Eerie whimsy budget goth π I write best-selling and award-winning tabletop RPGsπ Very excitable π (she/her) Email for biz inquiries π³οΈβπ www.cassimothwin.com/cassi-mothwin-links/
I'm Cassi Mothwin, a game designer, writer, illustrator!
I realized I never really introduced myself, so here I am officially. I got my start casually designing for 5e in 2021, and my first project, What Crooked Roots, is an electrum best seller on DriveThruRPG! I've moved away from 5e, but here are some of my other items...
Tangled Blessings is my GM-less dark-academia inspired gothic-horror magical school game that uses tarot cards. It's based on the wonderful Anamnesis game by @goblinmixtape.
It's a 1-2 player roleplaying game featuring an academic rival, ghosts, curses, and much more of what'd you expect at a magical school swimming in horrors.
If you have a growing pile of stickers, check out The Sticker Game! The Sticker Game is a solo-ish game that's completely audio! You play by listening to audio tracks and completing tasks in your journal with your stickers. But be careful! Your stickers impact another universe. You never know what could go wrong!
I say it's "solo-ish" because it's easy to have the audio playing over a single speaker while playing with friends.
Wish you weren't the forever GM? Step into an NPC's shoes for an entire session with Clean Spirit. This RPG combines with your current campaign, can start a campaign, or can wrap up a campaign. It requires minimal prep and facilitates learning about your dwelling, your characters, your relationships, and whatβs important to them.
You can also play Clean Spirit as a stand-alone RPG with your group, but be warned, players get very attached to their characters!
And here's my first release: What Crooked Roots! It contains 15 folk-horror scenarios for 5e focused on unsettling RP. You won't find a ton of opportunities for combat within these pages, but you will find a lot of inspiration and art for some very weird stories inspired by your favorite folk-horror media!
Finally, I'm about to Kickstart my next folk horror project! Carved by the Garden is a solo tabletop RPG where players take on the role of someone who can't stay away from the woods, despite the dangers that lurk there.
Please consider following the project!
Survive the woods (or be sacrificed trying) in this solo folk-horror tabletop roleplaying game.
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My End of Year video is on the "Golden Age of Indie RPGs," from roughly 2010 to 2025. I start with Apocalypse World's release, work through the Google+ Era, and follow design lineages and historical events that have impacted the tabletop RPG hobby up through 2025.
It's easily the most I've worked on a video. 16k words, 9 interviews, 96 minutes. I hope it does the brilliant people in this scene justice.
They wheel me to the memory care unit, throw a faded Sleep Token record on, and wait to see if I find clarity or peace in the music.
Instead I ramble of bygone blorbos, their swords, the demons they conquered, the love they couldn't and recite with vivid details the story of their tragedy.
BIG NEWS! Moon Rings playing card decks are available now!Β
Edition of 100, standardΒ playing card deck with beautiful custom art from the game. Cards have a red gilt edge. Standard 52 card deck, with 2 non-standard cards that could be used as jokers.
The deck comes in a black box with red foil text and graphics.
Can be used for playing Moon Rings or for any reason you'd use a card deck.Β
Get them from the game's itch page. Shipping to the U.S. only atm
Sharing is greatly appreciated!
a solo journaling game about casting a ritual on the cursed blood moon
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Finally got my copies of Tangled Blessings and the new expansion Echoes of Lost Electives by @cassimothwin!
Cassi was the first person to give me a chance at game design by letting me write for House None Years 1 & 2 and House of Elements Years 3 & 4. It was a joy to flex my creative writing muscles and come up with some truly horrific and evocative prompts for a genre I feel very much at home in.
A quick resource round up if you need yarn and shopped at Joann
I don't remember all of Joann's brands, so forgive me if I miss one, but here's everything I can think of that either will help you buy stuff you've used or give you a new place to look for yarn.
Yarnspirations will have everything for Red Heart, Caron, Patons, Lily Sugar 'n' Cream, Bernat, Aunt Lydia's, and Coats & Clark. (I made a post about this yesterday but don't want to skip it.)
Lion Brand's website will have any Lion Brand you need.
Plymouth yarn is one of those companies that shows you what they have but then you have to look at their shop list to find it.
Yarn.com is a huge yarn selling company with a lot of options, including Plymouth.
Creative Yarn Source is a website where you can get Omega-brand threads and yarns. I don't know if Hobby Lobby still carries Omega, but they did 15 years ago (I made a terrible vest [my fault; not the yarn] right before we moved to PDX). Lots of thread sizes and colors.
