Welcome to Crackerjackalope Games, the official Tumblr for games by CJ Tucker (@crackerjackalope).
Crackerjackalope Games is home to short and sweet games, TTRPGs and game supplements with themes of death, legacy, queerness, and Welshness. Some personal favourites:
Goodbye, World is a two-player game of last words between a dying mech and its pilot. The pilot speaks while the mech can only type, and their messages are running out. This game made multiple of my playtesters cry, so I must have done something right.
DRAGONFALL is a lyric supplement about dead dragons, whalefalls and nuclear radiation warnings. This zine contains six haikus and lists of regional effects for six types of dragon.
Trivia Heroes is a 200 word, setting-neutral RPG where players answer trivia questions to make ability checks. It was made for the 200 word RPG Jam hosted by @prokopetz!
All Crackerjackalope Games can be found on itch.io or in the #my games tag on this blog!
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.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
My next game, Dewin, is live on Gamefound right now! A dark fantasy solo RPG inspired by Welsh ghostlore, Dewin sees you travelling around a haunted country, helping the ghosts that reside their to move on. It's built on the system I designed for my previous game, A Witch's Pilgrimage, which you can check out here:
A witch's familiar is like a second soul
I'm funding Dewin as part of Gamefound's RPG Party! Both the mentoring and the community of designers that Gamefound has provided have been great so far, and I'm sure it'll only get better!
Blood on the Clocktower: Misregistration and the Power of āMightā in TTRPGs
Originally written 15 March 2024, read more at Jackalope Mail.
Blood on the Clocktower
Blood on the Clocktower is one of my favourite games of all time. It's a hidden role game where every single player has a unique ability, most of which gather information for the town to help them find the evil demon and their minions, and execute them to win. However, the game would be way too easy for the town if all the good playersā information was always true, so Clocktower has a number of ways in which the information you receive might be wrong, and part of the puzzle of the game is working out which good players are unintentionally spreading false information.
Outsiders are good aligned characters whose abilities work to hinder the good team. The Recluse does this by creating false information. For example, if there was a character who learned the alignment of specific players, they could learn that the Recluse player was evil when they are actually good. Equally, if there was a character that learned which character type certain players were, they might learn that the Recluse is a Demon when they are actually an Outsider.
There are two factors of the Recluseās ability that really interest me as a designer. Firstly is the idea of registering as something different to what you are, and secondly is the fact that the ability doesnāt have to trigger every time, instead it is up to the Storyteller - the facilitator of the game - to decide whether it happens or not. Generally, in the case of the Recluse, the Storyteller wants their ability to activate as much as possible, but there is nuance to this and the best Storytellers know when to have a recluse register truthfully.
I want to talk about both of these facets of the character and how they might be applied to more narrative focused games like TTRPGs. Some of this stuff would also be cool to see in CRPGs but, without a human brain running the game live, the section on āmightā is definitely less relevant.
Misregistration
Misregistration can create some really interesting interactions in Blood on the Clocktower. I would love to see the potential for this in TTRPGs.
Keeping with the theme of misregistering as a demon, imagine a cunning wizard making their party register as demons at the gates of Hell, allowing them to slip in unchallenged; or that same wizard turning that magic against some goblins, and letting the Paladin strike them down with all the benefits of their sword that deals extra damage to demons.
Alternatively, perhaps a player character is cursed to register as a demon, meaning they can no longer enter the church that has been supporting their adventuring so far, or worse, that the monster hunter guild now has their eyes on them.
There are so many different ways this mechanic could be used, feel free to share your ideas in the replies! I only touched on four ways registering as a demon could turn out, think of what you could do with other creature types, or even completely different character traits!
āMightā
One of the reasons the Recluseās ability (and other Clocktower charactersā abilities) works so well is because it doesnāt have to happen every time. In Clocktower, this can be used to cast suspicion on the Recluse player, but it can also be used when the events that would transpire if the recluse did register wrong would make the experience of the game worse than if the recluse registers correctly.
For another RPG example, imagine if that cursed PC from earlier was magically banished to Hell and they didnāt return because Hell is the native plane of demons, effectively removing that PC from play. There are definitely groups that would find that fun, but it creates a lot of extra work for the GM that I know I would never bother with if I could avoid it.
Frequently, when something āmightā happen in a TTRPG, the designers leave it up to dice to decide. By giving that decision to a neutral player (or maybe the whole group in a GMless game), it allows them to have it trigger when it suits the story and gameplay best, and have it not trigger when it might ruin or break something.
Obviously this intuition for balance isnāt a skill all GMs share, so if you use this in your games, itās probably also worth including a little disclaimer telling your GMs to keep fun in mind.
Misregistration in D&D 5e
D&D 5e has one spell that causes things to misregister. Nystulās Magic Aura is a second level spell from the Player's Handbook that I have never heard anyone talk about in my life. It allows the caster to change how certain information might appear to a spellcaster using divination magic against an object or willing creature.
For example, you could have a humanoid appear as a fiend or a magic item appear to be nonmagical. This would probably work to get through the gates of Hell, but a lot of the other scenarios I have presented are not achievable using this spell, mainly because it cannot be used offensively as a curse.
This spell as it currently exists could be really interesting to use in the big reveal in a mystery adventure (maybe the wizard whodunnit tried to implicate the local necromancer by planting traces of necromancy magic at the crime scene!), but there is so much more potential for this type of mechanic to be explored, especially when it comes to mechanical interactions beyond gathering information.
Tag Systems
This type of design feels like it would work really well in games with tag systems (think: Fate or Lady Blackbird). Itās as simple as āCurse: Effects might treat you as if you had the Demon tag,ā coupled with a sword that āDeals +1 damage to Demons,ā or an NPC with the trait āHates Demonsā. Hopefully you can already see the types of gameplay or stories that can emerge here.
I hope something Iāve said today has inspired you as a designer! Iāve had these thoughts rattling around in my head since I first discovered Clocktower in mid-2023, and Iām sure this wonāt be the last time I talk about the game here. Iām really proud of this post so it would mean a lot to me if you shared it around!
Thanks for reading this dispatch of Jackalope Mail,
CJ
Read more Jackalope Mail for free on Patreon
Get more from CJ Tucker | Crackerjackalope Games on Patreon. Tabletop RPGs and Games Writing. Support CJ Tucker | Crackerjackalope Games and
Iāve been super busy since the last Things I Liked, letās go through them in order! I was on a panel about small games on Lore Linkās Twitch and YouTube, then I wrote a blog post Musings on Randomness for Prismatic Wastelandās Random Blogwagon. I also released a new solo RPG: A Witchās Pilgrimage, with an accompanying Design Diary blogpost chatting all the behind the scenes about the design of the game! Finally, streamer London Station did a live playthrough of A Witchās Pilgrimage on YouTube! Outside of releases, I also went to UK Games Expo and got to chat with a bunch of really cool designers at some of the networking events!
Itās been a super busy time for me! But youāre here for media recommendations, so letās talk media recommendations!
Jet Lag: the Game Season 17: Taiwan Rail Rush
Watch it on YouTube or Nebula.
Season 17 of Jet Lag: the Game has quickly become one of my favourite seasons in the showās history. Sam, Ben and Adam are joined by travel YouTuber Mike Downie for a game of turf war across Taiwanās rail network.
I was already a big fan of Mikeās series DownieExpress, which I like to pitch to people as chill Jet Lag. He takes these big travel challenges across the world, such as Arctic to Africa, where he travels from the Arctic Circle to Morocco in North Africa by train, or Europe to Asia, where he takes the train from the westernmost station in Europe to Istanbul, which lies on the Europe/Asia border.
But Iām here to talk about Jet Lag! In Taiwan Rail Rush, the two teams travel around Taiwan earning chips and spending them to claim stations. The real trick here, though, is in the level design. I mean, obviously Taiwanās rail network wasnāt designed for this game, but Iāll explain.
The whole rail network is one big circle. With the east and south coasts of the country having only a single track clockwise and anticlockwise, while the western coast (and part of the northern coast) is a more complicated network with several intertwining routes. The Zhongyang mountain range that runs down the middle of the country blocks direct transport from the east and west coasts.
This leads to a really effective map for a turf war game. When the two teams are battling it out on the east coast, the game feels like a tug-of-war. While contests on the west coast feel like an infiltration mission, with the attacking team hoping to sneak through the defending teamās least protected line. The whole game was super dynamic and exciting, whether the teams were directly competing or across the country doing their own thing.
