dmrawlings.bsky.social
"Sharing tea with a fascinating stranger is one of life's true delights" -- Iroh
Nap enthusiast.
I make games at https://dmrawlings.itch.io/
64 posts
81 followers
87 following
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I think I may have an idea or two about that context. :)
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I think we can benefit from there being a few more Mercer/BLeeMs out there to show that there are many approaches to running games, and they can all be effective.
Every GM I've ever had or watched has taught me something about the craft, and there's no reason why AP GMs should be any different.
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Ditto. I see regular posts on /r/DMAcademy almost every day about problems with slow combats or other table issues that often come down to tables with 6+ players.
Yes, larger games can work, but it takes experience and there are tradeoffs. I don't like that CR seems to be normalizing it.
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Fifthing this... this is the most effective tactic for me and it's not even close.
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There's a couple of things for me:
The downtime beat system where you buy scenes to progress your character and suffer from the things that trouble you.
The simplicity of the system contrasted to the breadth of the problem solving tools you're given.
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I played a weird devotee to a sun cult once. I used to delight in finding progressively more extreme ways for him to show his devotion as he indulged his vice.
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Taken to the next, obvious level: bsky.app/profile/fant...
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You sure made a meal out of that one...
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I'm a simple lad. I'll go Phantom of the Opera, backed up by Joseph and the Amazing Technicolor Dreamcoat.
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Luckily when it comes to trains, I'm not one of those people.
Thanks for showing me when it comes to low-rises and townhomes it _can_ be worse.
Honestly all I crave are some embellishments: some artwork, a mosaic, a statue or water feature, an old timey archway, etc...
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Gosh, I look at all of the new developments in the GVRD and think most of it looks derivative and uninspired. I can't imagine it feeling more contrived somewhere else. What am I missing?
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💯 When I finish my day and it's already dark out that hits me pretty hard.
Luckily have some Feb vacation planned.
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Gosh, you've just encapsulated my 2025 mantra right here perfectly. Hate being here, but craving the simplicity of limiting how much I'm willing to let in.
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Personally, Nobilis is one of the most beautiful ttrpg books I've ever seen. If I had one, it'd be my coffee table book.
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Please report back once you know. Maybe someone sold her on the career/profession system? (it's been so long since I even _thought_ about this game)
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I've had _so_ much fun with this game on both sides of the table.
Genuinely inspirational stuff.
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And OH, I'd really look at how Slugblaster handles "Components" and modding signature devices if you want inspiration for crafting that doesn't have massively deep ingredient lists.
Very fertile area for design experimentation imo.
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Honestly it really depends on how hard vs. soft the crafting rules are. I want to say I'd like this, but I'd need more details about your high-level approach.
(for the record, I'm on the softer side with my preferences, but I imagine the Draw Steel demo probably wants something more firm).
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I think it might depend here. If you're starting with an idea for the game in a top-down approach then the 'game in your head' isn't really a personal preference, it's making the best call to realize that desired play experience.
A different idea may be best served by different core decisions.
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Quick and dirty, but I absolutely had to do this... #MitD
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Anyone who's seen video numbers from FB, Twitter, or esports viewership stats should never be surprised by this.
Externally they'll boast whatever number tells the best story while silently tracking more genuine statistics for their own data science.
Exorbitant lengths to pad their numbers...
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Anyways, I'll probably post about my #2025 plans later.
I'm still very much enjoying designing supplements for games I love, and trying to figure out where my balance is between doing too much design work and time refreshing my muse.
It get the feeling this year's going to be eventful for me.
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But I said this was my best year by far, so what gives?
Well, @itsquinns.bsky.social happened. He reviewed #slugblaster on his channel. Quickly @mythworks.bsky.social sold out, and I ran a sale for all 3 of my supplements (which went very well).
Glad this game is getting deserved recognition.
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But... midway through making it I hit an emotional low and all work stopped. I didn't have the energy during the game jam and then realized with 10 days left that I had to go.
I stand by the contents. It's good stuff; but it probably should have been a few pages longer, better edited and laid out.
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I'm really fond of how I nailed the theme this time. So much of what was in the book pointed directly to the courier brand (which I feel is one of the least understood and picked brands in the game).
True Northlandia, a new dimension, is packed with Canadiana references and makes me very happy.
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My last release was the "Courier's Manual to the Planes", a #slugblaster (by @wilkiescandylab.com) supplement built for characters who want to run packages across the multiverse dmrawlings.itch.io/couriers-man....
I _love_ writing for Slugblaster, and started strong on this project.
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On the flipside, though, I originally intended to crowdfund the project. The process was more than I expected, and I quickly burnt out on it. I wasn't ready to take on that work, and it all came at a time where I didn't have the tenacity to see it through.
A fun project, regardless.
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I really appreciate Darrington for having a CGL that enables me build in their world. They've shouted the supplement out a couple of times on socials and I am deeply grateful. It's done well for me.
Next year I'm going to try to publish another. The game's loyal fans really enjoyed the last one.
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Mid-year I published "Circles and Assets", a supplement for Darrington Press's #CandelaObscura dmrawlings.itch.io/co-circles-a....
This was by far my best looking project; I feel like it really captured the vibe of the core book and expanded player options in some fun directions.
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At the beginning of the year I published "Links at the Edge of Time", a short game jam project for @napel.itch.io's lovely Foul Play game about being a naughty band of geese dmrawlings.itch.io/links-at-the...
Probably my favourite cover image to date.