My most recent project, GOLEM, has just been released in time for the Lone Wolf Solo TTRPG Jam Mk 2. GOLEM is a solo roleplaying game that uses a single deck of playing cards to facilitate play. A player takes on the role of a being who was twisted by magic and is now feared by the denizens of the land. The game is in an early stage (version 0.5) and I have a growing list of ideas and potential changes for the game. However, I must await further play testing and feedback. In this post, I briefly outline a few of these ideas.
Regions and Calamities
A game of GOLEM involves the player randomly generating a hex map called a region alongside a calamity that dictates the overall framework for the adventure. There are two calamities outlined in the book currently – the plague and the tyrant. Each of these provide a player with some questions and possible inciting incidents to help with the telling of a story. I have mixed feelings about the hex maps and the calamities.
The hex map works fairly well, however I want an even greater feeling of exploration to occur in a game of GOLEM and to possibly meld the regions together. For this reason, I am considering implementing a point crawl system. I think this might give a wider sense of wonder and unknown to the world which is a core theme of GOLEM.
Alternatively, I could make the hex maps larger and have some blank spaces throughout that could be filled during play, but this would just add to the amount of work that is required before a game can be played. Point crawls win here.
Finally, the calamity system has some potential but I worry it might be too restrictive or too monotonous after a few games using the same calamity. I thought it would be neat to allow people an easy way to create mini adventures to be used in GOLEM as each calamity is quite simple in nature. One idea I had to open them up is to replace the encounter table with a themed action and theme table instead.
Currently I am not happy with how equipment is utilised in GOLEM. It feels undeveloped and does not tie into the mechanics of the world enough. One thing it does do is convey some of the lost and strange elements of the world, but I want it to do more especially because one of the three approaches a player uses is called gear.
This will probably be the first element of GOLEM I develop further. I intend to link the equipment to the gear deck more by providing added mechanical advantages to certain gear (similar to assets in Ironsworn). I think this would also provide a greater sense of progression throughout a series of adventures in GOLEM and make some of the consequences of botch card draws more impactful.
I quite like the set building for magic in GOLEM, however my only concern currently is using too many different points that need tracking by the player. Mana and Condition are two point pools that are required to track. I think I will consolidate these pools into a single mechanism much like in my solo roleplaying game, GRIMOIRE, that will involve the GOLEM becoming further twisted by the magic over time if abused.
GOLEM is currently early in development but very playable. I have a few concerns and ideas for the direction I would like to take the game, ultimately making it a more cohesive play experience, but it requires more play testing. You can download a copy of the current version of the game for free by clicking the button below.