filed under game design and actual play on 26 Jul 2021 tagged design, duet, and solo
Bone & Black AP
For reference, this series is using Bone & Black.
Yesterday I mentioned that my favorite part of this game is the the character generation process. I also referred to how the names you pick in character generation, and add to your lists in play, define and steer your story. A couple of examples:
The tiny Mouse is a nimble assassin who questions everything (bone). Their hand brought forth the ruby dragon Gu’ninas, the scourge of...
filed under game design and layout on 25 Jul 2021 tagged design, duet, and solo
Bone & Black AP
While this isn’t an RGAME challenge game, Bone & Black was designed and completed over the course of this month. It is largely inspired by the idea of ORE, and of wringing as much information out of a pair of dice as possible. It’s also my love letter to Swords Without Master, shifting roles a bit back towards the traditional division, though not very far! Also represented is the underrated The Bureau. From the itch.io...
filed under game design and layout on 01 Jul 2021 tagged design, duet, and solo
While I’m terrible about announcing these things, I finished my RGAME-prompted game, The Local Helm, right on schedule, and soft-released it on July 1st. And then promptly forgot to actually formally release it, or to let people know, or to, you know, talk about it at all. Largely due to stress about Mixam, but that’s a whole ‘nother story.
It was originally prompted as “a tabletop role playing game designed for playing fantasy stories set...