What are you working on right now?

Here’s a Carta framework for SpaceShifters


If you have some time to read it, I’m a at that point where I need feedback. After that, it’ll be edited and mixed with the rest of the rules and a pain to change.

I just released an episode of The RPG Academy Film Studies recorded with Phil Vecchione and Kira Magrann.

https://rolistespod.com/2022/8/6/film-studies-hackers-kids-on-bytes

It’s dedicated to Hackers from 1995.

I also released last week my first one-page RPG “Don’t Call Me Angel!”

It’s a hack of Jason Statham’s Big Vacation. You play Ariana Grande’s entourage trying to prevent her getting into trouble while unmasking David Boreanaz.

Finally, I’m working on a “Carved in Brindlewood” game.

I want to release soon an early version on Itchio but I’m struggling to finalise my first draft.

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Launched Nexus Modern Sorcery (pbta) on Kickstarter

One of the stretch goals in six interlinked missions, it’s not hard to do, but I don’t want it to just work, I want it to sing. Listening to John Le’Carre & Watching netflix series Sandman & Dark for some genre immersion.

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Whew, busy summer. Still clacking away at my Sci-Fi hack of Trophy Gold called Vac Suits and Duct Tape, with serious playtesting and layout on the near horizon. I just banged out a playbook for Ghosts of El Paso, The Legend, at the authors volun-tolding and I’m excited to see what people make of it in play. I’m also working slowly on a Sci-Fi FitD hack with a couple of co-authors that looks like it will have some significant new mechanics, so that’s fun. I’m also still working on (or at least thinking about) my Delta Green hack of The Between, tentatively titled Liminal Dark.

Oh, and I wrote some flying ship rules for TG in celebration of the Gossamer Void content coming up.

I’m kind of exhausted on Trophy after some serious tinkering in the last week, so I think I’ll dive back into Liminal Dark for a while.

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Hi folks.

I’m just writing here to say thank you for the feedback I got from The Gauntlet. My #ZineQuest project called ENI was funded, printed, and shipping begins tomorrow. Good pace.

Now, the ENI project moves from core rules design to content creation. So I would like to invite you all to create something using ENI as a framework. The license model is open for you to modify and monetize your creation, and it’s totally free. I will post a thread to announce this with a link soon. Please look out for ENI (pronounced “any”).

Thank you.

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I’ve released the draft playtest rules for Rosewood Abbey, a game of monastic mystery Carved from Brindlewood and inspired by The Name of the Rose and Cadfael.

I’m also continuing the promotional work for Paris Gondo - The Life-Saving Magic of Inventorying.

That includes the sale of physical copies that include boxsets featuring the book and dry-erase adventurer card decks.

These should be soon available via Indie Press Revolution, and they’re already available via Rattiincantati.com.

Those physical copies should be the last batch before I finally run a Kickstarter campaign to get the game in more hands than I can afford to on my own.

I plan to run sessions at several UK conventions and I’ll be selling them as part of the UK Indie League booth at Dragonmeet in December.

Their sales hopefully will cover the upfront costs for that Kickstarter campaign.

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I’m still hacking away at my Sci-Fi Trophy Gold game. We’ve moved to the layout phase, so hopefully I’ll actually be able to sell copies sometime in the not too distant future.

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I’m working on an Agon playset called “Edgelord Assholes in Wonderland”, inspired by “I hate Fairyland!” by Skottie Young.

image

Elevator Pitch: Game about frustrated former friends trapped in cute bodies trying to find their way back home from Wonderland. Turning toxic friendship into real friendship on the way.

Excited: Learning a new art style for this, trying to pull of my first Agon Playset, doing ttrpg with humour

Hopes: Getting it done and having fun while doing it

Some more art

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I’ve just got Simple Superheroes #1: The Experiment up on kickstarter (you get the 2nd printing of the core rules Simple Superheroes #0 at some of the pledge levels – just got this done at the end of September.)

It’s 99% done, so should fulfill in November.
They are both also available through the Compose Dream Games RPG Marketplace

Hope some of you pick one up from whichever place feels best to you.

Crunch time on that final 1% is tough.

Here’s a friendly comment from one of the backers for some context:
" If you want a superhero game that’s open-ended but still has some old school…I don’t know if I want to say “crunch”, but maybe some “bite” to it? It’s a lot of fun. In the same vein as something like Icons. I’ve been playing it for years."

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Hi folks.

I’m about to roll out another free adventure module. Usually, I put these on my website as a way to get email subscribers in exchange for free content. But I would like to share it with you (directly) before putting it out there in hopes of getting some feedback.

