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The Traveling CCircus thread has come to Trad Games! This is a thread for sharing your creative output with other goons from across the wide forums. Do browse it to see some of the cool poo poo people have made and done, and then please also feel free to post a sample of your (TG or non-TG related) creative stuff there! I think it would be very cool if some of you folks posted some of your Actual Game Stuff You Made up in there.
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# ? Jan 22, 2021 03:03 |
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# ? Jun 8, 2024 07:15 |
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potatocubed posted:Olivia Hill just published her RPG budget calculator. I haven't checked it in detail but I've given it a quick once-over and it looks solid. Cross-posting from the industry thread just in case.
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# ? Feb 3, 2021 10:20 |
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Cross-posting: I just released a new tool that's probably useful for rpg designers:UnCO3 posted:
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# ? Feb 23, 2021 00:02 |
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We got the final art for Heckin Hounds and I couldn't be happier! The cards look amazing and I can't wait to see them in person.
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# ? Feb 24, 2021 07:21 |
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UnCO3 posted:Cross-posting: I just released a new tool that's probably useful for rpg designers: Thanks, I grabbed a copy.
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# ? Feb 24, 2021 13:02 |
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Final 12 hours of my Morkus und Borgus Kickstarter for EVERY GOD WILL FALL. We're at $661, which is almost a metal number!
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# ? Feb 25, 2021 16:00 |
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I'm working on the script for the intro/pitch video for Budding Heroes, and I want to see if anyone has any thoughts before I give it the final pass and begin recording. When read aloud with pauses, it should be just about 4~5 minutes which I think is the sweet spot. There will obviously be visuals to go with it, and the parts where it talks about the character class cards specifically will use arrows to point everything out while they're on screen. Here's a different shot of the cards for reference: Introducing Budding Heroes, the Tactical Combat Board Game Budding Heroes is a fast-paced board game that beings RPG-style combat to players of all ages. It’s simple enough that beginners and kids can learn how to play it in just a few minutes, but it still has enough depth to bring a fun challenge to even the most experienced groups. If you haven’t played a tabletop RPG before, think of it kind of like a cross between chess and a video game: tokens representing the players and bad guys are placed on a map, and the goal is usually to be the last team standing. The characters take turns moving around the map, and they attack their enemies or use special abilities to help turn the tide of the battle. Every type of character is unique; they each have a distinct set of attacks along with different health, armor, and regeneration. The type of character is called its class, and the neat thing is that every class is represented on easy-to-read cards, just like these two. [Images of Demolisher, Enforcer class cards on screen] As a note to those of you that have seen other RPGs, I’ll mention that there aren’t any equipment lists or skill trees to worry about – everything is baked into the character classes themselves. If you’re curious about why, that’s covered in the video on the philosophy and development of the game’s design. Anyway, you can see that these two cards represent classes called the Demolisher and the Enforcer. [Arrows moving around as each part of the card is mentioned] Each class has its own health, armor, and regeneration information, along with a list of attacks. There are also the threat and endurance numbers down at the bottom, but you don’t need to worry about those during the game; they’re just used to help people create custom battles. Health is pretty self-explanatory, it’s the character’s maximum health, and the amount you have at the beginning of the battle. If it ever reaches or goes below 0, the character is KO’d and can’t be revived. Armor is how much damage the character gets to ignore whenever it’s attacked. Regeneration is a fun feature that lets characters regain their health whenever certain things happen. In this case, the Demolisher heals itself whenever it deals a bunch of damage in a single turn, and the Enforcer heals itself when it gets a lucky roll on a status effect. Each class also has 3 different kinds of attacks at its disposal. The primary and secondary attacks can be used as often as you want, but the special attack is very powerful and can only be used once before it needs to be recharged. The icon on the left shows what type of attack it is, and the other symbols show how the attack deals damage or affects enemies. For example, this sword means that the Enforcer’s primary attack can hit a single target that’s up close, and the bomb over here means that the Demolisher’s special attack can hit an entire group of targets that are farther away. The game includes a quick reference sheet that explains what all the symbols mean, so you don’t need to spend time flipping through books to figure stuff out. To make an attack, you just choose what you’re targeting based on the attack type, then roll the dice that are shown for that attack. Add up what you rolled, then subtract the target’s armor to see how much damage you dealt. That’s all you need to do, no other rolls or math! The other symbols like Burn on the Enforcer’s attack or Blind on the Demolisher’s attack are called status effects, and they do things to your targets beyond just purely dealing damage. The How to Play video covers status effects along with other things like teamwork damage and actions that characters can use instead of attacks. I know that may have been a