Knitpicks has size 10 and size 3 thread in a bunch of colors. It's called Curio. It's under laceweight. For a good acrylic worsted, I recommend their Brava. I also prefer their Dishie to Sugar 'N' Cream just because I like how it softens up a bit more.
We Crochet is actually just Knitpicks but aimed at primarily crocheters rather than knitters. They don't one-to-one on yarn options, which bothers me, but I'm sure it's based on what crocheters buy most often vs. what knitters buy most often. That site also has some extra brands on it, too.
If you need to sub a yarn, yarnsub.com is literally just that. They have a whole rating system. I've used it several times to source similar or replacement yarns.
Hobbii has always been a great resource for me, but if you are looking for an exact yarn, it's not going to be what you need. It's a Danish company, so shipping takes a little time, but every yarn I've gotten from them I've really liked. Their "Friends" line has stuff I would definitely consider workhorse sort of options.
Wool and the Gang has a website where you can buy directly from them.
Big Twist yarns has a website, but it just sends you to Amazon to buy, so here's the link to the page of it from Craftz brand. You can use this same link to get the Easy Peasy yarn for Woobles.
Premier Yarns has a website where you can buy directly from them.
Herrschners carries a bunch of different yarns, and if you like kits, that's a lot of their business.
excellent list! (and more in the notes) also look around for local yarn shops, keep your money in the community when you can. there are also more and more yarn/fabric/craft thrift shops, many of them do mail order as well, like Swansons.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Quality
Anya is LIVE right now
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Heyo! I'm in the scary process of thinking about publishing my first ever game and I was wondering what your journey was like? Do you recommend Itch or Ko-fi? Where does one even begin???
Oh my gosh. This is such a good and complicated question... I'm not an expert here, so take what I'm saying with my limited experience in mind, please. Let's dive in.
Up front, I'll tell you that I almost never recommend Kofi. I'll explain why at the end.
Step 1: Examine your goals
What are you hoping to accomplish by publishing this game? Do you want to...
See what the process is like and learn?
Make money?
Share something you think is cool?
Your goal might be something else, or it might be a combination of these. That's ok, but do decide which is the most important. The most important goal should guide the rest of your decision-making process.
No matter which goal you have, you'll have to write your game first. Lately, I recommend Notion.so for that. It's a free, always-online word processor. It has a bit of a learning curve compared to Google Docs, but you can export files as HTML or PDF, and exporting in HTML is a killer feature (more on why later).
Whatever you do, DON'T WRITE IN A DESIGN PROGRAM. Don't write your game in InDesign or Affinity! Bad! No!
Ok, so you have your game written or at least a draft of it. What next? Well, that depends on your goals.
π«You want to see what the process is like and learn...
If you are completely new, I recommend a low-stakes approach. It's sort of a release as you go option.
Write your game in a word-processing program.
Check it for spelling and grammatical errors.
Upload to Itch.
Have a term like one of these in the title: Alpha, Beta, Preview, Draft, or Ashcan. (Ashcan is a TTRPG term for unfinished, but it can be confusing for newcomers to the hobby, so I resist using it.)
Make it pay what you want or free.
Congrats. You've published your game. You may have told a few people about it, but mostly this was for you. Now you have a better sense of how Itch works too, and you can start experimenting with your page.
But what's next for your game?
Join a community and see if you can find interest for it. (Twitter is a good start, but finding a Discord group focused on game development would be better.)
Offer to run it online for people for free.
Be ready for crickets.
Offer to playtest others' games. See if anyone else is up for trading games.
At this stage, you're more focused on joining the community. You're taking in what others are doing. You're looking at Itch pages, layout, how people talk about their games, how people write about their games, and how people talk about everyone else's games.
We learn language by immersion. That's what this process is.
You can of course start doing these things before you publish your game, but things might click better after you've hit publish.
Once your game is published. You can continue to refine it, edit it, move it from alpha to beta, move it from draft to final, move it from final to remaster, and so on for as long as you want. Itch provides a great development log section for you to track changes.
πΈYou want to make money...
Oh no.
I have some news for you.
You're probably not going to make much if any money. It takes money to make money, and that's especially true in self-published TTRPGs.
So if you want to get attention and interest, you'll have to spend a lot somewhere.
Time
If you want to try to make money, be prepared to spend a lot of time in project land. All of your time is now your project. When you're not working on your project, you're writing ads or pitching it to people. When you're not doing that, you're performing health needs and day-job stuff. But otherwise, all of your free time is now in project land.
Art
There are games that sell without art. But even if they don't have art in the traditional sense (characters, monsters, landscapes), they're likely stylized professionally. Plus, there are likely nice visuals or a show-stopping cover that's posted everywhere.
