@RolistesPod_Kalum, I enjoyed playing Paris Gondo last year. I can definitely see where playing in person would be easier but I also learned about Miro which is a cool tool as well. I’m looking forward to your release!
What are you working on right now?
Thanks
The game is actually released already as a text-only version. It has everything needed to play and it is the final text which has been edited by Chris S Sims.
https://rolistespod.itch.io/paris-gondo-text-only?ac=6hKcoR9Jch
My Itchfunding to hire a graphic designer has reached its goal and Francita Soto is busy working on the improved version which will feature covers by Bodie Hartley and hopefully more interior art.
Do not hesitate to purchase the current version even if you want to buy the improved edition. The cost of your purchase will be deducted from the new one.
Name changed to LEGENDS. Been revising/redesigning the whole game. It’s either going to be marvelous or a complete wreck when I have a version good enough for playtesting.
LEGENDS is a tabletop roleplaying game for 3–6 people about playing legendary heroes in epic fantasy stories set in worlds that you create and explore through tragic oaths of honor and love, and awe-inspiring deeds of wonder and glory. Inspired by the Epic of Gilgamesh, Beowulf, The Iliad, Arthurian tales and other fantasy legends, your fellowship will pursue quests and defend the realm from mystical and malevolent threats.
I’ve been working on Paranormal Affairs Canada, which is the first RPG material I’ve ever produced.
I’ve just released it, and right now my focus is on getting the word out.
The elevator pitch
A Canadian mash-up of the X-Files and Men in Black, with a heavy dose of Indigenous mythology, plus creatures from worldwide folklore, all threatening Canada.
Why you’re excited about it
Because even though there are plenty of RPGs made by Canadians (eg. Baroque Space Opera, The GUMSHOE System, the original Big Eyes, Small Mouth, etc.), there is no RPG that wears its Canadianness on its sleeve, is set in Canada, features Canadian NPCs, etc.
Also, the RPG industry needs to do more to appeal to Indigenous players. Paranormal Affairs Canada includes Indigenous NPCs (Blackfoot and Metis) in the main faction, and several monsters from Indigenous stories, with a focus on respect for and fidelity to the source material.
What your hopes are in relation to it
- I want other Canadian RPG players to have an RPG setting that they feel represents them
- I want to bring Indigenous players into the tabletop RPG hobby and make them feel welcome
- I want Fate players, regardless of nationality, to find a fun setting that makes running supernatural adventures easy, with useful stunts and well-researched monsters
- I want to make back what I spent making the game
I just finished verson 0.7 of my fantasy game Heart & Glory. It’s based on the Blades in the Dark mechanics, but most of the structure of FitD games has been stripped off.
I’m aiming at a robust, modular system with the versatility to handle different play styles and approaches, from old-school to story-game. (My favourite games are usually a mixture of the two).
I just finished up doing a final-ish editing and layout pass on my epistolary game, My Dearest Colleague, here: https://majcher.itch.io/my-dearest-colleague
It’s designed for two players, very slow, long play as it’s intended to be used to play over postal mail. You can, of course, play it live, or over email/discord/whatever you like for a faster game, but this was developed for quarantine times, and regular old mail gives it that nice old-fashioned plaguey feeling.
Magi-Geddon! is a Table Top Role Playing Game (TTRPG) that uses the lite, yet super-fun Into the Odd rules by Chris McDowall (with a shout out to Daniel Sell’s amazing Troika! for the inspiration behind the backgrounds), set in a grimsical world after a horrible disaster (dubbed the Magi-geddon), where life is cheap, death may come quick (usually in humorously grotesque and embarrassing ways), Abhorrents (Gnawing-touched creatures) prey upon those who scavenge this world and magik has disappeared, leaving the Gnawing to encroach on the lands in weird, bizarre, and wonderfully dangerous ways.
What was the Magi-Geddon?
Who knows? Was it one of a long line of Dark Lords who finally killed the world, interdimensional invaders, magik experiments gone wild? Whatever it was, it allowed the Gnawing to begin to devour at the tethers of reality, breaking worlds and dimensions. It left the decaying, dead bodies of the gods floating in orbit above the skies. It filled this World with the Gonzo; robots, mutants, aliens, fantastical creatures, and giant Abhorrents that want to kill you; it’s either them or you. Who cares about the what, the why, or the how of it. Just get out there and scavenge!
I am so stoked about this! We’re in the middle of playtesting, the artists I’ve hired are arting and laying out the first proof; it’ll be available on DrivethruRPG in PDF and PoD, with some limited run hardbacks available elsewhere…wooooo! It’s been a joy, nay, a HOOT to write and run.
I’m hoping this will be a successful enough venture to kickstart my game company, The GeekChef’s Old Scullery Resources. I have a few more ideas (a Black Hack sci-fi hack), some OSE adventures and classes, and more to come!
I am currently taking a break from all bigger projects and finished a two-page solo-ish RPG about a cat party for kids and parents You narrate together who visits your party and what could be a great snack for them, I felt I needed to do some light lifting and get this idea out of my system and it is currently in playtest.