bunch of information to absorb if you haven’t played an RPG before, but in those three minutes, you’ve already learned almost everything you need to know to play Budding Heroes! [End of cards/arrows] The Budding Heroes Starter Kit has everything you need for two to five players to play the game. It comes with a set of six color-coded game dice, twenty five character class cards, eleven scenario cards, a quickstart sheet, the full combat rulebook, sixteen map markers, and twelve character tokens. The game is designed to be extremely portable – you don’t need any map grids or graph paper, and the box is small enough that you can toss it in just about any bag. The Starter Kit comes with pre-made battles that have different layouts, difficulties, and numbers of players, but you don’t have to stop there. You can combine the included enemies and players in different ways to create thousands of different scenarios, and the simple balancing tools will let you know exactly how difficult or long the battles will be! For more information on exactly how the game works, check out the How to Play video. Pick up your copy of Budding Heroes, grab some friends, and begin your adventure today! Other planned videos: Budding Heroes: How to Play Budding Heroes: GM Tips and Customizing Battles Balancing the World: The Philosophy and Development of Budding Heroes Using Budding Heroes in your RPG Campaign
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# ? Mar 12, 2021 05:42 |
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Just released my first actual RPG product! A tense and eerie descent into body horror, cosmic weirdness, and ego murder focusing on the theme of communion, The Pried Eye: A Trophy Dark Incursion is a one-shot adventure for the horror RPG Trophy Dark, but it contains all of the rules you need to play, including all-new character creation options. It's 28-pages, and I tried to fill it with evocative artwork. Check it out here: https://atypicalfaux.itch.io/the-pried-eye. Free community copies are available, but each purchase adds another community copy for someone else to get. If you want to promote it, you can retweet this.
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# ? Apr 9, 2021 18:51 |
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Oh gently caress yeah.
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# ? Apr 10, 2021 09:41 |
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Heckin Hounds' pre-kickstarter marketing campaign has begun and I couldn't be more excited. We have a website, a mailing list, and a facebook group. https://heckinhounds.com/ It's been so long in the making, I'm kind of freaking out that it's actually starting to happen.
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# ? Apr 15, 2021 00:28 |
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Hello hello friends! Thank you all who participated in the grimDARK: A Fistful of Ashcan Deal of the Day - or who already owned copies! I got the word that some people were disappointed that the physical copy is on sale, so I decided to make a little fix - from now until the 22nd of April, grimDARK: A Fistful of Ashcan Edition is available in physical for $8.99! That's approximately 55% off, a little over half! You can get your 55% off copies using the coupon below or by clicking this link, but act fast - only 100 55% off copies are available! Special Coupon Here! Winner of the 2002 Golde EMny for Best sasha_d3ath fucked around with this message at 08:44 on Apr 15, 2021 |
# ? Apr 15, 2021 08:42 |
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JMBosch posted:Just released my first actual RPG product! I picked this up and ran it with my D&D group. None of us had played the Trophy Dark system and we had a blast. Last night will go down as one of my top RPG experiences, especially as a GM. The players picked up on the themes of the incursion and went with it. Some really good evocative (and pretty gross) imagery, this was awesome and inspiring.
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# ? Apr 16, 2021 18:45 |
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ape!!! posted:I picked this up and ran it with my D&D group. None of us had played the Trophy Dark system and we had a blast. Last night will go down as one of my top RPG experiences, especially as a GM. The players picked up on the themes of the incursion and went with it. Some really good evocative (and pretty gross) imagery, this was awesome and inspiring. I love the narrative arc the Trophy Dark system forces onto one-shot adventures and the cohesion the themes give them. Makes me think they'd be great fodder for churning out horror film scripts for the right well-motivated scriptwriter.
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# ? Apr 17, 2021 01:10 |
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So I've been spending more time this year releasing fonts than I've been releasing games, but if you make games or supplements then you might find these useful: Dicier is a typeface for analog game randomisers! It's got icons for dice, dominoes, cards, and a few others (so far, coins and dreidels). I released an upgrade at the start of the week, adding minor arcana for tarot, plus some more historical playing card suits (crowns, anchors, castles, and leaves), and the Heckadeck (a feature request), plus a bunch of other stuff. There's 3 weights and 4 'modes' (visual styles, basically) and a bunch of other levers you can use to tweak the appearance, like replacing pips with Arabic numerals, using asterisks for wildcards, or putting card suits on dice. Next version's coming out in 2-3 weeks and will finally be adding d4, d8, d10, d12, d20, support for d100, plus different kinds of barrel dice! I do weekly news updates on twitter (every Monday) so follow me there if you wanna see what I've been working on. timeTo is a typeface for clocks! It's got a couple different versions for analog clocks at different levels of complexity, plus one for countdown/progress clocks for PbtA or FitD games.The free version has 10 analog styles and 1 countdown style and the $5 expansion adds 10 more analog styles (one's an altered version of a free style though) and 5 more countdown styles.
