Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

2026-05-14

Republishing Old Projects

So I've been re-releasing a few old projects on my itch store. I want everything I've made in one place, and I've settled on itch as my publishing home for now.

NanoRegent

First up, NanoRegent (originally mentioned over here) strives to create a more free-form domain management game. Players take on the role of nations on an international stage. The nations ebb and flow, conflicting and cooperating, mostly through creating and using Aspects to fuel or resist changes as directed by Edicts made by each country. Actions resolve through a roll of 4 Fate Dice, with the victor being able to narrate the results. The game ends by mutual agreement when the story seems to have run its course.

It's not for everyone, since all of the creative burden falls on the players rather than the system, but I'm excited to see if this resonates with the more adventurous groups out there.

2025-11-25

Designing a Settlement System

map of Worcester by Edward E. Phelps produced in 1829
Welcome to Worcester
I wanted to make something to model the growth of the settlement the party leaves behind when going out on adventures. It started as a random event table, but then it sort of inflated into a mini domain game. I was planning on developing this system sometime in December for the next Bolthaven Folio, but my brain started early.

So let's talk about where this came from and how it's going.

I wanted something that could handle random events in a frontier village serving as a base of operations for an adventuring party. I then thought about the PCs actually settling and growing a settlement on their own, as Name Level used to imply back in AD&D. And then the idea for Motewright flew across my Bluesky feed, so I started developing this system that I could flesh out for that particular RPG project.