Grimoire is making steady progress. I have just finished creating version 0.3 of Grimoire and I am opening it up for wider public testing. The first round of feedback was very helpful in the development of Grimoire and I am hoping that I can receive even more feedback to ensure that I can develop something that people will enjoy. This post will explore the series of changes that I have made to the game and describe some of the current issues I have or features to be included in future version.
Kaiju is a fixation of a student of mine. Every time this student is given the opportunity to create something, it is always about a Kaiju and he will talk to me non-stop about them. I love it! A new project was started this week which means more discussion of Kaiju for me, so I thought I would throw together this Kaiju Generator in hopes to pass on the passion of this student to you all.
The Wretched is a solo roleplaying game by Chris Bissette that has the player take on the role as the lone survivor of a salvage ship. It is also an intense play experience that inspires dread through its choice of narrative tools and mechanics.
Grimoire is steadily making some progress. As with all projects in the early stages of development, I have multiple directions that I could go in. In any case, it will be an authoring solo roleplaying games because I believe that will bolster the artefact created - the grimoire, bolstered by including journal entries from the wizard that created it. Currently, the game is set in a fairly standard fantasy city setting and its surrounding region. I am not sure if I will change this in future, though the inkling is there.
Dungeon crawling has been the standard game structure for many roleplaying games for a long time. During this time people have presented all manners of preparing them from a series of randomly generated encounter tables for every room or corridor to entire algorithms that generate the dungeons and its mundane contents. Some game masters run them with the notes written near each room, others have a separate sheet of paper and a key to match descriptions to rooms, and some game masters are mad and ad hoc the whole thing. I have tried each of these methods with varying degrees of success, but I was never entirely satisfied with how they played out. I recently learned of tanglegrams which are like mindmaps that emphasise the relationship between people and things - you can read more about them in my original post here - and I believe they would work very well for helping your dungeons feel more interesting.