Most of my favourite Jet Lag seasons are the ones that highlight really specific things about the places theyāre in. I really enjoyed the Aotearoa season and Schengen Showdown with Tom Scott for similar reasons. In Taiwan, I really loved the animal challenges (a cat village AND monkey mountain??) as well as all the cool public art projects you get to see (a statue garden and so many gorgeously painted buildings!). Speaking of public art, one thing I kept noticing was that there were statues outside basically every train station the players left. They were really cool and gave such a lovely vibe to every place they visited.
This season really had everything I love about Jet Lag in it. The next season, Stateside Scramble has already started and Iām loving it too! Itāll probably be in next seasonās post.
Tom Scott: England
Iāve also been really enjoying Tom Scottās new series on YouTube and Nebula. Tom Scott: England sees Tom travelling through each of the historic counties of England, experiencing and discussing⦠something in each. The activities are super varied so I feel like the best way to get it across is with some examples. My personal favourite has been the exploration of the worldās first smart house in Northumberland. Iāve also loved the fake hospital for medical students in Sheffield and the fake mining disaster for rescue training in Nottinghamshire.
Iām really hoping that this gets a series two featuring the rest of the UK! But every England video so far has been super interesting, check it out!
The Gallant and the Virtuous
Pick it up physically here or digitally here.
I briefly mentioned Kayla Diceās new game The Gallant and the Virtuous in the links section of the last Things I Liked, her blogpost about the design process put the game on my radar, and I was hooked immediately. The digital release came out not too long after, but I waited until I could visit her stall at UK Games Expo to pick up a physical copy, I'm so glad I did!
Itās a GMless game where you play knights from different kingdoms, who meet at jousting tournaments throughout the years. The game is a series of scenes at these tournaments, with large timeskips (3-10 years) between each one. At the end of the game, one of the competitors is killed in the tourney and jousting is outlawed in the kingdom forever.
One of my favourite things about the game is its framework of a theatre play. The introduction begins with āEnter Chorus, dressed as a town crier,ā and is written as an opening monologue, introducing the ācastā and foreshadowing the ending. All the examples of play are formatted like scripts, and the gameplay is strictly structured as a loop of scenes within acts, three scenes before the jousting, the tourney itself, then two scenes afterwards. All of this gives the game a unique voice that I really enjoyed reading. I played the game with some non-RPG friends and just read the intro verbatim because I think itās perfect.
I also really love the playbooks! All six of them (the Bastard, the Heir, the Veteran, the Dandy, the Courtier, and the Commoner) are full of flavour and offer some great character creation prompts. Each playbook has one Belonging Outside Belonging-style āYou can alwaysā¦ā move, as well as three moves that interact with the Doom and Fortune system, which is where the real juice of the game is.
At the end of every scene, players may mark a Doom and/or a Fortune if they met their playbookās triggers (the Heir marks a Doom āif you leave a scene feeling that youāre unprepared for the crown that awaits youā, and the Commoner marks a Fortune āif you leave a scene determined to prove nobility wrongā) Each playbook also has a spotlight move, where they can call on another player competitor to act with them in exchange for Fortune or Doom. For example, the Dandy can āinvite another competitor to break a norm,ā and each participant may gain Fortune or Doom depending on how the act plays out. Each player has just enough moves and triggers to keep each scene fresh without so many that it becomes overwhelming for the players to track all the things they can do.
Iām sure you can tell that I really love this game. Iāve got a bunch of different people who I think would love it, so Iām hoping to get a lot of playtime out of it, which is refreshing!
Links
I think Iāve found a groove for the links section going forward. Iāve split it up into TTRPGs, other games and non-game media (which will mostly be history and graphic design):
TTRPGs
WATCH: Jame Introcaso is killing it on the MCDM YouTube channel right now. Check out Dungeon Advice Ep. 001 and Inventory Management in the upcoming CROWS.
READ: Asa from Backwards Tabletop declares The GM is Dead in Firebrands.
READ: Clayton from Explorers Design discusses 5 RPG Ideas from Urban Design.
READ: watt writes a post-mortem for their cancelled crowdfunder Rust Wings, this was a real shame and I wish them the best on their next project!
LISTEN: Iāve listened to three amazing interviews with Tim Denee (the designer and layout artist for Blades ā68), listen to him talk about Maximal Minimalism on Yes Indieād, wearings lots of hats on Talk of the Table and drawing maps and leaving blanks on Dice Exploder.
READ: Murkdice offers A Myth of Many Scribes, an exquisite corpse-esque collaborative worldbuilding procedure to get your table on the same page.
READ: Lars from Dice Goblin describes mechanics for a Shadows of Mordor-style nemesis system in Triangles, Relationships & Archetypes.
WATCH: Quinns Quest reviews Stonetop, I especially love the bit at the end about the question system and the metaphor of giving the players colouring pencils. Excited for season three!
READ: This is a classic now I think, but Rise Up Comus writes about Information Architecture in Non-RPG Books, a great layout analysis using cookbooks and government documents.
READ: Jay from Play.Fearless presents a lovely oracle system in Cards Remember. I really really love the voice of this post.
READ: In the Against Actual Play Manifesto, Jellyfishlines writes in favour of games that are unmarketable to an actual play audience. PWYW on Itch.
WATCH: Cozy RPG Reviews has two great videos covering UK Games Expo: The Most Obscure TTRPGs I Found at UKGE2026 & I Left UKGE With 4 Tough Questions. Here's What I Found. Itās really exciting to see my game Visitations in the B-roll! Both at the UK TIN and Fumble Folks tables.
READ: At Backwards Tabletop, Asa Donald interviews 6-time Public Domain Jam winner David Harris about adapting public domain works into his games. I hadnāt heard of Harrisā work before but all of the games discussed here seem really interesting!
READ: At Rascal, a listicle from Thomas Manuel: Top 10 inspiring quotes from the first TTRPG Manifesto Jam
Other Games
WATCH: Mark from Game Makers Toolkit asks Has Zelda Changed Forever? I love how much series director Eiji Aonuma seems to have been radicalised by the design shift of Breath of the Wild, even if I donāt think thatās the only way Zelda games should be.
WATCH:Peter Austin explains Why the king of hearts has a sword in his head and other quirks of playing card designs.
WATCH: People Make Gamesā new video about Jerryās Map has blown me away. I had vaguely heard about the project from the Brain Trust Discord server, but I had no idea quite how gamic and ritualistic the thing is. The full shots at the end of this massive, 63-year project are stunning.
Also WATCH the Nebula exclusive companion video, featuring additional footage and stories that couldnāt make it in the original documentary.
And READ the Quinns Quest Patreon announcement for the video, featuring a lovely reflection on designers taking inspiration from game-y things that arenāt āgamesā in the typical sense.
WATCH: Mell Aguiar discusses the racism of assumed ācommon knowledgeā in puzzles, tests and culture in When the World Tests Your Whiteness: NYT Puzzles, You the Birthday, & White Supremacy.
WATCH: Jacob Geller writes about body cam footage, first-person shooters and body cam first-person shooters in Reality is a Camera Trick.
Not Games
WATCH: J. Draper discusses the pros and cons of heavy plate armour in Is wearing armour as hard as it looks?Ā
WATCH: Another one from J. Draper: Masculinity Has Always Been "In Crisis", at least since the Georgian times.
READ: Present & Correct is a London stationary shop with a blog full of graphic design inspiration, check out these 1950s Milwaukee bus tickets, these pre-war Japanese tourist maps or these cassette players.
READ: The first animated feature film, The Adventures of Prince Achmed, is celebrating its 100th anniversary this year. To celebrate, Animation Obsessive republished a 56 year old journal article about the making of the film from director Lotte Reiniger. I saw this film a couple years ago and its absolutely stunning, do read the article, even just to see some screencaps from the movie!
WATCH: Cambrian Chronicles explores how a hoax on Wikipedia changed Welsh history.
WATCH: I love B. Dylan Hollisā longform videos, including his new one cooking beef desserts from the 1981 All-Beef Cookbook.
Read more at Jackalope Mail:
Get more from CJ Tucker | Crackerjackalope Games on Patreon. Tabletop RPGs and Games Writing. Support CJ Tucker | Crackerjackalope Games and
My latest game, A Witch's Pilgrimage, is dedicated to my dog who passed away earlier this year.
The first full draft was written in a fit of grief during that first 24 hours after he died. Itās fitting, really, because thatās exactly when the game is set.
