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!
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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!
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:
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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
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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
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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!
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!
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This post is a reply to Mint from @theresattrpgforthat, as part of their Blog Buddies series. Read Mintās letter first here!
Hey Mint!
Thanks so much for inviting me into this series! Iāve really enjoyed reading them from the sidelines so far and it was such a nice surprise when you reached out to invite me on!
The Things I Like series on Jackalope Mail was only meant to be a small part of the blog, but as Iāve been focusing more on university work this last year it pretty much makes up half of what I post. It was definitely born out of a want for more authentic recommendations in the world. Other people have said this far better than me, but in a world of so much algorithmic recommendation, getting a recc from someone whoās taste you trust is far more valuable and probably more likely to make you actually check out the things youāre being shown. This is exactly why Iām such a big fan of your blog! Itās especially cool when I see designers coming in asking you for recommendations, because they know you have that expansive knowledge of games and great taste to boot! I really really need to watch Interview with a Vampire and read This is How You Lose the Time War, so I might move them up the queue just to prove my point!
Iād love to know more about time.war! Would it be focusing on the epistolary element of the book? Iāve had my eye on a game of Dead Letter Society for a bit now because I think epistolary RPGs are such a cool concept. Iāve just found your Itch collection of epistolary games, Iād love to know if you have any particular recommendations from it!
I actually think this culture of citing your inspirations is ingrained in TTRPGs more than any other creative medium. You can trace it all the way back to the Appendix N of AD&D, but Iām most impressed by the Ludography of Apocalypse World, which Iāve been reading bits of for the first time while researching my uni dissertation (more on that in the new year!). AW goes into incredible detail citing how specific mechanics were inspired by mechanics in other games, and I really admire that level of citational detail. I think my interest in games academia also fuels this appreciation of citations, but I think itās a very healthy culture for creatives in all disciplines.
To get a bit meta for a second, this discussion made me reflect on the inspirations behind my Things I Like series, and I can draw it back to two different newsletters I still love nearly 2 years since I started mine. Thomas Manuelās Indie RPG Newsletter was one of the first RPG newsletters I ever subscribed to. Every week, Thomas writes a small blog post musing on some aspect of the TTRPG scene, then links to a bunch of other blog posts, videos and occasional game releases from the week. Itās a super thorough newsletter that keeps me up to date with so much of the scene, I can't recommend it enough!
The other newsletter belongs to YouTuber Tom Scott (two Toms! Isnāt that fun?), who has been in my inbox weekly since he launched the newsletter in 2021. Tomās newsletter is half YouTube video recommendations and half links from elsewhere online. I find thereās always something interesting there to check out, whether itās about science, history or culture.
Much like you with Crush Curriculum, Iāve got something on the back burner about taking mystery mechanics and giving them a new context. Specifically turning it into a game about journalism. Iāve got this idea for a game about urban fantasy journalists partially inspired by the newspaper sidequest in Tears of the Kingdom, and partially inspired by the newspaper clippings found in the D&D 5e Eberron book. Iāve been building up this moodboard of super colourful editorial art because I think it would make for a super neat and unique look for a game. No idea when Iām actually gonna commit to making this, but it seems like it might be a far larger game than what I make right now, so it might be on the back burner for a while!
Itās funny that youāve paired Goodbye, World </3 with Ech0, because Asa Donald has just done the exact same thing on the Monthly Mecha Newsletter. I didnāt really know anything about Ech0 before you both spoke about it (the Sad Mech Jam was before my time in the scene), but it seems super up my alley with it's themes of dead robots, ghosts, and ancient history.
That sense of ancient history is central to Breath of the Wild and is a large part of why I find it's world so captivating, and thus why I wrote about it. It's a theme that appears more explicitly in my game ABODE, but I really love the concept of pairing multiple TTRPG systems to tell a longer-running story. I need to check out your CAMPAIGN.FRAME for exactly that!