The original was made in 90 minutes, featuring the Barista of a magical cat cafe but I felt that the game would be best suited for a younger audience!
The elevator pitch
A Mothership module with up to 3 adventures focused on time travel with optional rules around how to implement it. One adventure as a time loop mystery, one adventure dealing with a time paradox, and one adventure as a ghost story. It will be full of random lists to generate new content each time they are played.
Why you’re excited about it
I enjoy the tension and mystery that’s built into time travel stories but I am not keen on railroad-type adventures which are the easiest way to create a time travel story game. Mothership rules are largely compartmental with each module and the game thematically supports the isolation of time travel stories, so it feels like an adventure I would want to play as much as run.
Hopes
It was written in 24 hours so of course it’s not polished yet. If it is still reasonably well received or at least productively critiqued, I would try to publish a Kickstarter 'Zine which clarifies and expands upon what I have so far. If you are curious, here is what I have so far: Relative Velocity
Hi, I’m new here.
I should probably be posting this in ‘Hype’, but cannot until Trust level 2 ; so in the meantime, I’ll inform you of my work here. Mods, if it’s inappropriate, please let me know.
I’m Tolkraft, a French RPG enthusiast who write free MedFan adventures, with beautiful layout, color maps, pictures… under the label “Dendrobat Prod.” I’m currently working on a 3rd adventure, but I can present you the first two!
Everything is available in PWYW, in English, French and Spanish here: https://www.drivethrurpg.com/browse/pub/18585/Dendrobat-Prod
‘ Mount Saint-Mikkel ’ is a 26-page adventure with 5 maps.
In a secluded corner of the countryside, on top of a hill stands Mount Saint-Mikkel. An ancient power awakened there and since then, the region has been subject to raids by the undead.
You have been assigned to solve the problem…
Baron Solreigh was surprisingly honest when he recruited you: if he offers a pouch of gold to whom will end the troubles that afflicts the mount Saint-Mikkel area, it is because it’s very dangerous.
He has not received news from any of the two groups of men — one of soldiers, the others composed of its five best knights — he successively sent there.
And if he’s going to lose more men, he’d rather they not be his own!
Reports mention an ever-growing troop of the undead swarming the villages around mount Saint-Mikkel — an old priory and pilgrimage destination long declining — leaving only death and ruin in its wake.
Listening to the call of adventure and your lust for gold, your group of Adventurers is on its way through the countryside. After a few quiet days, you can finally see the lonely and age-old silhouette of the priory sitting at the top of the hill through the morning mist…
It is intended for a group of two to six Adventurers from level 4 to 6, for a duration of 3 to 4 hours.
’The Bloody Cliff’ is a 45-page adventure, which can be played independently, or after the events of Mount Saint-Mikkel. It offers 4 maps, 12 NPC with their portraits.
The sole heir of Baron Solreigh was kidnapped, in the middle of the night, in the heart of the castle! The ransom letter is signed by Masked Harald, a thief, robber and benefactor of the poor. His lair–the Bloody Cliff–is known, but would resist a frontal assault, which would also put the young heir in danger. Bringing the Baron’s son back safe will require a very cunning plan…
The 17-year-old Pawel Solreigh, the only son and heir to the dreaded Baron Solreigh, has disappeared from his room in the middle of the night! In his place the guards found a ransom note demanding, in addition to a large sum of gold, a delirious reduction in the taxes on the barony’s serfs and peasants. It is signed by Masked Harald, the rascal, outlaw and self-proclaimed defender of the people – who justifies his insidious attacks and pernicious raids on the Baron’s tax collectors and convoys by redistributing the riches to the common people.
Harald and his gang undoubtedly hide with their innocent victim in their main lair, the Bloody Cliff; a rocky bar, impregnable by force without endangering the life of the innocent Pawel. But no doubt some brave, astute and courageous Adventurers would be able to find the best way to bring Pawel Solreigh safely back to his father, especially given the handsome reward promised.
You will have to play it smart this time, as many surprises await the valiant Adventurers…
The Bloody Cliff ’ is an adventure for any medieval fantasy role-playing games. It is intended for a group of two to six Adventurers from level 4 to 6, for a duration of 3 to 4 hours. It can be played independently, or following the adventure ‘Mount Saint-Mikkel’.
I hope you’ll enjoy my work, let me know if you do!
I’ve decided to write up three incursions for Trophy Dark.
After 25 years of role playing, I finally have a game in my head. I’m a late bloomer, I guess.
But you can’t start with your magnum opus, so I’ve decided to start something small. I’ve got an idea for one incursion (theme: Paper), and I figure putting together three will allow me to level up my skill (gotta roll Beginner’s Luck a few times) in things like layout, hunting down art, font selection, setting up itch, etc.
Then I have a store front, and I bite off a slightly bigger task.
Here’s project PlanEx roughly translated into Gurgle-speak :
Excitation :
I’m on a creative high ! “unpetitJdr”, the french equivalent of the 200 words RPG competition, kicked me up two weeks ago and I never landed. PlanEx is the 7th game for that period and while I was working on something like that for more than a year, I caughed up this version in 2 large hours.