Itās interesting looking back at it a few months later, especially the endings. The ending thatās hardest to get sees your familiar coming back to life with a full extra lifespan ahead of them. He was nearly 15 when he died, Iām 22! Heād been in my life for basically as long as I remember, and it wonāt be until 2034 that heāll have been in less than half of my life. Thatās staggering to think about. When I wrote the endings, I wanted nothing more than to have him back and redo everything, taking better advantage of the time we had together. But, as much as that seems like the ābestā ending (in the sense that itās the hardest to get and sees the spell youāre casting at itās most powerful), itās not the ending that I would want now. Instead, all Iād ask for is the middle ending, to have him back for a single day. And Iām sure, as time passes even more, I wouldnāt want to attempt this ritual at all.
Excerpted from my blog post, Design Diary: A Witch's Pilgrimage. Read more about the game here.
TLDR: I just released A Witchās Pilgrimage! A solo RPG about a witch finding ingredients for a ritual to bring their familiar back to life.
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.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
TLDR: I just released A Witchās Pilgrimage! A solo RPG about a witch finding ingredients for a ritual to bring their familiar back to life. Check it out on Itch.io here!
Welcome to another entry in my design diary series (and the first on the new Patreon blog)! In these posts, I talk about the production of my games and offer a bit of a post-mortem to the whole project. I missed a bunch of these for games I released while at uni. I wanted to do them for a while, but I realised that forcing myself to do them in order was bottlenecking my ability to actually get anything written.
To get over my writerās block, Iām jumping straight into talking about my most recent game. I might go back and do some of the other ones, but Iām not gonna hold myself to it. If you want to know more about any of those games, ask me! Either here or through email (crackerjackalopegames {at} gmail {dot} com). Without further ado, lets talk about A Witchās Pilgrimage!
The Game
Like I said at the top, A Witchās Pilgrimage is my new fantasy solo RPG about a witch finding ingredients for a ritual to bring their familiar back to life. After answering some prompts to create your witch and their familiar, you roll a full set of polyhedral dice (from a d4 up to a d20) on a sheet of paper and join them up to create a pointcrawl map. Each point on the map represents a different site of spiritual significance. The size of each die and the result it rolls determine the name of each place, for example a d4 that rolls a 1 becomes āThe Well of Luckā, while a d8 that rolls a 6 becomes āThe Shrine of Protectionā. The result of the die also becomes the target number you have to beat in order to find an ingredient there, so the Temple (the d20) is probably going to be harder to find something at than the Spring (the d6). At each location, you draw three playing cards to get additional one-word prompts that might inform the location, the people you meet there or the ingredient you are looking for. When you find an ingredient, you take one of these cards and discard the rest. At the end of the game, you take three of the cards you have collected and form a hand to determine the effectiveness of your ritual (and the ending you get).
Inspirations & Early Ideas
I started noodling the idea for this game at the beginning of the year when I played Hades 2. One of the new things I really like about that game is the resource collection. As you travel from room to room, there is a chance of finding metals, fish and plants that you use to cast your incantations. It really fed into the witch-y feel of the game, which is one of the big things that differentiates it from the first Hades. I was really drawn to the idea of a solo RPG about doing the same.
Then I was thinking about Stoneburner by FariRPGs, specifically its expedition generator. Before delving into one of the demon-infested asteroids of the Long Belt, you roll a set of polyhedrals on a sheet of paper and turn them into areas with events based on the size of the dice and their results. For example, if you travel to Kazab Baram, a d4 that rolls a 4 becomes a ācrashed space shipā and a d12 that rolls a 7 becomes a ācorrupted greathallā.
I tweaked this slightly so that each die is always the same type of location. The d12 is always āThe Cave ofā something, for example, unlike in Stoneburner where the prompts on the same die are more distinct.
Iāve found the fill-in-the-blank-style prompting to feel really novel and compelling. Multiple of my playtesters pointed out that it was a simple system that led to evocative names. This was exactly what I was hoping for!
At this point, I had a narrative genre and a core system, but I was stuck with an incomplete hook for the game. I knew you were collecting ingredients for a ritual, but what did the ritual do? I spent a while mulling on this idea while I was working on my university projects, until tragedy struck.
Tragedy.
In February 2026, my dog Timmy died at nearly 15 years of age. Up until this point, the game was just notes and ideas. But after this happened, I took some time away from uni to clear my head and focus on this game instead. The first full draft was written in a fit of grief during that first 24 hours after he died. Itās fitting, really, because thatās exactly when the game is set.
Itās interesting looking back at it a few months later, especially the endings (Iāll talk more about the mechanics of those in a bit). The ending thatās hardest to get sees your familiar coming back to life with a full extra lifespan ahead of them. He was nearly 15 when he died, Iām 22! Heād been in my life for basically as long as I remember, and it wonāt be until 2034 that heāll have been in less than half of my life. Thatās staggering to think about. When I wrote the endings, I wanted nothing more than to have him back and redo everything, taking better advantage of the time we had together. But, as much as that seems like the ābestā ending (in the sense that itās the hardest to get and sees the spell youāre casting at itās most powerful), itās not the ending that I would want now. Instead, all Iād ask for is the middle ending, to have him back for a single day. And Iām sure, as time passes even more, I wouldnāt want to attempt this ritual at all.
Endings
Once I had worked out the player characterās motivation, I could see an ending and a final resolution mechanic. At the end of the game, you choose three of the cards you have collected to make a hand and the quality of the hand determines the ending you get. From best to worst, the hands are: three of a kind, straight flush, straight, flush, and then anything else. I spent a while looking at different card games and the hands they used. My first thought was poker, but poker has 10 different hands (and still 7 if you counted everything using 4 or less cards as one outcome), which felt like far too much nuance. Would there actually be a meaningful difference between a 4/7 ending and a 5/7 ending? I looked around for card games with other hands and stumbled across Brag. Brag is traditionally played with 3-card hands, which led to 6 possible hands. I then combined the two hands that donāt use all three cards into the āanything elseā category, leaving me with 5 degrees of success. Iāve never played a game that features more than 5 degrees of success, but my gut told me that anything higher was going to be difficult to write.
Since the procedures that lead up to the ending feature a large amount of randomness and player choice, I have no idea what the odds are of getting each ending. If anyone is interested in running the numbers for this, let me know and Iāll add an addendum here! But currently I have no idea where to begin with that.
Optional Tables
After the first couple of early playtests, I started to think about any extra support I could provide for the players. Things like character names and additional prompts for the ingredients you are collecting. I already spoke about this in a recent post, Musings on Randomness, but spark tables are really inspiring me right now. I love how a few simple words can prompt so much creativity, and wanted to put some of that in the back of the game.
Each table is a d4/d6 table, which leads to 24 results in total. This was mainly for space reasons, it meant each table could fit exactly on 1 page. But it also feels big enough that you probably wonāt get a duplicate if you roll on it 4 or 5 times in a game.
Iām really happy with the entries in each table too. Some personal favourite names include Hotaru (the Japanese word for firefly), Perecles (in honour of an NPC from my Godkiller game), and Starpot (this just came out of me, but I think itās really cute).
Conclusion
This feels like the first game Iāve made that is really personal to me. Up until this point, my games have been about genres I like or mechanics I found novel, but itās not really felt like you could look into my soul through my work. This is different. Itās still a genre I like, and itās still mechanics I find novel! But Iām also in there in a way Iāve never been before. Itās a weird feeling, to bear my soul like this, but itās exhilarating! This definitely feels like my new favourite project, the new thing Iām proudest of, the new thing that represents me best.
Whatās Next?
Big news! Iāve been accepted into Gamefoundās RPG Party 2026! The Gamefound team will be mentoring a group of crowdfunders from teams of various sizes and various levels of experience. This is my first time running a crowdfunding campaign which is scary but also really exciting! Thereās a hugely diverse set of projects coming out, from solo stuff to original trad systems to third party Daggerheart material! Iāve particularly got my eye on what Tori Truslow is working on, their previous game Tending looks absolutely gorgeous!
Iāll be making Dewin, a solo RPG inspired by Welsh ghostlore that uses the same system as A Witchās Pilgrimage! I had the idea for this game back in 2024, when I read The Folklore of Wales: Ghosts by Delyth Badder and Mark Norman. I actually wrote a review of that book back on my old blog, where I first said I was making Dewin. Iāve been shopping it around different systems this whole time and it finally feels like this is the one.
Since Iām making a second game in this system, Iāll also be working on a Creator Kit for other designers interested in using the system! This will be my second creator kit, after the RPTree kit I made back when I released ABODE. You can check out the page for the Pilgrimās Path Creator Kit on Itch now, although thereās only a logo there at the moment.