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# ? Apr 24, 2021 17:15 |
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If anyone follows my stuff or Mork Borg stuff or even OSR stuff in general, my book of d8 Supernatural Hirelings, EVERY GOD WILL FALL, is shipping some physical copies Monday. 8 pages, full color, totally gameable (or so I've been told). Get yourself a copy! (Also include your address in the paypal in case that's not obvious) https://twitter.com/TheEldritchTomb/status/1389846977303752704?s=20
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# ? May 5, 2021 08:50 |
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Crosspost from general chat:UnCO3 posted:I just released a major update to Dicier, my analog game icon typeface—it adds d4, d8, d10, d12, d20, and a bunch of other features, tweaks, and changes:
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# ? May 10, 2021 16:29 |
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So I've finally got an RPG to the point where I would like to open it up for public playtesting. This is completely new territory for me. It currently exists as a Google Doc, but is there a better format I should be using? Is there any kind of copyright considerations I need to be aware of?
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# ? May 12, 2021 17:39 |
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I tend to release playtest games as a pdf on the end of a public Dropbox link but any format which is accessible to multiple people is fine -- just make sure you've got all the appropriate permissions set for a Google doc so people can't delete swathes of it for shits and giggles. On the copyright front, you have the copyright for anything you create and you keep it until you sell it or give it away. If you're worried about someone stealing your entire game and bringing it to market first... I feel that's unlikely to happen. I mean it could, in theory, but I'm pretty confident saying that it won't.
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# ? May 12, 2021 18:51 |
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I just got the tentative date for my kickstarter and I'm kind of freaking out but I'm mostly crazy excited SkeletonHero posted:So I've finally got an RPG to the point where I would like to open it up for public playtesting. This is completely new territory for me. It currently exists as a Google Doc, but is there a better format I should be using? Is there any kind of copyright considerations I need to be aware of? Playtesting is kind of the wild west, but generally as long as you have a Copyright (c) 2021 SkeletonHero at the top of the PDF you're good to go. Like potatocubed said, the odds of someone stealing your work are pretty slim. The hard part is actually finding playtesters and getting good feedback. I don't know much about how to do that on the RPG front of things, but I wish you the best!
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# ? May 12, 2021 19:10 |
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Frozen Peach posted:Playtesting is kind of the wild west, but generally as long as you have a Copyright (c) 2021 SkeletonHero at the top of the PDF you're good to go. Like potatocubed said, the odds of someone stealing your work are pretty slim. Copyright notice isn't required on new work in the U.S., but you should put it there anyway, so people know it's copyrighted (as opposed to released under some other license that lets them use it without permission), and so that people know your name if they want to license it, pay you to write things for them, et cetera.
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# ? May 12, 2021 19:43 |
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Thank you for all the help! The game is called Nowhere, set in an afterlife of the same name. It's a story-focused, largely player-driven RPG with simple mechanics focused on long, dangerous journeys through a hostile and alien world. Inspired by Mad Max, Pyre, Nausicaa, Ice Pick Lodge games, and prog rock album covers. If anybody is interested in it, the link is here.
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# ? May 12, 2021 21:21 |
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Frozen Peach posted:I just got the tentative date for my kickstarter and I'm kind of freaking out but I'm mostly crazy excited I still haven't gotten to try your game but as soon as James posts that it's live you both have my money
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# ? May 12, 2021 23:20 |
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Len posted:I still haven't gotten to try your game but as soon as James posts that it's live you both have my money Ping me on their discord, and if no one else is around I can at least do a two player demo of the game. I've been spending the last few days rewriting and perfecting my rules document. I really want this to be as good as possible before the Kickstarter launches.
