I have a pinned post for my games in development, but it doesn't really describe what they're about, and apparently this is something we're doing today, so:
My games in development, in rough order of priority:
(Note: all of these have public playtest drafts behind the links.)
Eat God
A game about weird little anarchist muppets with reality-warping powers themed after classic Looney Tunes gags wandering around a classic sword-and-sorcery fantasy setting stirring up trouble. Roughly 50% character creation rules by volume, with provisions for randomising every part of it; the linked draft, above, includes an online character generator if you want to play with it. The mechanics are a sort of elaborated spiritual successor to Costume Fairy Adventures, a game whose development I headed up about a decade ago.
Current status: actively writing, hopefully zeroing in on a feature-complete playtest draft within the next month or two.
Tiny Frog Wizards
One of my customarily literal titles, this is a game where you play as wizards who are tiny frogs. Features elaborate semi-freeform rules for casting spells, lots of big stupid random tables for when spells go off the rails, and absolutely no mechanics for anything that isn't casting a spell; it's a very focused sort of game. Narratively, it's a game about being an overpowered little twerp sticking your nose into other people's problems and offering solutions no-one asked for. Portions of the rules crib shamelessly from @jennamoran's Nobilis 3rd Edition, for which I offer acknowledgement but no apologies.
Current status: development of the text has been set aside for the moment to work on visual identity, with an eye toward crowdfunding an expanded hardcover edition later in the year.
Space Gerbils
A tactical mecha combat game with a very silly twist: the entirety of the tactical positioning occurs inside the mecha, because the game's premise is basically "what if instead of the Big Reveal at the end of Metroid (1986) being that Samus Aran is secretly a girl, Samus Aran was secretly 3–5 small gerbil-like creatures operating a person-size mech suit?" Players engage in positional jockeying and resource management to determine which stations they're crewing within the suit, which is boiled down to a single roll of the dice to determine what happens outside the suit. Includes papercraft minifigs.
Current status: essentially feature-complete, apart from some character creation options and a planned random mission generator; this will likely be the next game I crowdfund after Tiny Frog Wizards.
Indie RPG Prompt Generator [working title]
Essentially a joke that got out of hand, this is a big set of random tables of common indie RPG tropes that you can roll on to generate a description of a hypothetical game, complete with specific rules toys and setting beats. I probably could have finished this up already, but I decided to include examples of each rolled element, which turned into this big hairy research project I'm not able to give adequate attention to right now. If you've got a game of your own that you think would be a good fit for a presently unfilled example slot, please, let me know!
Current status: plugging away at it in bits and pieces as I'm able.
Three Raccoons in a Trenchcoat
This is an anthology consisting of three minigames: the eponymous Three Raccoons in a Trenchcoat, which is self-explanatory; Unfamiliar, in which you play as uncooperative wizards' familiars; and System Crash, in which you play as malfunctioning robots. More a series of formal experiments in character creation and group composition than proper full-featured games, all share the same core mechanics, with milieu-specific addons of varying practicality; for example, System Crash has specific rules for which senses each player is allowed to use when asking the GM for information, because it's completely possible to have a group in which only one of the robots can see. Large portions of Unfamiliar were later re-used in Eat God, above.
Current status: I have a list of notes as long as your arm on planned changes to integrate into the text, and I'm confident I'll get around to doing so one of these years.
Gone to Hell
Literally a Doom (2016) pastiche as a Belonging Outside Belonging game, which is just as silly an idea as it sounds; grown out of an earlier 24-hour RPG called Doomguy. The central conceit is that there's only a single player character, with players taking turns assuming the role of the Slayer, while everyone else takes ownership of the various hostile factions comprising the game's conspiratorial twelve-car pileup of a plot. Lots of pontificating about the implicit power structures of tabletop RPG groups. This one probably needs a full rewrite in order to lend a bit more formal structure to the "one player character, many GMs" conceit than out-of-the-box BOB offers.
Current status: I have not looked at this game in three years, which is actually a really long time for me.
Rotate Bird
Another of my "is this a formal experiment or a real game" titles, this one revolves around constructing characters out of abstract symbols, which are interpreted during play to retroactively define what your character is actually capable of doing. Even the title seen above is an interpretive approximation; strictly speaking, the game is called 🔄🐦. Possibly the most shitposty game I've ever written, which is saying something, but based on playtest feedback it seems functional.
Current status: the only reason this is listed as lower in priority than Gone to Hell is because I genuinely don't know what to do with it. It's probably publishable, with some cleanup editing and graphic design, but it feels like there's something missing. I'm open to suggestions!
Get in the Fucking Robot
A pamphlet-size, competitive, GMless title that's at least as much a board game as it is a tabletop RPG, this one is about a bunch of dysfunctional candidate mecha pilots competing to be the first to pilot the titular giant robot. The game is played under misère conditions: while each character's IC goal is to pilot the robot, each player's OOC goal is to avoid that fate, with the player whose character actually Gets in the Fucking Robot being accounted the loser.