This is all really exciting, and Iām sure Iāll be telling you more about Dewin soon. Join the Patreon at the free tier to get my writing in your inbox, and consider subscribing for $3 per month for access to my Work-In-Progress games, there were three drafts of A Witchās Pilgrimage published here before it released!
Thank you so much for reading, just a reminder that you can purchase A Witchās Pilgrimage on Itch right here!
Speak soon!
CJ
Read more Jackalope Mail on Patreon
Get more from CJ Tucker | Crackerjackalope Games on Patreon. Tabletop RPGs and Games Writing. Support CJ Tucker | Crackerjackalope Games and
My latest solo RPG, A Witch's PIlgrimage, is out now! You are a witch travelling through the world collecting ingredients for a ritual to bring your familiar back to life.
Roll dice on a sheet of paper to create a map, then travel through each point collecting ingredients (represented by playing cards). At the end of the game, you'll make a hand out of the cards you collect to determine the power of your spell and whether you get to see you familiar again.
Wow, two posts in a week! Don't expect this often, lol. After coming back from UK Games Expo two weeks ago, I was super refreshed and inspi
The third and final WIP of my upcoming solo RPG A Witch's Pilgrimage is now available to paying members on Patreon! Join at $3/month for access to the draft and a sample of the layout!
This post was written for the Random Blogwagon hosted by Prismatic Wasteland!
Iām going to open with an opinion that might get me kicked out of the blogwagon: I think too many game designers are too willy-nilly with the use of randomness in their games.
I donāt think this is a massively hot take thatās going to revolutionise the gaming blogosphere. But, prompted by the blogwagon, I wanted to finally get some more thoughts out there on the concept of randomness and its implementation in TTRPGs. Thereās a book I really love about this, Uncertainty in Games by Greg Costikyan. I originally wanted this post to be a full discussion of that book, but time is running short so Iāll have to save that for another time. The book has come up in some of my previous writing before, most notably in Uncertainty in Legacy Games on my old site.
When Iām talking about randomness here, I mean pure mathematical randomness. Colloquially, people love to call things random when theyāre not. The outcome of Rock-Paper-Scissors isnāt random, both players made a decision, but lots of normal people I speak to (as opposed to game designers) tend to call it random anyway. I like to use the term āarbitraryā for stuff like that, where you have little-to-no control over the outcome but no mathematical randomness was involved.
Die-hard randomness haters might say that randomness undermines agency, and thatās definitely true sometimes! Costikyan talks about the board game Candy Land, a zero-agency game whoās main objective is to teach children how to take turns. Thereās also the classic RPG example of the swingyness of a d20 vs target number (āHow can I, a level 1 fighter, make decisions in combat that feel important when I only have a 60% chance of doing damage in the first place!?ā). But I think randomness can create strategy and interesting choices just as often as it stomps them out.
Iām thinking about the overkill result in the Powered by the Apocalypse game Godkiller. Godkiller uses a roll-with-questions mechanic where each move makes three statements, and you get +1 to your 2d6 roll for each statement that is true.
If you roll too high on some of these moves, you get an overkill: a success with a consequence because you were too powerful. This is a wonderfully flavourful mechanic that prompts you to consider whether you want all three statements to be true all the time. Maybe itās safer to hold back so you donāt hurt someone close to you. The randomness becomes a big factor in establishing your characterās position in a scene. Especially when the odds of rolling 10+ on 2d6+3 are just over 58%!
Another important factor to consider when designing for randomness is the dynamic between the randomness and player choice. With the previous example of a move in Godkiller, the playerās action triggers the move (āWhen you inflict violence on someone...ā) and then the player rolls to determine the outcome. The decision comes before the randomness. This is called output randomness. Output randomness can sometimes feel very chaotic, since players are forced to react to the consequences of the randomness as they appear, rather than be able to plan based on the results they know they could get.
The opposite of output randomness is input randomness, where the randomness occurs before the player makes a decision. A classic example of this is a hand of cards in Poker. The player gets their random hand at the beginning, then chooses how to bet based on it. In the comments of the Skeleton Code Machine post about Input and Output randomness, Exeunt Press describes input randomness in TTRPGs as āinherently limiting,ā using a hypothetical example of a game that gives you a hand of random actions to choose from. But I donāt think this is the only thing that input randomness can mean in RPGs. For a different mechanical perspective, I want to propose Spark Tables, a mechanic that I love from the works of Chris McDowall, especially Mythic Bastionland. See the original post about spark tables on Chrisā blog here.
Spark tables are a GMās best friend. Iāve been obsessed with them in my recent designs. Theyāve shown up in my previous and upcoming solo games: Visitations (which came out last year) and the upcoming A Witchās Pilgrimage (WIPs are available to paid subscribers!). They are a great example of input randomness: you are given some random words, then āreactā by interpreting the words into a more fleshed out and meaningful narrative.
For a while I believed that input randomness was inherently better and lead to more player agency because of the greater information, but I donāt buy that any more. I think it depends on the range of the randomness in your game, something I have also previously written about. If the range of randomness in a game includes situations where the next decision is obvious, that will always have lower player agency than a game where the randomness always leads to interesting decisions. This can be okay! Especially if those non-decisions feel thematically appropriate. But they can also be frustrating if used in the wrong place.
I think this is why I find spark tables so compelling. The entries (at least with Chrisā tables) feel like there are almost always multiple ways to interpret them. Then, when you begin combining multiple prompts, the people, places and things you create feel completely bespoke to your game.
Itās like GM prep magic, Iām obsessed.
---
Thank you for reading! I really wanted to do a full rundown of Uncertainty in Games, but like I said I didn't have the time. All my blog posts are available for free, so join at the free tier to get them in your inbox!
Read more at the Crackerjackalope Games Patreon:
Get more from CJ Tucker | Crackerjackalope Games on Patreon. Tabletop RPGs and Games Writing. Support CJ Tucker | Crackerjackalope Games and
I've just released another draft of my upcoming fantasy solo RPG A Witch's Pilgrimage on Patreon. Buy the post for $3 or subscribe for $2 for access now! Check it out here!
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.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
I've just launched a new Patreon! The Crackerjackalope Games Patreon is the new home of my free blog Jackalope Mail, and paying members can access WIPs of my upcoming games! There's three posts up right now:
My first post for Jackalope Mail: my regular recommendations series: Things I Liked: January-March 2026 (free to read!)
For paying members, the first draft of my upcoming fantasy solo RPG A Witch's Pilgrimage (for paying members)
And for more info: Welcome to the Crackerjackalope Games Patreon!
Join at the free or paid tier at patreon.com/crackerjackalopegames
This is my first post since launching on Patreon! If you want to read more about the shift, check out my post Welcome to the Crackerjackalope Games Patreon!
I hope youāve all had a good new year so far. Since the last Things I Liked, I wrote about Randomness and Pacing in the video game Blue Prince, the solo RPG Librarianās Apprentice and my game Goodbye, World </3. I've also released a draft of the solo fantasy game I'm working on A Witch's Pilgrimage which is available for paying Patrons, so check that out! In other news, Iām very excited to be coming to the end of my final year of university. Iāll be posting the game Iām making on Itch some time in April! But for now, here are the things I liked these last three months:
The Elusive Shift
For my uni dissertation I was writing at the end of last year, I read some of John Petersonās The Elusive Shift: How Role-Playing Games Forged Their Identity. And I enjoyed it so much that I finished the book over the Christmas break and January. I was previously aware of the book from Matt Colvilleās video Arguing About D&D in the 1970s, as well as it's coverage on Game Studies Study Buddies, so I was really excited to have an academic excuse to give it finally a read.
The book covers the TTRPG scene in the decade after the release of D&D in 1974, citing sci-fi and wargame fanzines to follow the discussions that were occurring and the game design developments that happened in this era.
As a designer, I can only describe the experience of reading this book as like watching a gold rush. Peterson describes an absolute flurry of design developments, as the zinesters of the 70s rattle through iteration after iteration of new potential for TTRPGs, and cover nearly every major discourse I've ever heard in the hobby.
Frankly, I think this book is an essential read for anyone interested in the history of the hobby AND anyone interested in the modern discourse. It's impact on my view of the TTRPG scene cannot be overstated.
Adventure Time
I'm rewatching Adventure Time with my partner and absolutely loving it! When we first had the idea, I was really excited to come back to the show. It was a big part of my childhood growing up, but looking at the episodes, I only recognise stuff from the first 4 or so seasons, so there's actually loads of it that I've never seen, and that's not even including Distant Lands or Fionna and Cake! Weāre just coming to the end of season 2 but Iām very excited to keep going.