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# ? May 16, 2021 21:11 |
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Something for people who publish on itch (and maybe on DTRPG, I can't remember if their page editor lets you add html): https://twitter.com/SpeaktheSky/status/1394335148276129792 The short version is you can enter the html editor when editing a game, jam, or profile page and add html elements like drop-down content (for extra info or content notices/warnings or whatever) using <details> and <summary> like this: code:
You can also add stuff like highlighting, super/subscript, definition lists, horizontal rules, and a bunch more stuff (not as widely useful) that's otherwise not listed in itch's WYSIWYG editor's buttons. Speaking of the WYSIWYG editor, there's some warnings in the twitter thread about problems that can happen if you edit the details-summary widget in that mode instead of html.
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# ? May 17, 2021 22:08 |
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...And following on from that, I just published a demo of the above feature in an actual itch page, plus a bunch more, like highlighting, pre-formatted text, and abbreviations with tooltips. I've called it itch.io's HTML basement. I also just published a blog post that streamlines (and adds some info to) my 'how to publish your first itch project' post in this thread. It's mostly very, very intro-level, but it has a few things that might help more experienced publishers.
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# ? Jun 13, 2021 01:07 |
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I wrote my very first thing in about twenty years. It is not like riding a bike. VeXed is a supplement for BXLLET as part of the BXLLET JXM. BXLLET is a clever mini game where shooting bullets kills people and having bullets unlocks class abilities. VeXed adds three new classes themed around being magnets for trouble. I enjoyed the jam. Gearing up for the next one.
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# ? Jun 13, 2021 03:09 |
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My Kickstarter date was announced as June 22nd and the Kickstarter video is available on Facebook. https://fb.watch/63JszzJbc4/ I'm really happy with how everything turned out. It's amazing seeing professional voice acting and animation set to my card game. It makes it feel more real than I ever expected at this point.
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# ? Jun 13, 2021 06:08 |
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Released my second RPG product! A contemplative trek across a barren asteroid to add a few final grains of sand to a colonial planet's proverbial hourglass, Penumbra is a sci-fi horror incursion (or one-shot adventure) for Trophy Dark focusing on the theme of recurrence, but it contains all of the rules you need to play, including all-new character creation options. TL;DR: Armageddon meets Annihilation, or something like that. Check it out here: https://atypicalfaux.itch.io/penumbra. Some free community copies are still available, but each purchase adds another community copy for someone else to get. If you want to promote it, you can retweet this. (If you joined my mailing list already, look for your free art-less copy in your inbox! If you haven't, you should because you'll get free products and exclusive discounts and eventually be entered into free boardgame giveaway contests.) JMBosch fucked around with this message at 23:02 on Jul 2, 2021 |
# ? Jun 19, 2021 19:18 |
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Frozen Peach posted:My Kickstarter date was announced as June 22nd and the Kickstarter video is available on Facebook. I was talking to James Friday about the kickstarter some. I can't wait to give you two money
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# ? Jun 20, 2021 18:46 |
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Len posted:I was talking to James Friday about the kickstarter some. I can't wait to give you two money The time is now! We went live at 7am central time, and we're already nearly 50% funded. It's completely insane. https://www.kickstarter.com/projects/527566924/heckin-hounds?ref=q52d0a
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# ? Jun 22, 2021 15:38 |
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Frozen Peach posted:The time is now! We went live at 7am central time, and we're already nearly 50% funded. It's completely insane. Apparently a lot of us wanted to give you money!
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# ? Jun 22, 2021 21:14 |
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Len posted:Apparently a lot of us wanted to give you money! Dude I'm losing it. 97% in 8 hours is INSANE. Beyond my wildest expectations.
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# ? Jun 22, 2021 21:14 |
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Just dropped my first entry in a game jam and first supplement for someone else's work: ⁍⁍⁍⁍⁍TXN SOULS⁌⁌⁌⁌⁌ is a supplement for Rathayibacter's post-apocalyptic anti-western game [BXLLET> that provides 10 NPCs to be plugged into your game with a roll table to help you randomly select one. It was made as part of Legendary Vermin's [BXLLET> JXM. Since there aren't many mechanics, the NPCs are generic enough that they could be added to any western game that has some advanced tech sprinkled in.
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# ? Jul 2, 2021 23:16 |
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At last, the final regular Dicier upgrade! And a tiny feature/fix:UnCO3 posted:
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# ? Jul 6, 2021 10:52 |
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I've released my first solo game and my first journaling game: Serious Reading is a comedy journaling RPG that lets you generate excerpts from fictitious opinion columns that reveal more about how bizarre and out-of-touch your columnist character is than the article's topic. Just like real life! You'll take on the role of a grossly overpaid opinion columnist who probably should have quit years ago, as most of them should have if we could only be so lucky, and use two tables of prompts to write headlines for fictional opinion pieces, ostensibly about very serious topics, and excerpts from those articles that reveal nothing about their supposed topic but everything about the bizarre, broken life of your columnist character.