Identity recognition is important, and you'll get nowhere without a visually interesting/unique cover.
You can find a lot of free resources around, such as Unsplash, Pexels, and Pixabay
Editing and Playtesting too
If you want to make money, you need a good editor. You need to read through your game several times and have others read through your game several times. You're looking for spelling and grammar errors, sure, but you're also looking for readability issues, overall organization issues, structural issues, etc. etc. etc. There should be going through several stages of this.
Furthermore, you should be testing the rules and mechanics over and over, too. You should be asking if they add up to make sense with what you're trying to capture with the game. Honestly, editing and playtesting is its own whole separate post, probably. And likely better written by someone else.
Why is it so important here? If you want to make money, word of mouth is going to be your biggest seller. To get people to talk about your game after buying it, you have to have a polished product. If this is your first game, it's even more important that it's as good as you can make it.
Ads
This goes into the Time section a bit because you might not have to pay for ads, but you're going to have to talk about your project all the time. You need to be in Facebook groups, on reddit, on tiktok, on twitter, on tumblr, etc.
If you don't want to be in all those places, but you still want to make money, you need to pitch your game to people who are in those places to talk about it. Some of these people may even want money to talk about your game. They're more likely to talk about your game if you have visuals too.
Don't lie about your game. Don't say your game is something that it isn't. Don't overpromise. People will remember, they'll tell their friends, and they'll leave bad reviews. People are far more likely to leave negative remarks than good ones, especially if you charged them money.
Last thoughts on making money
There are outliers, games that do great without all of this, but you're going to have a tough time convincing people to give you money if you're not going the extra steps to deliver what you believe to be great experiences.
And after all of that, you may not break even. Or it may take months to years.
π²You want to share something you think is cool
Then do it. Skip all the stuff above. Seriously. Share the thing wherever it's easiest.
Hopefully whatever you made is for you. Sure, it'd be nice if others looked at it, but you should be proud of what you made regardless. Just post it. Never stop talking about it. Like two years from now, still be posting about it somewhere. You made a thing and should be very proud. It's hard to make a thing.
Kofi
I'm against Kofi for many reasons. I wrote about it in a Patreon post recently, so I'll just paste that section here:
Some folks really swear by Kofi, and I'm happy it works for them. In the future, I'll only use Kofi for commissions. A big issue I have with Kofi is that it lacks privacy if you don't have a business paypal account. Anyone who bought my product What Crooked Roots though Kofi had access to my legal name. Plus, I have theirs. When you have 100+ transactions go through in a day, that's pretty scary to think about. The cost of my private information was only a $1 PWYW product. YIKES.
Kofi doesn't have discoverability.
Folks don't go to Kofi looking for something. They go because they know what they want is there. Itch and DriveThruRPG have their own audiences that browse for fun, and while they take a cut of the sales, they also protect my privacy. I make quite a few passive sales on DTRPG without mentioning my product. Kofi dropped dead when I stopped talking about it.
Kofi doesn't have a review system.
I made quite a few sales on Kofi, and none of those folks have anywhere they can leave feedback as far as I'm aware.
Kofi doesn't have analytics.
Most tracking has to be done manually, and it's nearly impossible to generate a clean report compared to DTRPG.Β
Other thoughts
Please don't release a game in PDF format in standard letter size. It's hard to read on desktop and mobile devices. The reason I recommend notion is that you can export your file as HTML when the text is locked in. You can even add images to Notion. Once you have the HTML file, you can convert that to an Epub using Calibre (another free and easy-to-use program).
It's not perfect, but an Epub is a lot easier to use than a PDF, and you don't have to worry about learning layout... At least not right away.
Final notes
My journey was a strange one, and I had a leg up for several reasons:
I used to work in publishing, so I have a basic knowledge of layout and editing.
I have a master's degree in professional writing, which includes technical writing training.
I illustrate my own work, which gives me unique visuals that match my games. (I use an iPad Pro and Procreate for this.)
I work from home, and when it's slow, my day-job doesn't mind if I work on personal projects.
I'm in a privileged position. While it may seem like I sort of sprang up out of nowhere in TTRPGs, I've been in the writing world for over 10 years. The transition wasn't extremely easy, but I also wasn't starting from nothing.
Did a film shot study a few days ago using only three brushes. My goal here was to focus on shape blocking. Originally I tried to avoid color-picking my reference image, but I was getting so distracted by choosing the right colors that I wasn't focusing on what I was seeing. I ended up allowing myself the color tool so I could stay true to my goal of the session. I need to do a color study next.
Can you name this film? I'll post the answer below the fold.
