I think I'm done with D20-based games. I don't find the system particularly engaging anymore, and I find the more interesting things are happening outside of that space.

The last d20-based system I've looked at is 13th Age, which I consider the pinnacle of what can be done with d20 systems. Despite that, I have no desire to run it.

(Note: this is not a plea for shilling your favorite d20 system or author. I've done more exploring than this toot lets on and frankly I'm done with the system)

Just going to put this out here in case anyone might be interested:

"Thirsty Sword Lesbians" by Evil Hat is now on Kickstarter

kickstarter.com/projects/evilh

#evilhat #ttrpg #pbta

Dusting myself off after not achieving the success that I wanted with a game design for a contest.

If there has ever been a case for computerized gaming it's that at least most of them have a tutorial that will demonstrate some of the gameplay by example.

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Getting a little tired of every time that we sit down to play a board game I start struggling with the rules and trying to explain them.

It feels like I have to mentally prepare before we play games, and frankly I haven't put in the effort.

Why is it that every manual out there seems to prefer brevity and doesn't have something like "Your first turn" or an example that shows at least one of the corner cases that the rules might employ.

Anyone here can help me with a list of words/descriptions related to mental health, to physical disabilities, and to LGBT folks?

It's for a game. I want to make sure I use terminology that is correct and not offensive.

I'm willing to pay for the gig, although I guess it shouldn't really be a lot of work?

Any help or pointers appreciated, including boosts.

Re-introduction time:

Hi! I'm Craig Maloney. I've been reading RPGs since I discovered them, and read my cousin's D&D 1e Monster Manual with fascinated awe.

These days I'm into , , Phase, , , , , and more. I have a heavy bias toward Creative Commons and OGL systems and adore it when a company lets me play with their mechanics in my own designs.

Working on a metroidvania-ish exploration-driven game, trying for primarily puzzles instead of enemies / platforming.

Art is not my strong point, using runninblood.itch.io/asset-pack as a stopgap for now.

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