My new psychic death soldier role playing game CAIN is now available! Links to follow. WIPE OUT THE STAIN!
You can pick this up at my itch page for my solo inprint CHASM at or by being a patron of any leveltombloom.itch.io/cain
This is a new narrative role playing game about hunting down sins, psychic monstrosities made of human trauma, as the footsoldiers of a massive shadowy organization
You yourself are a powerful psychic who must fight against your own burgeoning power and scarred and warping body. This is 150+ pages of insanity with an aesthetic I can probably describe as 'stickercore'
Tonally this is somewhere between shonen battle manga and found footage horror. I was trying to think about the pacing of horror media and how similar they were to works like Chainsaw Man or Jujutsu Kaisen.
I hope you enjoy your dive into vicious and unrelenting slaughter. Don't think about it too much. It's what your kind does.
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hate end of time narratives, think they are actively harmful
i wrote an entire comic about this lol
its the exact kind of thinking that primarily absolves responsibility and justifies ignorance of active harm, it's a kind of preemptive escapism from the painful reality of the present
I've been thinking about the marriage of fantasy and mechanic in rules heavy ttrpgs recently. It often goes from fantasy (the idea of something) > mechanic (how to represent that idea in game). As I've done more and more game design though I think it's a way more mutual process
in fact, I think very strongly that it should actually be weighted much more heavily the other way, as in a mechanic creates the fantasy
to use a simple example, let's take the concept of armor in a fantasy rpg. Being a big armored knight is a really common fantasy and a cool as hell idea. But what does armor do in game? We'd probably say it should reduce damage or make you more tough (fantasy > mechanic)
please put your core dice mechanic within the first 3-10 pages of your book, god DAMN
did you know in Exalted 3e they tell you about the dice mechanic on page TWO HUNDRED AND TWELVE
bad example, but in all seriousness I think there's not enough thought given to RPG design as Game Design, as in you are designing a game to be played at a table with people