I really struggle to practice. I just want to create and make. Yet when I see other people post their practice sketches or studies I feel so inspired, so here's mine.
So my partner was visiting for a few days and since we're both big lovers of Modern Magic and exploring some darker and fun themes within that genre we decided to pick up Tangled Blessings by @cassimothwin and HOLY SHIT this game blew us out of the water. We had so much fun playing the rivals we even went further to roll up names and pronouns for the pcs to really let the game shine and not let our normal character preferences get in the way and take the game in stride.
Everything in the game from the art direction to the writing in the prompts (we also had the reccomended spotify playlist going) set the theme and really makes you feel the kinda death spiral you go down as each year passes. Every decision and prompt is preceeded with a tarot card so the deck you pick does paint your world a bit and I agree with the books suggestion on using a set with more art to help you visualize and pull ideas from. We're already 100% sure we're snagging the expansions and playing again with a new set of characters to face the Horrors, outstanding job and I cannot reccomend enough for folks who want to face Witch Gradschool.
Heyo! I'm in the scary process of thinking about publishing my first ever game and I was wondering what your journey was like? Do you recommend Itch or Ko-fi? Where does one even begin???
Oh my gosh. This is such a good and complicated question... I'm not an expert here, so take what I'm saying with my limited experience in mind, please. Let's dive in.
Up front, I'll tell you that I almost never recommend Kofi. I'll explain why at the end.
Step 1: Examine your goals
What are you hoping to accomplish by publishing this game? Do you want to...
See what the process is like and learn?
Make money?
Share something you think is cool?
Your goal might be something else, or it might be a combination of these. That's ok, but do decide which is the most important. The most important goal should guide the rest of your decision-making process.
No matter which goal you have, you'll have to write your game first. Lately, I recommend Notion.so for that. It's a free, always-online word processor. It has a bit of a learning curve compared to Google Docs, but you can export files as HTML or PDF, and exporting in HTML is a killer feature (more on why later).
Whatever you do, DON'T WRITE IN A DESIGN PROGRAM. Don't write your game in InDesign or Affinity! Bad! No!
Ok, so you have your game written or at least a draft of it. What next? Well, that depends on your goals.
π«You want to see what the process is like and learn...
If you are completely new, I recommend a low-stakes approach. It's sort of a release as you go option.
Write your game in a word-processing program.
Check it for spelling and grammatical errors.
Upload to Itch.
Have a term like one of these in the title: Alpha, Beta, Preview, Draft, or Ashcan. (Ashcan is a TTRPG term for unfinished, but it can be confusing for newcomers to the hobby, so I resist using it.)
Make it pay what you want or free.
Congrats. You've published your game. You may have told a few people about it, but mostly this was for you. Now you have a better sense of how Itch works too, and you can start experimenting with your page.
But what's next for your game?
Join a community and see if you can find interest for it. (Twitter is a good start, but finding a Discord group focused on game development would be better.)
Offer to run it online for people for free.
Be ready for crickets.
Offer to playtest others' games. See if anyone else is up for trading games.
At this stage, you're more focused on joining the community. You're taking in what others are doing. You're looking at Itch pages, layout, how people talk about their games, how people write about their games, and how people talk about everyone else's games.
We learn language by immersion. That's what this process is.
You can of course start doing these things before you publish your game, but things might click better after you've hit publish.
Once your game is published. You can continue to refine it, edit it, move it from alpha to beta, move it from draft to final, move it from final to remaster, and so on for as long as you want. Itch provides a great development log section for you to track changes.
πΈYou want to make money...
Oh no.
I have some news for you.
You're probably not going to make much if any money. It takes money to make money, and that's especially true in self-published TTRPGs.
So if you want to get attention and interest, you'll have to spend a lot somewhere.
Time
If you want to try to make money, be prepared to spend a lot of time in project land. All of your time is now your project. When you're not working on your project, you're writing ads or pitching it to people. When you're not doing that, you're performing health needs and day-job stuff. But otherwise, all of your free time is now in project land.
Art
There are games that sell without art. But even if they don't have art in the traditional sense (characters, monsters, landscapes), they're likely stylized professionally. Plus, there are likely nice visuals or a show-stopping cover that's posted everywhere.
Identity recognition is important, and you'll get nowhere without a visually interesting/unique cover.
You can find a lot of free resources around, such as Unsplash, Pexels, and Pixabay
Editing and Playtesting too
If you want to make money, you need a good editor. You need to read through your game several times and have others read through your game several times. You're looking for spelling and grammar errors, sure, but you're also looking for readability issues, overall organization issues, structural issues, etc. etc. etc. There should be going through several stages of this.