I actually think the game of mine with the most explicit inspiration was my One-Page RPG jam entry Borrowers Dungeon Crawl, which I had the idea for not even 20 minutes into watching The Secret World of Arrietty. There's a scene super early in that movie where Arriettyās father takes her into the human house for the first time, and the clever ways they use common household objects as dungeoneering equipment immediately put me onto the idea of making a game about the same thing.
Now, Iām so glad you mentioned Uncertainty in Legacy Games because it tees me up to talk about my strongest TTRPG opinions: that the RPG scene as a whole relies way too much on randomness. The book that I cite in that blog post, Uncertainty in Games by Greg Costikyan, massively changed how I think about tabletop game design. Itās part of MIT Pressā Playful Thinking series, which are all written to be super accessible texts that you donāt have to be deep in the weeds of games academia to enjoy, thereās a couple others in there I really wanna read. In Uncertainty in Games, Costikyan lays out how uncertainty is key to making games interesting, and the many different ways you can have uncertainty in a game. Mathematical randomness is one way to do it, but there are plenty of others, from physical challenges (like Dread!) to hidden information (like you mentioned about Thereās Something About the Deep!). I think itās easy to make things random when you could make them something else, and the design space gets far bigger when we look beyond dice and playing cards when making our games. I also talked a bit about this when I wrote about The Power of āMightā ages ago.
Thereās Something About the Deep was inspired by Immortal Gambit, which was in turn inspired by Goodbye World (see what I mean about citations being cool?). The secret goals came from Immortal Gambit, but I think I built on it in some interesting ways, expanding the goals beyond just getting a particular number on the dice. I actually think the clearest example of Uncertainty in Gamesā effect on my work is with ABODE. The first edition involved randomly generating your relationship to the other player characters, but the second edition made it the playerās choice. I think with 1E I was making that mechanic random just for the sake of it. But as Iāve gained more experience as a designer, Iāve gotten a better understanding of when to implement randomness and when to leave things to another source of uncertainty.
In terms of board games bleeding into TTRPGs, I definitely think itās a healthy thing to think about. Exeunt Pressās blog Skeleton Code Machine is full of interesting posts about applying board game concepts to TTRPGs, and lots of EPās solo games (such as Eleventh Beast) sit snugly between board games and RPGs. Iāve flirted with this briefly when making Trivia Heroes, but Iām definitely interested in doing it more!
I think thatās answered all your questions! Thanks so much for having me on! This was the first time (afaik) that someone has really picked apart and analysed my work like this, and it made me feel seen in a way that was really unexpected but so lovely! Youāre absolutely killing it, Mint, thanks again for inviting me to do this.
Best,
CJ
This post is from Jackalope Mail, read more at:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
Welcome to another issue of Things I Liked! Since last time, Iāve written about Uncertainty in Legacy Games, and all the events Iām doing right now. I also released Borrowers Dungeon Crawl for the One-Page RPG Jam, and Visitations, a solo game inspired by a Christmas Carol which is on sale for October! Design Diaries will be released for both of these eventually, but Iāve just started uni again so itās pretty full-on at the moment!
Godkiller
Buy Godkiller: First Blood on Itch here!
Iāve been playing Godkiller by Connie Chang with my friend Val and Iāve been loving it! Its a 1-to-1 PBtA game set in a world of cannibalistic gods. One player is the Godkiller and the other is the GM, God.
The game oozes with theme and flavour. Each move is evocative and the outcomes always feel like they drive the story forward. Iām particularly fond of the diceless moves, where the Godkiller answers one question and the GM answers the other. I didn't think this is a wholly new development for PBtA games, but using them in the 1-to-1 format feels particularly effective.
It's also really made me appreciate 1-to-1 RPGs, and the intimacy of the format is only heightened by moves like Do As You're Told. I was completely enamoured by the Godkiller actual play that designer Chang and Godkillerās dramaturge (and Chang's partner) Sea Thomas performed on the Transplanar YouTube channel. Iāve recommended it on a previous Things I Liked post, but check it out again if you missed it the first time. This was my introduction to the game and it hooked me immediately.
