IronCross: my Macross inspired rpg using Iron Core:
I am getting close to a testable/playable prototype of one of the main systems of this game: the mission game phase. I’m trying to not write up too much before I test this. Less stuff to trash if it ends up not working.
Basically, players all try to succeed on their turn so they can fill up segments of a clock before time runs out or they are all down. Players can better their odds by spending some resources or picking the right stance.
Help me run a tiny summer camp!
I teach at an alt school in a 2/3 minority, very poor community. Well-heeled families also send use their kids because we’re an amazing school.
Every June, a couple parents approach me to do summer things with their kids. They’re always great kids, but they’re also the families who can afford to pay a teacher out of pocket.
This year, I’m taking one kid under my wing paid for by his dad, and another whose parents can’t.
Yesterday was a big day for the Humanities at Play team!
We presented our project about using rpgs to teach worldviews and ethics at college level to a pedagogical summit involving institutions from all over the province.
We had at least 80 attendees and it was a resounding success!
People were enthused about trying it out in their own courses and we got asked to run a demo of Shock: Humanities at Play for a group of philosophy teachers!
Oh! And a pedagogical journal wants to interview us!
@EvlynMoreau The rate of fire on the musket must be insane with four arms! Fastest shot in the world!
The Xenobiology Codex is live, weee!
"An AI-generated compendium of 96 pages of alien flora and fauna with fantastical sketches, illustrations, and scribbled notes and annotations, resembling the Voynich Manuscript."
96 page high-res print-ready PDF. Images created in MidJourney.
CW: AI-generated art
Man. Really good play test of Eyes Wide to the Stars tonight. The fiction was OK — it was characters meeting each other for the first time. But most importantly we started to canonize the core themes of the game:
Consent, compassion, connection; and their antagonistic counterparts of coercion, detachment, and abandonment.
I’ve started seeing how to design Actions parallel to Bronze, where the title is what the character’s doing and the consequences are what the players are doing.
I am quite happy I spent all that time pruning away all the unnecessary text in my previous versions.
Now that I decided to expand it from 2 to 4 pages, I can add more text and content and it doesn’t feel too cramped.
My aim is for legibility and clarity above all, at the moment. I can always add some cool aesthetics later. But what matters most at this point is to have a document that can relay my vision and help people play it on their own.
Psychrome (a Lasers & Feelings hack):
I went ahead and started reworking the layout of my game.
The plan is for the first 2 pages to be some kind of player's pamphlet and the other 2 pages would be the GM one.
I might have enough empty space to include some of @EvlynMoreau inspiring illustrations!
These drawing as well as an expanded description of the setting should help convey my vision of that universe!
Not sure when the next version will be ready, but we're moving from 1.3.2 to 2.0
Woo! Go @momatoes!
We’re pleased to announce our 2022 Emerging Designer Program Winner is @momatoes! momatoes—also known in real life as Bianca Canoza—wrote, designed, illustrated, and laid out ARC: Doom, hailed as one of the best indie tabletop RPGs in 2021.
Philosophy and humanities teacher, ttrpgs living encyclopedia, fledgling designer.
A home for roleplayers, experimental musicians, hackers, and other weirdo artists. A project by Joshua A.C. Newman of the glyphpress