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.
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.
As discussed, I have been developing a solo roleplaying game that has the player take the role of a wizard. By the end of the game, the player will have several randomly generated spells in the form of a grimoire and a brief journal detailing the life of the wizard that created it. It is my hope that this will be an enjoyable way for game masters to create new spells or entire grimoires for their campaigns. I have tentatively settled on the name: Grimoire.
Collaborative Taskforces is such a tacky and cumbersome title but that is the exact reason it is so fitting for my first attempt at a one-page RPG. My day job has been throwing around some buzzwords of late and in spite of my shown cynicism in this one-page RPG, I believe it is leading to something good. However, I still found that I needed to vent some of my frustrations with "office talk" so I made an untested one-page RPG that makes a mockery of it!
Spells that are esoteric, wizards that are deranged and corrupted by magic, and mysterious magical symbolism are all features of some of my most enjoyed fantasy in roleplaying games. For this reason, I have been working on a solo RPG that, by the end, will have the player in possession of a grimoire of spells and a brief history of the wizard that created them. I think this could have great results when porting the grimoires into other fantasy games, however I have yet to finish designing the game. In the meantime, I wanted to show off the spell creation process as it currently stands.