Currently the game is an ashcan release, but itās already really gorgeous and pretty thorough contents-wise. I think the one thing I really want from the full release is a larger list of sample gospels, the personalities and philosophies you give to each NPC. When I have to come up with an NPC on the fly, I struggle to give them one, so I would really appreciate having a through list that I can pull from when I need to.
FlyKnight
Buy FlyKnight on Steam here!
FlyKnight is a short, first-person dungeon crawler video game that I played with my partner Jamie. You are humanoid flies on a quest to defeat the evil witch Lunamoth who cursed all flies to never grow wings.
The artstyle is great. Itās low-poly character models are very charming, and all of the animations feels very expressive. I was pleasently surprised by the combat, which became very tactical over time. As you fight enemies, you can cut their limbs off, reducing their damage or movement. The different weapons have different attack animations, meaning some are better for striking certain body parts over others. And the friendly fire meant we had to be careful when ganging up on the same enemy together.
Also, the game is only £4.99, a steal! I got 3.7 hours out of it across 2 sessions, which I think is definitely enough to justify that price. Check it out for a short, charming, old school dungeon experience!
Game Changer Season 7
Check it out on Dropout here!
The latest season of Game Changer absolutely crushed it. Thereās so much to talk about but Iāll stick to some of my favourite episodes:
You-lympics sees Brennan Lee Mulligan, Ify Nwadiwe and Katie Marovitch completing a series of challenges and then trying to beat their previous attempts. This was one of those episodes that really leaned into the fact that the contestants donāt know whatās coming, because they only realise the gimmick halfway through recording the episode.
Crowd Control is a new all-timer for me, and Sam seemed to enjoy it so much that he commissioned a whole series of it before the episode even aired! It sees stand-up comedians Jeff Arcuri, Josh Johnson and Gianmarco Soresi do crowd work while the whole crowd are wearing t-shirts hinting at their interesting stories. As a big fan of stand-up, I really love this one! The full series will probably make itās way onto next seasonās post, but only two episodes are out right now.
The Drinking Game, Rulette, Who Wants to be Jacob Wysocki, and of course the bonus episode Samalamadingdong are all up there with new favourite episodes too. This season absolutely killed it!
GUDIYA
Watch Part I and Part II on YouTube!
GUDIYA is an actual play of Bluebeardās Bride by Nameless Domain. Despite winning the Best of the Best award at the New Jersey Webfest in 2023, episode 1 sits at 1.7k views and episode 2 sits at under 400, everyone is sleeping on this thing!
I first encountered this two-part series when this Rascal article from last year came up on my feed. It describes the game as āthe closest Iāve seen to an AP art film,ā which immediately caught my interest, so I started the series without reading further.
Rowan points this out in the Rascal article, but the choice to play Bluebeardās Bride with three PCs gives it this beautiful mythic feeling, with the three facets of femininity evoking the pagan triple goddess. The gameās Desi perspective also really makes it stand out to me, with the threat of colonisation added to the many threats that Bluebeard embodies in this game.
I also really loved the visual aesthetic of this series! It uses digital collage and similar techniques to represent Gudiyaās mentality visually, with her face shattering like porcelain and growing and shifting in body-horrific ways.
Everyone should watch this series. Itās massively underrated and I really loved it!
Links
Quinns Quest reviews Mythic Bastionland and Triangle Agency.
Quinnsā interview with the Triangle Agency designers is also free on his Patreon!
For something very academic: Kaelan Doyle-Myerscoughās āA Queer OS Powered by the Apocalypseā takes theories of queer and feminist operating systems, which frequently look towards the future, and argues that these things are possible now, in the medium of TTRPGs.
