I am primed to run with minimal friction for new players, where we start playing fast and get a lot done in 60-120 minutes. Some key factors for that:
no rulebook or other external reference needed
basic rules fit on one side of one sheet
customization fits on a small selection of cards, which can be chosen, dealt randomly, and/or traded
rolls lead to interesting choices and big changes

THE SCAVENGING The home game isn't a game I designed. It's a game I stapled together from Apocalypse World, The Veil, and some of my own work. Here are some of the big features and why they were chosen.
- Feelings as Stats: Before every roll, the players have to decide how their character feels. One might worry that this slow things down, but in practice, I've never seen the decision take more than a few seconds. Encourages players to think about the situation emotionally.
- Plain Language: As much as I love powered-by-the-apocalypse games, "moves" and "+1 forward" and other language that lives in the genre isn't very intuitive. So I took a page from Belonging Outside Belonging games and just put "You Can Always…" above the basic moves. And I tried to give them clear, plain-language names.
- Limited Starting Choices: I love playbooks, but passing them around, choosing one, reading the whole thing, and choosing a playbook move can take a while, especially with anxious players who struggle with choice paralysis.
Here there are only 19 moves (mostly called "specials," more clear language), and I tried to pick ones that appeal to the main player types I see:
emulates a trope (warrior, wizard)
asks NPCs for help
befriends animals
chaos monster
And if the game goes past one session, you can add more moves, including from other games, to zero in on a genre. (Someday I'll write a long post about how PbtA doesn't NEED a genre and that it actually rules to mix and match playbooks and moves from different games.)
FINISHING TOUCHES People like cards and little gewgaws, so the specials all fit on cards, and I bring along character cards from Shadowlord!, an old Parker Brothers game, for players who struggle with picking a name or vibe. The leftovers become my NPCs. If I were doing sci-fi, I'd probably find a cheap copy of Coup; I always thought those character cards were beautiful.
A WORK IN PROGRESS I laid this out and printed it the other day, but I've already decided to cut two basic moves (Sway and Ultimatum) because they can get a lot of that info from Read a Person. And I'm going to turn the money move into something closer to Blades in the Dark's quantum inventory. ABC (always be changin) your home game (YHG).
MORE MORE MORE Check out The Ostrichmonkey Hack by Josh Hittie @ostrichmonkey-games and Home Game by Adam Vass.
Get PDFs of my home game from this Google Drive link.
This whole thing is probably related to my Worksheet Manifesto.
What's your home game?
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