Current status: playtesting suggests the current framework of play doesn't actually work – like, at all – so this one needs to go all the way back to the drawing board; I don't feel like doing that any time soon, which puts it squarely at the bottom of the list.
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More DND prompts !!
(Some writing prompts based around Sea/Sea Mythology because I've been watching too many documentaries about deep waters creatures-)
1./ The adventurers are hired to investigate strange disappearances in a small fishing village. They soon discover that a powerful sea hag is behind the kidnappings and must navigate the treacherous waters of the nearby ocean to defeat her and rescue the villagers. But the Sea Hag gives you all a choice you have to think about more than you expected...
2./ The party stumbles upon an ancient temple devoted to a forgotten sea goddess. Inside, they discover a powerful relic that has the ability to control the tides and currents of the ocean. However, they must fight off a group of fanatical worshipers who will stop at nothing to keep the relic in their possession. But one member of the party suddenly change, agressivity showing as they fight teeth and nails to rescue the object, a rage none of you have ever seen before and suspicions grows amongst your ranks...
3./ The adventurers are hired by a powerful merfolk queen to retrieve a stolen magical artifact from a group of pirates who have been terrorizing her underwater kingdom. To complete their mission, they must navigate the dangerous currents of the ocean and battle the pirates in an epic sea battle. But once you face the famous raging Pirates' Captain, you realize this is one of your players' loved one (father, mother, brother, sister or even lover/ex-lover).
4./ The party is hired by a small coastal town to investigate the disappearance of several fishermen who ventured too far out to sea. As they explore the waters, they discover that a group of merfolk are behind the disappearances and must negotiate with them to ensure the safety of both the fishermen and the merfolk.
5./ The party is hired by a mermaid queen to retrieve a powerful artifact from a sunken temple. However, they soon discover that the temple is guarded by a kraken, and they must defeat the beast to retrieve the artifact. But you realize the artifact is in fact, the only egg of the Kraken and that she was just trying to protect her child, and that the mermaid queen just wanted the egg as a method of blackmail. If the Kraken attacked, the queen would have cracked the Kraken's heir egg and let the bloodline die, which is why this Kraken waited years before acting, protecting it in this temple, out of the queen's reach. She also tells you that this child is a part of a prophecy, prophecy saying that if the egg is cracked before its time, it'll only bring wrath in those waters and fill them with blood. Either you face the wrath of the Kraken mother or the Queen and her army of merfolk.
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Calling all newbie kindred!
Are you looking for a VTM game to play? Are you totally new and kind of nervous to start??? Do you like homebrew?!?!?!
Join my chronicle, Bloodlines: Malibu !!!
Based in LA post the events of Bloodlines, this V5 chronicle will be played completely by newbies familiar with the video game and LA by Night, and will include some homebrew to make playing the game more accessible and fun!
It will take place on discord via voice chat!!
Like I mentioned, this is a game by newbies for/with newbies mostly to try and dip toes into the tabletop! Feel free to send me an ask or dm if you're interested!
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First art post - my character for a Warhammer Fantasy campaign I'm in ✨✨✨(u will probably see this guy a lot)
𝕀𝕞𝕞𝕒𝕣𝕒𝕟𝕙𝕦 𝕄𝕠𝕤𝕤𝕗𝕠𝕠𝕥
"𝙸𝚜𝚊𝚊𝚌"
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Immaranhu is a young Eonir hailing from the edges of the Laurelorn, where he and his grandmother lived, isolated, as nomads for a very long time. Recently, bored and curious of life outside the woods, he has taken odd jobs in Marienberg. He comes off as stoic and reticent but in reality he has literally no idea how to talk to people and lingers around anyone that's even a little bit nice to him.
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ᴀʟꜱᴏ ᴘᴏꜱᴛᴇᴅ ᴏɴ ᴍʏ ɪɴꜱᴛᴀɢʀᴀᴍ!
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Join our Killing Game roleplay server!
Have you been suffering from a lack of Danganronpa games in your life? Are you an avid murder-mystery solver? Do you wonder if you could survive the killing game?
Now, you can step into the thrilling world of hope and despair by joining our Killing Game Discord server! Immerse yourself in a unique interactive experience where you can partake in intense class trials, solve mysteries, and uncover the truth behind the ultimate despair using tabletop RPG dice mechanics. Engage with a community of Danganronpa fans, showcase your detective skills, and roleplay as an original character in this high-stakes killing game where your fate can be decided by the roll of the dice. Join us now and see if you have what it takes to survive the deadly game of Danganronpa!
Requirements:
Characters aged 18+
Players aged 21+
Events every Wednesday
A minimum of one paragraph per reply
Spots of availability: 14/16
If this server seems like a good fit for you, please click this link for an invite to the server!
Please reblog to boost!
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