A.A. Voigt writes about The Ones Who Try to Play Omelas, various games inspired by Ursula K. LeGuinās The Ones Who Walk Away From Omelas. This was also my introduction to LeGuinās story, and I really loved it! There are a couple pdfs online and itās only short, go give it a read before watching the video!
Gestaltist is Playing With āButā to create unique settings and generation tables.
Wobblerocket writes about How To Run A D&D Magic Item Auction. It uses some 5e mechanics but it's generally portable to any trad fantasy system, just sub out the skill checks and saving throws appropriately.
Matt Colville asks What Are Backstories For?
rose-colored essays writes about Severance and the Poetics of Science Fiction.
From Zack Zweizen at Kotaku, How Sam And His Crew Design All The Devious Game Changer Episodes - āif you start Game Changer from the beginning, you can kind of watch my journey as a game designer, which I think is fun.ā
Jay Dragon asks Does Super Mario Bros. (1985) Have Rules?
This post is from Jackalope Mail, read more at:
Zonelets is a scrappy blogging workflow designed to encourage creative fun on the internet!
I've got a sale running for all of October: Two Haunted Games. Pick up two gothic TTRPGs that only take a session to play, perfect for halloween oneshots!
A bundle by Crackerjackalope Games, £6.60 for ABODE 2nd Edition, Visitations
Find out more about each of the games under the cut:
ABODE is a generational storytelling game for 3+ players. Over a number of scenes, players will draw a family tree and play each of its members. Each character only has a name and a trait, and each scene is guided by a question, so roleplay scenes are super punchy and fast paced! The game only requires drawing utensils to play.
Visitations is a solo game of ghostly encounters inspired by A Christmas Carol. Create a horrible person and narrate the three ghosts that visit them in an attempt to change their ways in this playing card-powered solo RPG. All the art in Visitations was taken from antique illustrations of ghostly encounters.
I just updated the RPTree Creator Kit with new layout, new writing and a new logo by @pendularsand. Check it out now!
Build out a family tree in this roleplaying game system
RPTree is the system I created for my TTRPG ABODE, a gothic horror game where players build out a family tree over a number of rounds.
The creator kit is split into three sections: an Introduction to the RPTree system; the RPTree SRD, a genre-less version of the rules for ABODE; and a Design Notes section, highlighting the strengths of the system and discussing some parts of the game that you can change when making your own RPTree game.
The Creator Kit is completely free on Itch, so check it out now!
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I just released Visitations: a solo game of ghostly encounters inspired by A Christmas Carol.
In the game, you create a terrible person, describe their sin, then create three ghosts and narrate the conversations between them. All you need to play is the game, a deck of cards and journaling tools!
A solo game of ghostly encounters
Additionally, all the art for Visitations is made of public domain images from antique books. While editing these images, I ended up making more than I needed, so I'm also releasing a PWYW art pack! Check it:
Over the last few months I've been reconnecting with old friends, motivating current ones and meeting new ones in various events that Iāve organised or attended. I want to take some time to introduce you to each of these events, and encourage you to try them yourself!
Solo RPG Book Club
Since May, Iāve been attending a monthly solo RPG book club at my local game store, the Tabletop Emporium in Cardiff! Itās been a great way to talk about games with people, and itās given me a reason to actually play more games, which is always great! Each month, we select a Solo RPG to play, and meet back up at the end of the month to discuss our thoughts on the game and share our specific experiences. Compared to a normal book club, weāve got a much wider set of things to talk about, since each player is telling their own story with the game. Itās been a lot of fun to compare our playthroughs and see what they had in common and what we did differently!
We began with The Librarianās Apprentice by Almost Bedtime Theater, then they played VOID 1680 AM by Bannerless Games, but I missed that one unfortunately. The most recent game we played was Summit by The Copper Compendium, and next up weāre playing Mountaintop Isolation by La Lionne Publishing.