On show creator Pendleton Wardās Wikipedia page, there's a quote about him drawing inspiration from the French comic Dungeon. He says, āDungeon's a great comic, and I look to it for the sort of casual conversation they have with the big fantasy world that they all live in.ā This idea of a casual relationship with the fantasy world really resonated with me and the project Iām working on for uni right now and I think it will continue to inspire some future projects too.
Hades II
I spent over 100 hours in Hades II since February, itās fair to say Iāve been obsessed. I really loved the original Hades back when I played it and had been eyeing this up since its release last year. Honestly, it surpassed almost every expectation I had.
I absolutely adore the changes to the combat system, the 6 new weapons all feel super cool, MelinoĆ«ās movement is great, the new boons are fun and I grew to love all of the Godsā offerings with one weapon or another. I also loved that you have two routes to pick from, and the expanded crafting and resource system meant I basically always had an incentive to take at least one of the two routes.
The thing I adore about both Hades games is how they just keep unfurling, mechanically and narratively. I hit the credits after about a month of play, but kept going until I reached the epilogue like two weeks after. Then I was just going to finish up some of the side stories I was enjoying but accidentally ended up reaching 100% on the Steam achievements after realising the few I had left werenāt as hard as I thought theyād be.
Overall I really enjoyed the story. There were definitely moments where I was surprised by the direction they took it, but I thought the epilogue really brought it together in a way that I enjoyed, Iām definitely glad I waited until the game was finished before picking it up.
Draw Steel
Iām three sessions into my campaign of Draw Steel (running the official Delian Tomb āStart Hereā adventure) and I think itās great! I backed the game when the crowdfunder launched because I was a big fan of Colvilleās DM advice when I was running D&D 5e back in the day and really enjoyed the Designing the Game series that they were releasing as the game was first being designed. I trusted that he knew his stuff and that this game was what I wanted out of 5e when I thought 5e could be anything.
Sure enough it has met my expectations perfectly. The tactical combat feels great and weāre really enjoying the other procedures like Downtime and Negotiations. Iāve run through character creation and loved that too, thereās exactly enough fiddly bits to make each character stand out from the next, even when they have some overlapping stuff.
On the Yes Indieād podcastās 2025 look-back, Thomas and Quinns pointed out that basically no one in the indie scene has discussed the big āD&D killersā that came out after the OGL debacle (namely Daggerheart, Draw Steel and Tales of the Valiant), and that it sometimes feels like these games came and went without making much of a splash. For this reason, Iām determined to write something bigger about Draw Steel once we finish our campaign. Iāve got a lot of thoughts about the game, including some ideas of how I might tweak the world and default setting to better align with the kinds of fantasy action stories I want to tell. So keep an eye out for that future blogpost (hopefully later this year!). Iāll save more of my specific thoughts until then, but just know that I think this game rips.
Links
Iām splitting the links section up again this season because itās just so jam packed!
Design Tech
Habeeb from in lowercase writes the default dungeon is colonial, āthe thing about mechanics is that they are not just rules. they are a philosophy with numbers attached. they are what the game believes is worth measuring. and what the game measures is what the table repeats.ā
And as a follow up, Isaac from Afraid of Encounters describes an Anti-colonial Dungeon.
OtspIII from BAATAG discusses how Books [Verb] Play, the many different ways that a TTRPG rulebook affects at-table play.
Geoff Engelstein at GameTek discusses āchunkingā victory in board games in Game, Set, Match.
Kevin at Distracted by the Table is Imagining a Post-Scarcity Society in Your Adventures.
Joe from Inkwell Ideas offers 10 Puzzle Ideas for your Tabletop Role-playing Game.
Skeleton Code Machine analyses The Dice Game Inside Before the Bog God, it's my first time hearing about this game but it sounds great!
Iāve also reread Everything is Pointcrawl from SCM because it was nominated for the Bloggies!
RP from Fari RPGs has a tutorial for making tables in Affinity without using the table tool, because it sucks.
Warren D from I Cast Light! is Adding āMemoryā To Encounter Checks.
Clayton Notestineās Designing Lore Blocks presents a great method for conveying characters and creatures without conventional stats. Either for a system-neutral adventure, or a statless game like Notestineās 1 HP Dragon.
Zak from Bommyknocker writes about Shoulder Tables, with a very tidy mechanic for rolling on the same encounter table in different environmental contexts.
You encounter 4 Rival Dungeoneering Parties on the Exploding Corpse blog, I love these freaks.
Other TTRPG Stuff
A.A. Voigtās The Golden Age of Indie RPGs: 2010-2025 is going to be a cornerstone of the hobbyās history, Iām certain.
Titanomachy RPG played 251 games in 2025, hereās what they learned.
the-river-delta on Tumblr describes 6* Things I Love About Trespasser: Dark Fantasy Tactics (as a non-tactics gamer), this is a neat lil review that has piqued my interest about the game!
Jeff Stormer writes Against Games That Say I Can Do Anything (But That I Can't Play Sonic the Hedgehog).
At A. V. Club, Cameron Kunzelman reviews A Land Once Magic.
Kayla from Rat Wave Game House discusses her game The Gallant and the Virtuous in Revisions to a Jousting Game. It sounds immensely my vibe.
Since putting this on here in January, The Gallant and the Virtuous has since released! I'm looking to get a copy at UK Games Expo in May.
Dan from Five Minutes, Not 5e discusses APOCALYPSE FRAME with Binary Star Games, also check out the Beyond Five Minutes interview for a little more about the game.
James Introcaso talks a bit about MCDMs second game, the OSR-style CROWS on the MCDM Patreon.
MCDM has a video about this now too! Welcome to Crows.
At Mothership, Joseph Wales writes about How running a restaurant made me a better Dungeon Master.
Quinns Quest reviews Public Access!
Mint from Thereās A TTRPG For That writes about safety and their game Protect the Child in On the Conventions of Genre: Protect the Child and Hopeful Storytelling.
Serket at Flourite Guillotine traces the heated legacy of the quantum ogre in Quantum Ogre Reborn.
Beyond TTRPGs
Zelda lore YouTuber Zeltik has revived his Old-School RuneScape lore channel Wizardās Mind Bomb, Iāve never played Runescape but Iām thoroughly enjoying the vibe here. Check out RuneScape's Zombie Parasite is Spreading... for one.
ReligionForBreakfast discusses What Fantasy Gets Wrong About Sacred Groves, with a challenge to incorporate this understanding into your fantasy fiction or games.
My friend Suntooth (from the Randomness and Pacing post!) recommended me the 70s Sci-fi Art blog, so Iām recommending it to you too! Check out '70s Influences on Fantasy Film or Strange Dragons for some great primers.
In what can only be described as a collab of the century for me, Jacob Geller and Quinns discuss "Train" and Other Games about Atrocities on Nebula.
Peter Austin talks about historyās weirdest pub names (really the UKās weirdest pub names) including The Swan With Two Necks and The Bucket of Blood. Some great inspiration for fantasy taverns in here!
Iāve been OBSESSED with Mr Bruceās new music video for YOU TOLD ME SO, immensely haunted vibes is all I can say, nobody can move like him. Really excited for the album!
I contributed to The Corporate Catalogue, a system-agnostic collection of evil corporations for sci-fi TTRPGs! I wrote Purity Medicine, a eugenecist medical corp offering to make you perfect.
Thanks to @thecoppercompendium for putting this whole thing together! And @dericbindel, @in-case-of-grace and @sohkrates for being awesome collaborators!
Check out Purity Medicine and 12 more scheming corps in the Corporate Catalogue on DriveThru here:
This post contains vague spoilers for progression in Blue Prince, be warned!
In April this year, the video game Blue Prince exploded onto the scene, with many at the time calling it an early contender for Game of the Year. That sentiment seems to have held, with 86% positive reviews on Steam at time of writing, and many calls of āsnub!" when it wasnāt announced as a nominee for the category at the Game Awards (though it was up for Best Debut Indie and Best Indie!).
For those who missed the buzz, Blue Prince is a roguelike puzzle game about exploring a mansion that changes each time you enter. Every time you walk up to a door, you have a choice of 3 rooms to draft. Your goal is to get to the mysterious room at the back end of the mansion, without blocking your path with dead ends and locked doors.
