Metatopia Design Diary: Nighttide

Last weekend, I ran my first playtest of Nighttide (and the Gauge​ system on which it's based), a diceless gothic horror game inspired by Bloodborne and Castlevania. It was a lot of fun! Also, it didn't work. That session did suggest that it ​could​ work, though, and that this game may be worth developing into something more detailed than a page-long scenario … Continue reading Metatopia Design Diary: Nighttide

Agents of the O.D.D. now out in the field

Late last night, I uploaded my Cryptid Jam submission, Agents of the O.D.D., a game of (paranormal) paranormal investigators. The implied setting is something of a mashup of Hellboy, Planetary, and The Laundry Files, with rules based on Into the Odd and Electric Bastionland. It's got 100 agent profiles, 20 arcane objects, 1 short scenario … Continue reading Agents of the O.D.D. now out in the field

Grave 1.0 release notes & alternate rules

After five months of playtesting, I'm finally calling Grave (more or less) done. This game offers a minimalist D&D-inspired rule set for soulslike fantasy adventures, built on Ben Milton's tried-and-true Knave. Like Knave, it only offers hints of an implied setting, so it works best when paired with "Old School Renaissance" (OSR) adventure modules and … Continue reading Grave 1.0 release notes & alternate rules

This giant, immortal bug wizard seems like an OK dude

Mind control is tricky business. As a player in a D&D-descended game, you understand that you have limited control over the world at large, but you are the final arbiter on how your character thinks and acts. Losing control of your character's behavior is effectively being denied the right to actually play the game. No … Continue reading This giant, immortal bug wizard seems like an OK dude