Furthermore, you should be testing the rules and mechanics over and over, too. You should be asking if they add up to make sense with what you're trying to capture with the game. Honestly, editing and playtesting is its own whole separate post, probably. And likely better written by someone else.
Why is it so important here? If you want to make money, word of mouth is going to be your biggest seller. To get people to talk about your game after buying it, you have to have a polished product. If this is your first game, it's even more important that it's as good as you can make it.
Ads
This goes into the Time section a bit because you might not have to pay for ads, but you're going to have to talk about your project all the time. You need to be in Facebook groups, on reddit, on tiktok, on twitter, on tumblr, etc.
If you don't want to be in all those places, but you still want to make money, you need to pitch your game to people who are in those places to talk about it. Some of these people may even want money to talk about your game. They're more likely to talk about your game if you have visuals too.
Don't lie about your game. Don't say your game is something that it isn't. Don't overpromise. People will remember, they'll tell their friends, and they'll leave bad reviews. People are far more likely to leave negative remarks than good ones, especially if you charged them money.
Last thoughts on making money
There are outliers, games that do great without all of this, but you're going to have a tough time convincing people to give you money if you're not going the extra steps to deliver what you believe to be great experiences.
And after all of that, you may not break even. Or it may take months to years.
π²You want to share something you think is cool
Then do it. Skip all the stuff above. Seriously. Share the thing wherever it's easiest.
Hopefully whatever you made is for you. Sure, it'd be nice if others looked at it, but you should be proud of what you made regardless. Just post it. Never stop talking about it. Like two years from now, still be posting about it somewhere. You made a thing and should be very proud. It's hard to make a thing.
Kofi
I'm against Kofi for many reasons. I wrote about it in a Patreon post recently, so I'll just paste that section here:
Some folks really swear by Kofi, and I'm happy it works for them. In the future, I'll only use Kofi for commissions. A big issue I have with Kofi is that it lacks privacy if you don't have a business paypal account. Anyone who bought my product What Crooked Roots though Kofi had access to my legal name. Plus, I have theirs. When you have 100+ transactions go through in a day, that's pretty scary to think about. The cost of my private information was only a $1 PWYW product. YIKES.
Kofi doesn't have discoverability.
Folks don't go to Kofi looking for something. They go because they know what they want is there. Itch and DriveThruRPG have their own audiences that browse for fun, and while they take a cut of the sales, they also protect my privacy. I make quite a few passive sales on DTRPG without mentioning my product. Kofi dropped dead when I stopped talking about it.
Kofi doesn't have a review system.
I made quite a few sales on Kofi, and none of those folks have anywhere they can leave feedback as far as I'm aware.
Kofi doesn't have analytics.
Most tracking has to be done manually, and it's nearly impossible to generate a clean report compared to DTRPG.Β
Other thoughts
Please don't release a game in PDF format in standard letter size. It's hard to read on desktop and mobile devices. The reason I recommend notion is that you can export your file as HTML when the text is locked in. You can even add images to Notion. Once you have the HTML file, you can convert that to an Epub using Calibre (another free and easy-to-use program).
It's not perfect, but an Epub is a lot easier to use than a PDF, and you don't have to worry about learning layout... At least not right away.
Final notes
My journey was a strange one, and I had a leg up for several reasons:
I used to work in publishing, so I have a basic knowledge of layout and editing.
I have a master's degree in professional writing, which includes technical writing training.
I illustrate my own work, which gives me unique visuals that match my games. (I use an iPad Pro and Procreate for this.)
I work from home, and when it's slow, my day-job doesn't mind if I work on personal projects.
I'm in a privileged position. While it may seem like I sort of sprang up out of nowhere in TTRPGs, I've been in the writing world for over 10 years. The transition wasn't extremely easy, but I also wasn't starting from nothing.
the problem with bandcamp is that sometimes theres a song that hits so good for a character and that song is half an hour long and also i cant put it on the spotify playlist with the rest of the songs
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
β Live Streamingβ Interactive Chatβ Private Showsβ HD Quality
Anya is LIVE right now
FREE
Free to watch β’ No registration required β’ HD streaming
Did a film shot study a few days ago using only three brushes. My goal here was to focus on shape blocking. Originally I tried to avoid color-picking my reference image, but I was getting so distracted by choosing the right colors that I wasn't focusing on what I was seeing. I ended up allowing myself the color tool so I could stay true to my goal of the session. I need to do a color study next.
Can you name this film? I'll post the answer below the fold.
I really struggle to practice. I just want to create and make. Yet when I see other people post their practice sketches or studies I feel so inspired, so here's mine.