Despite the hype, there were naysayers (myself included, I must admit). Itās a frustrating game at times, mainly due to the fact that progression is locked behind randomness. The game keeps you busy by handing you lots of different leads, but progression towards the central objective is locked behind finding a specific room that can only appear randomly. I never got that room, it was actually developer Tom Francisā video about the game that told me this room even existed. After multiple consecutive runs with no progress, learning that there was nothing I could do besides get lucky was the final straw that made me give up.
I really liked how Bluesky user wombburn put it in this post, āthere's so much about blue prince that is simultaneously held back by yet which would not be nearly as impactful or engaging without the "roguelike" elements.ā This design paradox is so interesting to me, and Iām not sure if I know the way out just yet.
I actually had a similar but opposite experience when playing The Librarianās Appentice, a solo TTRPG by Almost Bedtime Theater. TLA is built on the Firelights system by Fari RPGs, which Iāve admired from afar for ages because it released just as I was getting into the indie RPG scene.
TLA and Firelights see the player travelling across a map made out of cards, with each card representing a different location. The goal of each game is to find 6 face cards. In Firelights these are beacons, in TLA these are books for you mentor.
Here is an overview of the cards I played in Librarian's Apprentice:
4, King, 8, 7, King, King, Queen, Jack, Jack, and the game was over.
The first half of the game was nicely paced, with a face card coming out every 2 or 3 cards. It felt a little jarring when the first card I moved to was a face (the 4 was where I started), but getting two non-faces afterwards smoothed out the pacing nicely. Then, in the second half, I got nothing but faces! Every time I discovered a new region, I was thinking āsurely this won't be another face card,ā and I was wrong every time! I thought I'd settled in for a game that would take 2-3 times as long, but that wasn't how it played out in the end.
Both of these moments reminded me of a similar problem I had when making my TTRPG Goodbye, World </3. Goodbye World is a game about a dying mech and the pilot that is stuck inside. The Pilot speaks but the Mech can only communicate by typing, and their messages are running out. The mech starts by rolling 3d6 to determine how many messages they can send, when that runs out they roll 2d6, then 1d6, then they die.
However, before this system of rolling for messages, the first version of Goodbye World used a death saves mechanic. Every time you sent 5 messages, you'd roll a 50-50 death save to see if you lost a life. If you failed, you'd roll every 3 messages, then 1, then you'd die.
Inspired by the blog Skeleton Code Machine, which frequently uses Python to simulate game outcomes, I asked my friend Suntooth to help me write a program to simulate the number of rolls that 1,000 games of Goodbye World might entail. Hereās what we got:
As you can see, the results are all over the place. The range of this simulation was 10-103 messages, but it dawned on me that a game could literally go on forever were a player unlucky enough (or lucky enough, maybe, it does mean they don't die!).
Either way, that completely ruined the dramatic pacing I was going for with the game. So I redesigned it to use the d6 pool system I described earlier. In this system, the game now had a concrete range to the number of messages you would send, the range of 6d6:
I managed to simulate this one all by myself :)
This was a vast improvement to the previous version. The new range was large enough to create strong tension without keeping the players for so long that the tension fizzled out. The games are quick but absolutely packed with high-emotion roleplay, precisely because you know that time is running short.
My lesson here is: consider the upper and lower bounds of the randomness in your game, and the experience a player might have if they have the absolute worst or best luck. Does it feel like the game goes too long (like Blue Prince)? Or that it flies by (like The Librarian's Apprentice)? Even if a combination of outcomes is incredibly unlikely, it might happen to someone, and you should keep that person in mind when designing your game.
It's also worth mentioning that different people have different tolerance levels for weird pacing like this. I'm very aware that I gave up on Blue Prince quite quickly. But I guess my point is that those unlikely outcomes are worth remembering when you design.
I really enjoyed Tom Francisā video Blue Prince and its awkward relationship with hunches, Iād definitely recommend watching the full thing for a deeper dive into how random progression affects the experience of playing knowledge games like that specifically.
Also huge thanks to Suntooth for helping me with some of the dice simulation. Check out more from him at https://suntooth.online/.
This blog post was adapted from a Bluesky thread I made in May 2025, read the original here.
Thanks for reading!
CJ
Read more at Jackalope Mail:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
Happy new year! Welcome to another issue of Things I Liked. This season, I took part in Mint's Blog Buddies series and reflected on the year in My 2025!
Long Story Short
Long Story Short is the new show from Bojack Horseman creator Raphael Bob-Waksberg. It follows a dysfunctional family in nonlinear time as they navigate life and all the shit that entails. I first heard about the show from Schaffrillasā video about it, which has āIāll promote it since Netflix wonātā in massive text on the thumbnail. So now I feel like I should do the same, because itās really good!
The nonlinear, generational story was what drew me in, Iāve explored similar themes in my game ABODE. But I just loved the whole show, and all the characters. Itās definitely more grounded than Bojack was, so donāt go in expecting the exact same tone, but itās plenty of funny! The final episode was everything I wanted.
Crowd Control
Watch it on Dropout here.
I hinted at this on the last post about things I liked, but Crowd Control is Dropoutās latest Game Changer spinoff. It sees three comedians doing crowd work where every crowd member has an interesting story which is hinted at on their t-shirt. I really love standup comedy, and this is a great format for it! I was super excited when I saw Atsuko Okatsuka in the trailer, but honestly I was a little disappointed by her performance. She started by disclaiming that she doesnāt normally do crowd work in her sets, and you can really tell. I still think that episode is good though, and the show as a whole was awesome. Check it out!
MotionRec
Play it on Steam here.
I first played MOTIONāREC as a Pico-8 game on Itch, and was really impressed by how clever its core mechanic was! So I was super excited to stumble upon a demo for the full-length game during Steam Next Fest last Summer, and I bought the game as soon as it released in October. MotionRec is a puzzle platformer where you can record your movements and then replay them standing in a different location (it feels hard to fully emphasise the genius of this mechanic in text, you should go watch the trailer). I beat the game (not 100%) in 3.5 hours, but Iām definitely looking to go back and get that 100% down the line. I love a game that has a central interesting mechanic and just builds on it through level design and secondary mechanics in really interesting ways, and MotionRec absolutely nails that. Also itās gorgeous.
SCAV
Watch it on Nebula here.
SCAV is the new documentary from the team behind Jet Lag: the Game. It follows competitors of the University of Chicagoās annual SCAV, the largest scavenger hunt in the world. Each team is presented with a huge list of items, which they must complete to get points. SCAV items range from āblow up a carā to āthe SCAV-lympicsā to āthe moonā, so the whole show has a chaotic energy that I absolutely loved. Fans of Jet Lag and Taskmaster should definitely check this out!
Peter Austin
Watch Austin on YouTube here.
For the last seven months, Peter Austin has been making videos about all sorts of weird cultural quirks, with a particular interest in British folklore. I first saw his video about a WWII pillbox built to look like a ruined cottage, but quickly fell down the rabbit hole of videos from Hands of Glory, mummified hands holding candles that are said to have magical abilities, to the Water Hags of British folklore and their surprising use in an 80s child safety PSA.
Austin is one of many that seem to be following in the footsteps of Tom Scott (shoutout to Chris Spargo while Iām here), but Austinās videos have a focus on history and folklore that attracts me particularly. Thereās so much stuff here thatās going to inspire my fantasy work, and you should check it out if any of these topics have caught your eye!
Wake up Dead Man
Rian Johnson has done it again! I absolutely love the Knives Out series and this third entry knocks it out of the park again. The church setting creates a great moody atmosphere that perfectly complements the themes of hate and isolation that permeate the film. Daniel Craig is having a blast again but Josh OāConnor really steals the show. I need to watch more of his stuff.
I think on a rewatch this could be my favourite of the series yet, truly I will keep watching these until they run out of actors to star in them.
Links
Iām splitting the links section up this time because thereās so much! Some exciting news first:
Dorian Blackwood has made two games based on my RPTree system! Check out Welcome Home Darling for Australian gothic horror and For the Crown for royal lineage investigation!
Iāve also found a bunch of useful stuff about adventure design this season, so hereās all of that together:
Dan from Gem Room Games is Overloading the Faction Relationship.
Gestaltist creates a procedure for making rumours: Number-Omit-Distort.
The Welsh DM writes about Hub & Spoke Adventure Design, applying IT structure design to a TTRPG adventure release structure.
Ty from Mindstorm describes a framework for small adventures in Pocket-Sized Powderkegs.
Nathan Savant has two blog posts analysing Donkey Kong Bananzaās narrative design. Narrative is by no means the focus of Bananza, but it pulls some clever tricks that can be applied to more narrative-focused games (including TTRPGs!). Check out A Narrative Bananza and Systemic Narrative: A How-To Guide!
