☀ Happy Sunday morning, #TTRPG friends! ☀
Today's #TagDay hashtags are #SelfPromoSunday to share all your promos and #GameDesignBrunch to share your #RPGDesign thoughts and dev work. Be sure to join in and help our #TTRPGCommunity connections grow!
☀ Happy Sunday morning, #TTRPG friends! ☀
Today's #TagDay hashtags are #SelfPromoSunday to share all your promos and #GameDesignBrunch to share your #RPGDesign thoughts and dev work. Be sure to join in and help our #TTRPGCommunity connections grow!
One of my favorite things in basic Motif builds is people discovering they can wear someone down with social efforts as much as (if not even better than) coming to blows. What's one of your favorite things about your designs?
🌞 Good morning all my lovely #TTRPG friends! 🌞
The hashtags of the day are #TabletopTuesday to share promos and/or celebrate the hobby and #TTRPGThoughts to share your ideas about games from play advice to #RPGDesign. Let's have some fun and mix it up today!
☀ Happy Sunday morning, #TTRPG friends! ☀
Today's #TagDay hashtags are #SelfPromoSunday to share all your promos and #GameDesignBrunch to share your #RPGDesign thoughts and dev work. Be sure to join in and help our #TTRPGCommunity connections grow!
Clues and leads are not the same thing. One answers a question. The other points you toward the next one.
Clues vs Leads breaks down how this difference keeps investigations moving and prevents stalls at the table. Clean structure. Better mysteries.
#GUMSHOE #TTRPG #RPGDesign
https://bit.ly/4aTCK1i
🌞 Good morning all my lovely #TTRPG friends! 🌞
The hashtags of the day are #TabletopTuesday to share promos and/or celebrate the hobby and #TTRPGThoughts to share your ideas about games from play advice to #RPGDesign. Let's have some fun and mix it up today!
One of my favorite things in basic Motif builds is people discovering they can wear someone down with social efforts as much as (if not even better than) coming to blows. What's one of your favorite things about your designs?
If Game of Thrones ran on DramaSystem, who would owe who a favor? Who would push, concede, or burn a bridge for leverage?
See how shifting emotional stakes and character goals reshape the story at the table.
#DramaSystem #TTRPG #RPGDesign
https://bit.ly/468AaBS
Our table is open this Sunday on #Roll20.
We’re running The Last Horn, hosted by the game’s creator.
If you’ve ever wanted to see how TTVG actually plays — this is it.
#TTRPG #IndieTTRPG #Worldbuilding #GameDesign #TabletopGames #RPGDesign #CreatureDesign #PixelArt #TTVG #indiedev
Nice interview with @morrus about his experiences running EN Publishing
https://www.rpgdrop.com/reliability-over-hype-russ-morrissey-on-running-an-rpg-publishing-company/
NEW: "Why Shadowdark Matters More Than You Think"
This isn't a review of Shadowdark’s rules. It's an important discussion about what the game represents.
WATCH: https://www.youtube.com/watch?v=j3_DYm4xi3w
READ: https://ruckerworks.com/2026/01/why-shadowdark-matters/
#rpg #dungeonmaster #ttrpg #shadowdark #rpgdesign #tabletopgaming #indierpg #dnd
My interest in the #mythology of #JackTheRipper began when I was an undergraduate in London in the 1990s. The student haunt of Brick Lane was popular for its legendary curry houses. A few steps away, on the corner of Fournier Street and Commercial Street, in the shadow of the strange, looming, obelisk-shaped steeple of Christ Church Spitalfields, stood the Ten Bells Public House.
https://www.strangequark.eu/rpg/inspirational-sources/
#TTRPG #RPGdesign #blog #inspiration #history #horror #psychogeography
The Tomb of the Serpent Kings: The Dungeon That Kills Your Assumptions https://onemanandhisdice.wordpress.com/2025/11/26/the-tomb-of-the-serpent-kings-the-dungeon-that-kills-your-assumptions/ #AdventureModules, #DungeonDesign, #IndieRPG, #OldSchoolEssentials, #OneManAndHisDice, #OSR, #OSROctober2025, #RPGDesign, #TombOfTheSerpentKings, #TTRPG
Tip for inexperienced #ttrpg writers: Your book is going to be used many ways—for learning the system, as a reference at the table, just as a fun read, etc. It’s best when to cater to all of those uses. #dnd #rpgdesign #rpg #ttrpgCommunity
Just posted a new article on my site that explains what Ashes of Isar feels like if you already play D&D. If you enjoy tense stealth missions, real S.O.E. history, and lightweight tactical rules, this one’s for you.
Read it here: https://ruckerworks.com/2025/11/ashes-of-isar-for-dd-players/
#TTRPG #DnD #DND5E #IndieRPG #WW2 #Espionage #SOE #RPGDesign #AshesOfIsar #TabletopRPG
In my #RaidersOfArismyth game, each session is self-contained. That means, that even while all the sessions take place in a continous story and coherent world, the party disbands after the session, and reforms from a regular cast of characters at the start of the next one. Generally, the whole setup is a West Marshes Style game.
Treasure is important here, as that is also the mechanic to gain advancements for the characters. In order to reduce bookkeeping, I have so far immediately told players what their treasure will be worth when they sell it. And when a scenario says "valuable gems", I rolled a few dice and thus came up with the specific number.
Which robs all of us of the wonderful / nasty side game of judging "is this worth carrying along?" Last session, this became even more apparent: The rumours they heard before entering the place told them that a particular thing might be very valuable, but in reality, it was utterly worthless. When I tell them that as soon as they pick it up, it kinda destroys that part.
In the actual game situation, I kinda glossed over it, and it wasn't a big issue, but it bugged me immensely: How do I reduce bookkeeping while keeping the game flow interesting and fast?
Enter these little treasure envelopes: I'll pregenerate a bunch of them in different treasure groups (small fry, medium, rich, phenomenal, or something like that) and then have these individual stacks ready to hand out. On the outside, I'll then write the item name or description, and the inside tells the players what they'll get for it at the market.
There'll also be a bunch of blank ones so I can write specific values in, and maybe I'll come up with some extra notes like "as you try to sell it, the buyer alerts the town guard, as that thing was reported stolen" or something like that :D #TTRPG #rpgdesign
Follow up, a 2nd culture.
System Hack: Colony Sim Cortex Tasks and Work
When you boil it all the way down, RimWorld is a game where you assign tasks to your colonists and optimize how they get performed. Every time you place down blueprints, place a zone, or add a ‘bill’ to a production structure, you’re effectively communicating a specific task. When it comes to our tabletop colony sim, these sorts of tasks are going to be a cornerstone of the gameplay loop just like how they are in RimWorld. The actual implementation, though, is going to be quite different. Structured time in RPGs is seen as something to be avoided, at least outside of combat. In most trad games, the passage of time is something either tracked closely in increments no more than a few seconds, or glossed over entirely. We have started to see games, especially games using Free League’s YZE system, paying more attention to the passage of time, while Edge’s new DPS mechanics used in Arkham Horror are assigning a mechanical bounding to the typically loose definition of a ‘scene’ by anchoring characters with a dice pool that exhausts over the span of one scene. It’s useful to consider rules like these for our game, but a Colony Sim is going to require something different. With productive tasks being primary, constant and consistent time tracking is going to be needed to fairly assess what’s going on in the colony. […]https://cannibalhalflinggaming.com/2025/10/24/system-hack-colony-sim-cortex-tasks-and-work/
New blogpost, where I talk about my first workshop, Wren the Forrester's latest module and Emergent Design