Written by Tomas Gimenez Rioja
Cover Art by @pigtrottersalad
Map Art by Charles Ward
Adventure Sparks Format by Bart Wynants

https://drive.google.com/file/d/1Pgjgx83cDMC9xshKI0zzGdW0mo2exgdx/view?usp=sharing
I WOULD REALLY LOVE SOME FEEDBACK. It feels like feedback is hard to come by. Message me on this forum if you don’t mind. I will listen, and agree with your ideas, and thank you.

I’m also running a game jam for short 1500-word RPG modules and launching my 3rd Kickstarter on the 31st. Wish me luck. Thank you for your support.

Charlie

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After two editor passes, some playtesting (including not me, but another person) in between, I’ve entered the final stage of assembling the game into the product.

I’ve chosen Notebook as a tool and artform of choice!

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Only one?!

I was dared (sort-of) to make a game based on Tremors, so I am creating an asymmetrical action comedy horror system, where you will be able to play the Unlikely Hero, Maverick Specialist or a Big Cheese.

What I think will happen:

  • You will need to discover four things before you can resolve the threat.
  • There will be Luck points for some, and the ability to call in for reinforcements to various degrees. Although reinforcement inevitably comes with constraint and consequence.
  • PCs won’t be in every scene (most of the time at least), so players will take it in turns to ST
  • But narrative control mostly will lie with the active players.
  • The dice rolling will factor in success or failure, consequences or collateral. This is the bit I’m still getting my head around. (No support needed though, I can visualise it and just need to turn it into specific mechanics.)
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Hi!
I’m working on translating Simon Pettersson’s Se och göra i Aliatra into french.
It’s a mock travel guide that offers prompts to travel to an imaginary country and discover both its beauty, strangeness, and probably yourself.
It’s obvious why I am excited about it. Simon Pettersson is a genius. The game is a blast. I get to know this book inside out. Not being excited about it woud be absurd.
I don’t gamble :wink: this work is its own reward. This way I can keep my hope pool fresh for the struggles ahead.

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Ooooh, ca m’ intrigue beaucoup! But my French is not very good, despite being Belgian. Reading it probably would take me some effort, which I currently have none to spare. But hopefully, once it comes out!

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I’ve been thinking about re-writing Keep on the Borderlands for FATE Core and settled on the idea of making the PC the occupants of the Keep, the Castellan and their advisors. I’ve been tinkering with making playbook like character slots (kind of like PBTA playbooks, but trying to put a fate spin on it) with some pre-made examples. Have made some pre-gen characters which I ended up scrapping, even though they are very fun. It’s not meant to be a published thing, just something to escape to when life gets too much, which currently, it does.

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I’d like to try a play test of Vac Suits…once it’s ready.

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H! After a long pause I went and put down procedures for my Hunter x Hunter game and I believe there are experts in this community that can help me se them clearly without sweating it to much.

To frame the game intent some, I end up walking in the tracks of @DBB David Brunell Brutman’s Hogwarts RPG, with much of the mechanical aspect of the system relying on transactions of Conditions. Characters be moved, be affected, make it count !
The other part of the system is more conversational, but very precise. I use OSR-like standardized procedures to make sure people have all the right informations at the right time, in order to solve puzzles and make optimal choices under more or less pressure.
Here it is: https://docs.google.com/document/d/1W9Zie2_nsec7c68EFe2r7BaKqPYLA52OPNZcb-q01bM/edit?usp=share_link

I’m trying a form longer than one page I hope it will stay smooth. I also hope to get adventures with the richest Challenges.I hope there will be enough Hunterheads interested to pay for or make illustrations.

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I’m just back from Dragonmeet where I sold Paris Gondo - The Life-Saving Magic of Inventorying.

I reached a cool milestone as Paris Gondo is now available via Indie Press Revolution.
https://www.indiepressrevolution.com/xcart/Paris-Gondo-The-Life-Saving-Magic-of-Inventorying-Box-Set-Print-PDF.html

The illustrated edition of Paris Gondo is available as part of the Ind’ Of TheYear Bundle alongside many other excellent TTRPGs.

Meanwhile, I posted my first devlog/session report for Rosewood.

So yeah, it’s been a busy couple of weeks. :sweat_smile:

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The ‘beta’ rules that are freely available are probably 90+% of what the finished product will be. I’m mostly working on art and layout, plus some additional material that doesn’t change anything about the gameplay, but might add some options at the campaign level. If you don’t have the rules ping me and I’ll drop the most recent link.

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I put out various modular mechanics …



… various games

And am still working on this one (the modular mechanics are for).


And that one:

It shows I will be back to school soon. My hopes? Anxiety management I guess.
:wink:

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