I went back to some of the previous work Savant cites in these posts, and found another great double feature from him. On Game Developer: Nonlinear Story Structure in Games and Region-Based Narrative lay the groundwork for these previous posts, and are also very useful for TTRPG adventures. I disagree with his definition of dungeons as ālinearā experience (I donāt even think thatās true of Linkās Awakening, which Savant references), but the concept still works if you swap out ālinearā with ācontainedā.
Now for the miscellaneous links:
A.A. Voigt writes about Deathmatch Island, Squid Game, and the Tension of the Prisoner's Dilemma.
Incidental Mythology writes about The Meaning of the Amphibian Man in the Shape of Water.
The Folklore Podcast gathers a number of witchcraft historians to discuss The Traitors in The Traitors: Whimsy or Witch-hunt?
snow on Tumblr has posted TTRPG School: Required Reading, an amazing collection of academic texts and blog posts for TTRPG theory.
Also, from snow's blog: In Defense of Clocks, an exploration of real time as a resource in TTRPGs.
Over at Explorerās Design: Affinity Studio First Impressions, a review of the new version of Affinity.
Talk of the Table interviewed Connie Chang and Sea Thomas to talk about Dramaturgy in Actual Play.
StatMonkey talks about the quest for cinematic TTRPGs: Chasing the Sweet Spot: The Feeling I Still Canāt Name.
ThemePunked discusses how Terraria Changed Gaming Forever, Terraria was an early favourite game of mine, and I think this video gets at a lot of the reasons why.
Alfred Valley is Smashing old images together to make Brute Fort.
Quinns reviews 4 RPGs that come in boxes over at Quinns Quest.
Over on the Dododecahedron Blog, The OSR Onion is a post applying Vincent Bakerās PBTA design concept of concentric circles to OSR design philosophy.
The Jolly Reiver talks about a 1963 ghost photograph that has all the visual hallmarks of a fake, but every analyst claims it hasnāt been tampered with.
On the PlusOneExp store, Make Hard Moves is a free, digital zine by Aaron King about PbtA move design and advice for running PbtA games.
On Skeleton Code Machine, Exeunt Press writes about Tracking ammunition in CY_BORG and other TTRPG systems
Read more at Jackalope Mail:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
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.
ā Live Streamingā Interactive Chatā Private Showsā HD Qualityā Free Actions
Free to watch ⢠No registration required ⢠HD streaming
Another year, another round up! The end of 2025 marks two years of blogging on Jackalope Mail, and while my output was smaller this year than last, Iām still very happy with everything Iāve done. Is it wise for me to be posting on New Yearās Eve? Definitely not. But Iād be a hypocrite if I released a yearly round up any earlier, so here we are. Very excited for next year but weāll get to that at the end of the post!
My Games
This year I released two full tabletop games. Borrowers Dungeon Crawl was my submission to the one-page RPG jam and a game Iād been noodling on for a while. Itās a free one-pager about tiny people sneaking into houses and stealing unimportant items from the humans who live there. Itās built on the Tunnel Goons system by Nate Treme, but adds a simple crafting system for combining items and some random tables for generating houses to heist from.
Visitations is a solo game about a horrible sinner being visited by three ghosts. Massively inspired by A Christmas Carol, Visitations uses a deck of cards to generate three ghosts, then lets you journal about your interactions with each of them. This game also led to the creation of the Ghostly Encounters Art Pack because I sourced more art than I ended up using, so I thought Iād upload it for others to use too!
Both of these games will get Design Diary entries eventually, but Iāve been super busy this year so havenāt gotten around to writing them up yet.
I also rewrote and layed out the RPTree Creator Kit, the system behind ABODE! I was never happy with the first version of this, just being a plain word document and a crappy logo I put together myself, so I did a second draft of the intro and design notes, layed it out properly, and commissioned my partner Jamie (on Bluesky and Tumblr) to make a new logo. It looks way better now!
Iām so glad I did this, both for my own sake and because in the months since, Dorian Blackwood has made two games based on the system! Welcome Home Darling is a game of Australian gothic horror incredibly in the vein of ABODE and For the Crown is a fantasy game about investigating the lineage of a noble family. Both games feel like they do something really unique with the RPTree structure that I wouldnāt have necessarily done myself, which is exactly what I wanted to come out of making the Creator Kit.
Outside of full games, I made a 1-page NPC called Witch of the Mountains. This was just a little fun thing to get me out of some creative burnout from my uni projects, because I was craving something to layout.
I also a released a video game as part of my university course. Temporal Breach is a sci-fi top-down shooter where the player can harness different time-travel abilities by collecting dog tags dropped by the enemies. I discussed this game more in the respective Design Diary.
The final thing I did in the realm of games was host a small game jam! I discussed briefly in my blog post Iām So Events-Pilled, but I hosted a game jam for a couple of my friends in a Discord server and it was a really lovely project to get some of them to finally start working on the game ideas theyāve mentioned to me before. Check out the entries for the Squid Realm Game Jam here!
Jackalope Mail
Like my games output, the blog took a small hit as I dedicated more time to university work and personal non-games stuff this year. But Iām incredibly happy with the posts I did manage to get out.
The major change was that the Things I Liked series became quarterly (with three posts out now, and the final for the year out tomorrow!). Iām definitely glad I cut these down from monthly to quarterly, it reduced my workload while also making each post more jam-packed than before. The links section in the Q4 issue is absolutely fill to bursting, I canāt wait to get it out to you!
Early this year I posted my university year 2 essay: An Exploration of Player Elimination in Multiplayer Games. Iām really happy with this piece, especially with the prediction it made that came true just weeks after I submitted it.
Later that month, I bore my soul writing about An Inspector Calls, Social Murder, and Blame. This is simultaneously a highlight of the blog for me (because of itās seriousness) and an outlier (because itās got nothing to do with games). Ultimately it was a piece for me to vent about all the big emotions Iād been feeling this year, and it was immensely gratifying to have video essayist SolidArf describe it as āPowerful, poignant, and deeply affirming.ā
The final highlight from the blog for me was when I got to take part in Mintās Blog Buddies series. It was such lovely feeling to read someone analyse my work so deeply. It made me feel seen in a way I have genuinely never felt before, which was super affirming as an artist. It was also lovely to do a collaboration with another blog, which I hadnāt done since my very first blog post in 2024.
Media Appearances
This year was my first time having media appearances outside of my own stuff! As previously mentioned, I took part in Mintās Blog Buddies series, which was an absolute blast, and I also did an interview for Backwards Tabletopās Monthly Mecha newsletter.
This has felt like such a step up for me professionally. Itās suddenly dawned on me just how many people actually know me in the scene now. Itās a lovely feeling, but also quite daunting since I donāt have a very high rate-of-release, with uni and everything going on at the moment.
Also on this topic, when I went to UK Games Expo last summer, I was recognised after mentioning my work to the lovely folks at the Biscuit Fund Games table. This was super surreal because theyāre way ahead of me in terms of physical inventory and convention presence and stuff, but it was really cool to be recognised like that.
Idk! Still very much processing these feelings, but it feels good to be known in the industry. Next UK Games Expo Iām looking to wear a pin of my logo, and Iām very curious to see if anyone recognises it!
Also, I got followed by Meguey Baker on Bsky earlier this month?? WILD fangirl moment for me there. Anyway, Iām getting way off topic for this section, letās talk about the future:
Moving Forward
This section is kind of two different things. Itās partly a set of announcements of what to expect from me in 2026, but itās also maybe a set of new yearās resolutions? Iām not gonna hold myself too harshly to anything, but itās a combination of things I know Iām going to be doing and things I want to try and do in the new year.
First up, Iām going to be spending the rest of my time in uni making a TTRPG. Itās looking to be bigger than anything Iāve made before, and itāll be a test for the tactical combat system Iāve been noodling on for a while, which I want to use for a couple big games down the line. Doing this will be another big step for me professionally, setting the foundations for something that Iād need to get crowdfunded. Very exciting!
I also want to try and return to the RPTree system next year. Iāve had an idea for ages, and Dorianās two RPTree games have re-energized me to get that done. I want to make a game about a divine family tree (like the Norse and Greek mythological pantheons), I feel like thereās loads of potential for petty drama there, which is exactly what I was trying to capture with ABODE. Iāve already spoken to a friend about doing this, and maybe weāll make it together!
