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sinful-games.bsky.social
TTRPG designer | they/them Exploring creative tools as games and vice versa Love color theory, light fields, bats, handmade pottery Go play Outer Wilds
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Learning about politeness theory and the difference between "positive face" and "negative face" and can't help but think there's some interesting game mechanic buried in there...

Been playing Blue Prince... Instead of brain there is house.

Sad and shaken to hear about Greater Than Games... Spirit Island is my favorite game of all time. I really hope folks will still be able to discover and enjoy the game in some form!

Had a brilliant idea for the name of a game I have no idea how to write: "Don We Now our Gay Apparel: a holiday-themed dress-up LARP"

The goblin battle barrel: a huge barrel containing a dozen goblins, assorted crossbows, slingshots, and spears, a bunch of corks, a periscope, and whatever else they've grabbed. They can stick their legs out to run, with a periscope goblin for directions, or cork up the holes and just let it roll.

Building a character creation questionnaire and realized that I should add to a the section about goals about the most important things a character already has. I've been designing around what a character has to gain, but now I'm wondering: what do they have to *lose?*

From my notes, with no further context: - Journaling vs Journaling - Journaling as a Journal - Discuss using the journal as the "Journal."

Just finished Chants of Sennaar! Incredibly cool game. Made me think in some really cool ways. Gives me lots of ideas for rude RPG puzzles... I want some harder puzzles with fewer training wheels, but the vibes were really impeccable.

Doing a major revision of Far Lands and wow did I have a lot of repeated text. I didn't realize just how much I could trim just by reorganizing and consolidating sections. This next version is going to be so much more streamlined!

Had an idea for a solo journaling-style TTRPG but don't really know where to start with those. I've never actually played one and would love some good examples to take inspiration from! What are your favorites? #ttrpg #indiettrpg

The Bullet-Dodger Mocking up an idea for a little combat game that uses some ideas stolen from Diceomancer. This guy gets harder and harder to hit with guns the lower health he gets and the more of his allies you take down (demons gain Blood when their allies die) #ttrpgs

Thinking about the worldbuilding implications of "this world was not meant to have gods."

Very grateful to paperize.io for making it so easy to deploy a paper / TTS prototype from a spreadsheet!

@lingthusiasm.bsky.social have y'all done an episode on poetic feet and meters? I couldn't find one haha. Was thinking about words that have multiple pronunciations with different numbers of syllables and their use in poetry. Could be a fun topic! Love the podcast!

Noodling around with a game about defending a walled city from a siege. I really like this shape for a modular city: lake in the center, 6 city districts, 6 outskirts districts. River districts have to match with the river or ocean outskirts. Enemies come from the edges like space invaders.

Doing a revision of some of the poetic text in Far Lands and discovered that the names of tristllable feet are incredible

Finished up the last journal entry I had planned for Far Lands! Turns out the best cure for writers block on a game is to just play the game.

"illegal" tile placements introduce crystal flaws or alternative tilings. If you place them right you can even turn it into a hexagonal tiling (just with each hexagon split in two)!

These shapes got me acting strange.

Pentagons! Exploring weird tilings and fell in love with this one. Going to be experimenting with it a bit, see if I can come up with anything.

Hm. I was in love with 13th-age style player-created skills, but I'm struggling with the fact that it adds an extra back-and-forth to every action for the GM to approve the selected skill/background to roll with. How can you maintain the character uniqueness but cut down on the required steps?

For so long I've had a hard time letting myself arbitrarily choose a mechanic to slot in somewhere I know I have a gap in my design. Realizing that it can change later and picking what seems fun in the moment is so liberating. Don't know how resources are generated? Screw it, it's trick taking now!