Pitchage :
You’re intergalactic spies with cool powers on a mission on planet of the week. !
Grab your surprise gadget bag !
Explore your way through an array of face down Encounter cards, toward the highest row to meet your mission objectives !
Expectance :
Now I’m serious : I need a graphic artist for the Encounter cards. I already have a prospective artist and editor, but this game will be the way I know where I’m going with paid art. And maybe that’s nowhere, because I’m in this place where I need to find “the one”, which is probably too much and a way to not commit to being edited. But I know what I like and don’t, and “aliens” are a perfect drawing and mind-tuning proposition, because it’s so open-ended.
edit : in fact, I’ll skip professional illustration and edition altogether. I like my amateur model and don’t want to worry about money and shipping and stuff. In order to reach a wider audience, I just leave my games in zine format in all sort of places, and that’s my private ludo-guerrilla against cultural hegemony : Dixit is going to regret its patriarcal “one true card” rule !
That took a long time, but next weekend we´ll start a first run of this game. I´m really eager to see how it works.
Hi,
I’m fleshing out 8 games I laid when in a design high last month. Longer forms will wait.
Pitch :
Time loop slapstick romantic comedy engine
Corporate dream machine farce
Cyberpunk job screening trial (fr)
Nano room104-like
Story-crafting game-of-the-gods
Unwanted dead holding up unwanted mirror structured freeform
High :
I’m shoveling my way through tutorials and breaking through a crust of habits in layout and graphism.
Results :
Being able to work faster on future projects.
Putting up a diverse showcase doing it.
I made a scenario for Modern AGE system based on Schwarzenegger’s The 6th Day and listening to the podcast How Did This Get Made. The results are here.
I think I might try doing a zine-like write up for the different movies they cover, but probably spent too much time on this one and won’t be able to replicate the same level of attention.
I wonder, if Fate or something would work better?
I’m working on approximately three gaming systems and approximately three different settings to go with them. I assume I’ve already mentioned Shroompunk and its corresponding Player’s Option/Classic D&D mashup system.
I’ve also an untitled space fantasy setting-- like a metalled up version of Star Wars or a cross between Mass Effect and DOOM. Looking at a simplified, “lite” version of an Alternity clone for that, with its own magic system. The core premise is that you look at the plot of the DOOM games or Jupiter Hell, eventually the Forces of Hell get so sick of our shit that they call in every marker they have, to get every alien warlock with access to a fleet to come stomp us out, and invading our system is such a bloody slog that they think they’ll win the war all at once by destroying Earth.
We burn down half of the civilized galaxy in revenge, and a century later, the Galactic Council realizes there’s nothing they can do about “the Human Problem” now.
Finally, I found an open-license retroclone of the old World of Darkness games… so I’m putting togetherr something I like to call Kumite: The Eternal Championship, because that sounds pretentious as hell and the only thing the class Street Fighter: the Storytelling Game needed was a little more pretension. Partnered with that, I’ve got a setting I like to call Casade City which is sort of an urban wuxia setting with all of the paranormal romance guts of urban fantasy messily torn out and replaced with wuxia/xianxia guts, cyberpunk guts, and planetary romance guts.
Also… planning a campaign, using DwD Studio’s awesome Covert Ops (practically as-written) to play a Terminator game based on the human resistance in the 1990s.
I’m currently working on Ryne, which is a wild fantasy game about people living in a world shaped by strange titans. You play as a community dealing with a world that’s big, weird, magical and constantly shifting. You might be trying to heal a fallen titan, contend with restless spirits or lead your people into a new home. It’s inspired by works like Earthsea, Ghibli and Shadow of the Colossus.
I’ve just finished a draft of a new playkit and I’m really happy with how its shaping up. It’s a pbta game, but I’ve been working a lot on investigating each of its systems and really tailoring it to fit the world. One of the things I’m most proud of in the new playkit are story seeds - which are basically mini-games that you play in session 0 that help you to focus in on what kind of story you want to tell, and collaboratively build your version of Ryne.
I need to do another pass, but I’m really excited to have this playkit done, released and start playtesting!
I just finished the playtest draft of my first hack of Trophy Gold. A Sci-Fi horror thing I’m calling Vac Suits and Duct Tape. Think Alien crossed with Firefly on a bad day. If anyone wants to take a peak the playtest PDF is free to a good home here. I’m still tinkering with the additional play loops and whatnot, so if anyone reads it and feel compelled to tell what they think I’d be rather deliriously appreciative. Or just play it and enjoy, whatever takes your fancy.
Good works here ! Ryne caught my eye and is in my collection of planet exploration games.
I don’t know much about Trophy so I can’t judge Vacation suits* and duct tape. But I like the name a lot and the text is coherent. It sounds like a straight transposition of a universe to another. Maybe you could customize it around some shticks. Like : instead of firepower, make piercing weapons the baddest. Making duct tape a thing.
err. : “youR grubby base of operations”
*darn automatographic device !
Also,
Work : some, but today I did /otherkind/ edited to RPS New dragon gate inn
Enchanted : this wuxia masquerade haunts me
Hopes : 1 page rpg graphism and layout ready