The first game I made was a solo game, but I hadnāt really touched the genre much since. Jumping back into them here has been really interesting. The Librarianās Apprentice re-inspired me to think about the Guided by Firelights game I had an idea for back when the game jam for that was happening. And Summit has also inspired me with an idea for a new game that uses some of the same rules for generating visitors (more on that later).
One of the other attendants, Alex, has also been blogging about some of the games weāve played, so take a look at his Substack for a more in-depth review of Summit, as well as a review of Dead Air which talks a bit about his experience with VOID.
Video Essay Club
On the topic of book clubs, I took it upon myself to start up a video essay club with my old college friends. Each fortnight, we pick a video essay, watch it, and meet back up to discuss our thoughts. I started us off with Art in the Pre-Apocalypse by Jacob Geller, one of my favourite videos from one of my favourite creators. Then we watched It's Embarrassing to Die: The Immortalist Story by Atrocity Guide, a video about the history of various groups in the US who are claiming to know the secret to immortality. Then I suggested a double feature of LegalKimchiās videos, Bioessentialism in Gaming and Dehumanization and Creating Monsters, about the depiction of āmonstrousā races in D&D and other high fantasy. And most recently we discussed The Fashion of Sci-Fi Futures by Verilybitchie, about how science fiction movies dress men in feminine clothing, and what that means the films are saying. Next up is Taskmaster and Intelligence by Incidental Mythology, which I mentioned in my last recommendations post!
This whole thing has been so lovely, both as an excuse to experience new viewpoints on topics and as an excuse to hang out with my old friends. During our first discussion, we spoke about how long it had been since some of us had seen each other, and how its really lovely to have a regularly scheduled reason to hang out again after college.
Right now, we're keeping the videos roughly between 30 minutes and an hour, which makes the commitment much smaller than reading a full book. This whole thing was inspired by Game Studies Study Buddies encouraging their viewers to start game studies book clubs, as well as Death To Secret Cinema, an essay by Adam J. Reed in Filmmakers Without Cameras, which is about Reedās experience with secret cinemas back in university and during COVID. We used to do monthly movie nights in the same server, so this has been a really fun, new take on that!
Game Jam
In a separate friend group (with some overlap), Iād been listening to a bunch of people talk about cool game ideas they have and then not actually making them. This had been going on for MONTHS and it was KILLING ME. So I finally decided to do something about it, Iām hosting a game jame! This is a private jam for my small friend group that Iām running this month, so donāt take this as an announcement of a big public event, but next monthās blog post will probably involve me going through the games we made and talking about how cool they are. Apart from me and one other person (I think?), these are a bunch of first time designers, and its been lovely to hear them all share their progress and collaborate on these projects.
I started making a tactical combat system as a first foray into the system I want to use for larger projects down the line. But I decided that itās probably not a good idea to make my first tactics system under a time restriction, considering all the playtesting I should do for it. So Iāve decided to pivot to making a solo game, which is much easier to playtest.
VISITATIONS is a game where you play a terrible person and get visited by ghosts who attempt to teach you a lesson. Themeing-wise itās entirely inspired by Dickensā A Christmas Carol, and because of that Iām pulling from a bunch of old illustrations of ghostly encounters to make the art for the game. Hereās a sneak peak of the cover:
Mechanically, itās inspired by Summit, which I only played because of the Solo RPG Club! Itās all come full circle! Iāll speak about it more when I write a Design Diary post for VISITATIONS, but the way your resources work in Summitālaying out cards and then using the information on them to reference specific journalling promptsāreally reminded me of laying out a tarot spread. I want to push the amount of information you get out of the spread further than Summit took it, and I guess weāll see how successful I am with that. Wish me luck!
It's been really fun to have regularly scheduled events to attend. It's something I greatly missed, especially while uni is off for the summer. If any of these have caught your interest, definitely check if there's anything similar happening in your area. If not, start one yourself! Get some friends together, hang out and learn something new! Youāll love it, I promise.