As previously mentioned, Iām going to write up design diary posts for the two games I released this year (Borrowers Dungeon Crawl and Visitations). Sorry theyāve been so late, but Iāve got interesting things to say about both so Iām definitely still going to write them!
In terms of more abstract goals, I definitely want to blog more than I did this year. Iāve already got something in the works, just hoping I can keep that momentum up! On that topic, I want to do more blog collabs too. Whether thatās a specific exchange with one person like Blog Buddies was, or just hopping on the blogwagon and taking part in a bigger collaboration like Prismatic Wastelandās Merry Hexmas that ran this month. Either way, I want to start connecting more with the blogging community, and this is a great way to do that!
Finally, Iāve started making crosswords! This has just been a fun little hobby so far, but Iām starting to get to the point where Iām quite happy with them, so Iād like to try and post some in the new year! The current one Iām working on is slightly TTRPG related, so it might be good to start with! Iām not sure exactly how Iām going to host them yet, but Iāll work something out when the time comes.
So yeah! Thatās been my year. Itās definitely been a hard one for me, but Iām in a good place going into 2026. Very excited for what the new year will bring, Iāll see you there!
Read more at Jackalope Mail:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
No idea why, but my sideblog for games stuff has been taken down. I've just sent a thing off to support so hopefully they reinstate it soon, because as far as I'm aware there's nothing in this or any of my previous posts that goes against guidelines. Wish me luck!
Another year, another round up! The end of 2025 marks two years of blogging on Jackalope Mail, and while my output was smaller this year than last, Iām still very happy with everything Iāve done. Is it wise for me to be posting on New Yearās Eve? Definitely not. But Iād be a hypocrite if I released a yearly round up any earlier, so here we are. Very excited for next year but weāll get to that at the end of the post!
My Games
This year I released two full tabletop games. Borrowers Dungeon Crawl was my submission to the one-page RPG jam and a game Iād been noodling on for a while. Itās a free one-pager about tiny people sneaking into houses and stealing unimportant items from the humans who live there. Itās built on the Tunnel Goons system by Nate Treme, but adds a simple crafting system for combining items and some random tables for generating houses to heist from.
Visitations is a solo game about a horrible sinner being visited by three ghosts. Massively inspired by A Christmas Carol, Visitations uses a deck of cards to generate three ghosts, then lets you journal about your interactions with each of them. This game also led to the creation of the Ghostly Encounters Art Pack because I sourced more art than I ended up using, so I thought Iād upload it for others to use too!
Both of these games will get Design Diary entries eventually, but Iāve been super busy this year so havenāt gotten around to writing them up yet.
I also rewrote and layed out the RPTree Creator Kit, the system behind ABODE! I was never happy with the first version of this, just being a plain word document and a crappy logo I put together myself, so I did a second draft of the intro and design notes, layed it out properly, and commissioned my partner Jamie (on Bluesky and Tumblr) to make a new logo. It looks way better now!
Iām so glad I did this, both for my own sake and because in the months since, Dorian Blackwood has made two games based on the system! Welcome Home Darling is a game of Australian gothic horror incredibly in the vein of ABODE and For the Crown is a fantasy game about investigating the lineage of a noble family. Both games feel like they do something really unique with the RPTree structure that I wouldnāt have necessarily done myself, which is exactly what I wanted to come out of making the Creator Kit.
Outside of full games, I made a 1-page NPC called Witch of the Mountains. This was just a little fun thing to get me out of some creative burnout from my uni projects, because I was craving something to layout.
I also a released a video game as part of my university course. Temporal Breach is a sci-fi top-down shooter where the player can harness different time-travel abilities by collecting dog tags dropped by the enemies. I discussed this game more in the respective Design Diary.
The final thing I did in the realm of games was host a small game jam! I discussed briefly in my blog post Iām So Events-Pilled, but I hosted a game jam for a couple of my friends in a Discord server and it was a really lovely project to get some of them to finally start working on the game ideas theyāve mentioned to me before. Check out the entries for the Squid Realm Game Jam here!
Jackalope Mail
Like my games output, the blog took a small hit as I dedicated more time to university work and personal non-games stuff this year. But Iām incredibly happy with the posts I did manage to get out.
The major change was that the Things I Liked series became quarterly (with three posts out now, and the final for the year out tomorrow!). Iām definitely glad I cut these down from monthly to quarterly, it reduced my workload while also making each post more jam-packed than before. The links section in the Q4 issue is absolutely fill to bursting, I canāt wait to get it out to you!
Early this year I posted my university year 2 essay: An Exploration of Player Elimination in Multiplayer Games. Iām really happy with this piece, especially with the prediction it made that came true just weeks after I submitted it.
Later that month, I bore my soul writing about An Inspector Calls, Social Murder, and Blame. This is simultaneously a highlight of the blog for me (because of itās seriousness) and an outlier (because itās got nothing to do with games). Ultimately it was a piece for me to vent about all the big emotions Iād been feeling this year, and it was immensely gratifying to have video essayist SolidArf describe it as āPowerful, poignant, and deeply affirming.ā
The final highlight from the blog for me was when I got to take part in Mintās Blog Buddies series. It was such lovely feeling to read someone analyse my work so deeply. It made me feel seen in a way I have genuinely never felt before, which was super affirming as an artist. It was also lovely to do a collaboration with another blog, which I hadnāt done since my very first blog post in 2024.
Media Appearances
This year was my first time having media appearances outside of my own stuff! As previously mentioned, I took part in Mintās Blog Buddies series, which was an absolute blast, and I also did an interview for Backwards Tabletopās Monthly Mecha newsletter.
This has felt like such a step up for me professionally. Itās suddenly dawned on me just how many people actually know me in the scene now. Itās a lovely feeling, but also quite daunting since I donāt have a very high rate-of-release, with uni and everything going on at the moment.
Also on this topic, when I went to UK Games Expo last summer, I was recognised after mentioning my work to the lovely folks at the Biscuit Fund Games table. This was super surreal because theyāre way ahead of me in terms of physical inventory and convention presence and stuff, but it was really cool to be recognised like that.
Idk! Still very much processing these feelings, but it feels good to be known in the industry. Next UK Games Expo Iām looking to wear a pin of my logo, and Iām very curious to see if anyone recognises it!
Also, I got followed by Meguey Baker on Bsky earlier this month?? WILD fangirl moment for me there. Anyway, Iām getting way off topic for this section, letās talk about the future:
Moving Forward
This section is kind of two different things. Itās partly a set of announcements of what to expect from me in 2026, but itās also maybe a set of new yearās resolutions? Iām not gonna hold myself too harshly to anything, but itās a combination of things I know Iām going to be doing and things I want to try and do in the new year.
First up, Iām going to be spending the rest of my time in uni making a TTRPG. Itās looking to be bigger than anything Iāve made before, and itāll be a test for the tactical combat system Iāve been noodling on for a while, which I want to use for a couple big games down the line. Doing this will be another big step for me professionally, setting the foundations for something that Iād need to get crowdfunded. Very exciting!
I also want to try and return to the RPTree system next year. Iāve had an idea for ages, and Dorianās two RPTree games have re-energized me to get that done. I want to make a game about a divine family tree (like the Norse and Greek mythological pantheons), I feel like thereās loads of potential for petty drama there, which is exactly what I was trying to capture with ABODE. Iāve already spoken to a friend about doing this, and maybe weāll make it together!
As previously mentioned, Iām going to write up design diary posts for the two games I released this year (Borrowers Dungeon Crawl and Visitations). Sorry theyāve been so late, but Iāve got interesting things to say about both so Iām definitely still going to write them!
In terms of more abstract goals, I definitely want to blog more than I did this year. Iāve already got something in the works, just hoping I can keep that momentum up! On that topic, I want to do more blog collabs too. Whether thatās a specific exchange with one person like Blog Buddies was, or just hopping on the blogwagon and taking part in a bigger collaboration like Prismatic Wastelandās Merry Hexmas that ran this month. Either way, I want to start connecting more with the blogging community, and this is a great way to do that!
Finally, Iāve started making crosswords! This has just been a fun little hobby so far, but Iām starting to get to the point where Iām quite happy with them, so Iād like to try and post some in the new year! The current one Iām working on is slightly TTRPG related, so it might be good to start with! Iām not sure exactly how Iām going to host them yet, but Iāll work something out when the time comes.
So yeah! Thatās been my year. Itās definitely been a hard one for me, but Iām in a good place going into 2026. Very excited for what the new year will bring, Iāll see you there!
Read more at Jackalope Mail:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
Crackerjackalope Games! @crackerjackalopegames - Tumblr Blog | Tumlook