Non-player characters (NPCs) play a large role when I run games. Sprawling locations, engaging plots, and player characters' (PCs) drives or flaws are all centred around these NPCs. They provide a means for my voice as a game master which allows me to deliver hooks or information about the world, and contrast for the PCs which allows the players to feel distinct and be challenged by the views of others. Despite the hefty role NPCs play in my games, I do not use lots of different voices, speech patterns, or even limited vocabulary to reflect the character. Instead, I focus on what makes that character a person and how they relate to the PCs which I believe makes the character more memorable. This post is an effort to codify the process I go through with tracking the relationships between PCs and NPCs to support myself improvising during play or planning future goals or actions for my NPCs.
After several months of work and some development blog posts, GRIMOIRE is now complete and I have released it on my itch page. Throughout the development of this game, I have learned a lot that I will take into future projects. Anything from how long it takes to write hundreds of prompts to the difficulties of layout design. The future of GRIMOIRE is promising, and I already have many more ideas to incorporate into future expansions of the game. This is a quick blog post to reflect on the development of GRIMOIRE as a way to celebrate its release.
The development of GRIMOIRE is tracking well. In the past month, I have reworked the overall layout design for the book, collected some new art, rewritten the rules to implement the overhaul described in the previous post, and have tidied up some of the language used throughout many of the prompts. However, there is still some work to do - namely the refinement of the quest prompts.
For myself, engaging with roleplaying games means engaging with a conversation. This conversation typically focuses on a central question to be answered. At a mechanical level this could be something like "can I use this skill in my roll?" or "what is the player willing to sacrifice to succeed?", and at a narrative level, questions can help drive the narrative forward or support collaboration between the game master and the players such as questions like "what gives rise to the iron smell in this room?". I think it is safe to say that the more questions that are genuinely answered the greater an understanding of a character, world or a system is achieved. I believe this allows for a better experience and to sooner reach this experience we could begin our sessions with a few brief questions to help everyone ease into the game.
The development of GRIMOIRE has made some significant steps towards my vision for this solo authoring game over the past few weeks. In this post, I will outline the major changes which will allow you to play GRIMOIRE with the upcoming overhaul to the game. You will require the base game as this post modifies rules outlined there. You can download this for free from itch.
The last month has been an exciting one for myself as I have heard back from people playing GRIMOIRE. I received plenty of helpful feedback over the course of the development and I wanted to take a brief break in the hopes to receive more. In between some other life commitments, I am spread a little thin, so the development of GRIMOIRE has slowed, however I want to briefly describe my current thoughts on the game and what I am currently in the midst of experimenting with.
Reflecting on past events is an important skill to develop. I have been wanting to replace my old and abandoned blog post series on deep reflections from previously ran systems with a format that is more digestible and likely more manageable for my feeble mind. In Against the Wicked City's post about GMing retrospective, they presented, what I thought to be, a quick and simple format for reflection.
Collaborative and narrative play are more my jam when it comes to roleplaying games. I like to leave breathing room for the players to be creative and inject something into the narrative within the confines of moral dilemmas and hard choices. Back in my Dungeons and Dragons days I made heavy use of skill challenges for action scenes as opposed to always using the combat game structure. This allowed me to confine my players to a particular situation whilst providing the aforementioned breathing room. However, I did find skill challenges had the danger of becoming too 'control panel' for my players so to rectify this I wanted to change the way players interacted with the mechanic and adapt to other d20 systems that use the 6 attributes but potentially not skills.
The past month has been a busy one for me as I have been required to tend to other aspects of my life, but this week I found some time to draft up the next version of GRIMOIRE. The development of GRIMOIRE this week involved some basic layout, a touch of graphic design, and scouring … Continue reading GRIMOIRE Ashcan Edition is Now Available
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.