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# ? Jul 10, 2021 20:58 |
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Yesterday I want live with EVERY GOD WILL FALL: The Sticker Set! I've got eight sticker designs based on the zany li'l boys from my book EVERY GOD WILL FALL for Mork Borg. EVERY GOD WILL FALL is a d8 "table" of eight supernatural hirelings with pretensions, delusions, destinies, or mistaken identities of godhood. They're good for pretty much any OSR game where you can befriend weird little dudes! You can also get the book for just $2.00 in PDF by clicking here for a special DriveThruRPG discount. Huzzah!
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# ? Aug 5, 2021 10:04 |
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Crossposting from the Game Design megathread for input if any is available, since it's essentially a TCG-esque system right now.D34THROW posted:Alright, I've worked out some of the basics of this thing, enough to start a SQLite database and some rudimentary rules and gameplay flow. This may or may not become something more than a digital TCG, I'm picturing more of a Soda-Dungeon meets MtG sort of thing? Dropping the general abstract/flow here for comments and questions.
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# ? Oct 11, 2021 20:18 |
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Released my first Mörk Borg content today! Born of a Bloody Film is a supplement of four monsters inspired by horror movies with full, creepy art, stats, and some lore for each, just in time for your spooky OSR-style Halloween games. It was made as part of Michael Mars's Slasher Jam. It's PWYW for at least the rest of the month, so grab it now before I need to squeeze precious cents out of it!
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# ? Oct 15, 2021 18:38 |
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Hey, I'm doing some layout tests for my game I'm about to publish and I'm looking for feedback on the tables I'm using. I had these fairly compact d66 tables similar to things I had done in Strike!, but then I compared them to Fiasco and it spreads its d66 tables out over a full 2-page spread with tons of white space, which got me thinking about other ways to present the information I've mocked up a few different versions of the tables and some selected pages from the game in a pdf, and I'd like opinions on: 1. Which of the 3 versions of the d66 tables is best? The compact version on page 5, the spread out version on pages 6-7, or the compromise 2-column version on page 8? Or is there another good way to organize those tables that I haven't considered? 2. Fonts! I'm not a font guy - this is the same font I used for Strike! I'm happy to change it to a different font if this one sucks or something. Or to have the table font be different from the body text font. I know some of you have font opinions, so please tell me. 3. Colors - the table colors currently match the logo (seen in the awesome cover art by our very own Ferrinus!). I would like opinions on those colors and on the color of the call-out boxes on page 2, and the color of the ribbon going along the top and left of each spread. Ariadne and Bob Layout Test Once I get this stuff sorted out, I'll be just a handful of hours of grunt work away from publishing!
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# ? Oct 17, 2021 18:26 |
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# ? Jun 8, 2024 07:15 |
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I'm no layout expert, or even particularly good in that area, but if you're just wanting opinions: I like the compact, page 5 version. I personally appreciate one-page references wherever they're possible without being too dense, and that page seems to be right in that zone. If you had any more information trying to be conveyed there, I would probably break it up more like the two tables on pages 8 and 9. I think the two-page spread works well in Fiasco because the design is so clean and sparse. There are no colors, no table borders. Just white with some lines of text. The background colors and table borders in your two-page spread on pages 6 and 7, in contrast, seem to emphasize how much empty space there is on each page, and I kind of get the feeling of "Why is this spread out so much? It's a waste of space." Fiasco is also a smaller book than yours, so the white space in those spreads isn't as big and feels more like a reprieve from that denser text and art of the rules page rather than a space where stuff could go but is instead empty. I know even less about fonts, so I'll just say that a tad more whimsical font for headers might fit the theme as long as readability doesn't suffer. But I can't really give any recommendations. I think all the colors are good, except that the BG colors for the title of each table are maybe just a tad too dark for having black text in front of them. Maybe consider bumping them up a bit lighter and, if necessary, similarly bumping up the other table BG colors a bit lighter to match, if they are then too close. Hope that helps. Side note: Has your book already been through copyediting? I've noticed a few issues on page 2. They're mostly minor, but there are a couple of missing words as well. I'm a freelance editor if you want another set of eyes. You can check my website in my profile and PM or email me if you're interested.
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# ? Oct 18, 2021 16:19 |