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Oh and one last thing, for avoidance of doubt: IPR supports trans rights and BIMPOC creators and gamers. Fascists, Nazis, and TERFs can all fuck right off.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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UNI#000 - 'Pink Skies': 'UNI#000, known as Pink Skies, 'Pink Skies' is a dimension composed entirely of gargantuan floating donuts - many of them sporting the signature pink icing that gives the universe its name. These donuts soar through perpetually sunny skies with no ground in sight, making UNI#000 a popular vacation spot for weary dimension-hoppers.
It's one of the first universes I ever conceived for my Multiverse TTRPG 'Warped' and one of the ones that's closest to my heart.
Whenever I dream of being in 'Warped', I find myself in Pink Skies.
Switch places with your Multiversal variants to complete death-defying missions!
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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.
I've been working on A Most Bloody Devotion for the past month and it has swelled in size to about 80 pages. 20 classes, 29 pages of GM guid
Rather than doing a specific pointcrawl for A Most Bloody Devotion (my OSR/romance/cannibalism game) I've made a "pointframe." Essentially a structure which will make a pointcrawl for you!
Smallest Salutations and welcome to Deathmatch Island! Feeling nervous? Don't worry, Neo will guide you through all the rules of Deathmatch Island. Pay close attention, you wouldn't want to miss how to gain followers or how to win a contest now would you? You are playing to win after all!
We have a Patreon! Check it out if you want to support us and this podcast! https://www.patreon.com/TinyTablePodcast
I couldn’t sleep at like one in the morning so I finished up the first Autumn prompt for Koriko.
My witch really went through the ringer on this one, like, a near death experience, but worse, totally freezing up and then getting saved by her crush. (Her crush who is currently living with an ex. This annoyingly charming ex also recently stole my witch’s market stall and is way more popular at the market than my witch too.) 😬
Even worse, the crush only showed up to help because their ex heard my witch screaming and told them to go take care of the disturbance. and then acted like they had feelings but also distant and weird!
Anyway, i’m definitely making this ex the next Confidant who shows up because it’ll be extra funny and terrible. my poor witch. This game is supposed to be slice-of-life but I just love the drama 😆
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Whoops! I've been pretty atrocious at sharing patreon updates over here. Time for a grab bag of cool stuff I've been working on!
Riverlands
First, I whipped up some Riverlands themed classes for use with Down We Go. The Small Captain (you get a boat!), Trickster-Poet, Marsh Apiarist, and both the Greenfinger and Redfinger (those who use flora based magic and those who use fauna based magic).
Riverlands & Green Wandering 6/8/26 by Ostrichmonkey Games on Patreon. Join Ostrichmonkey Games's community for exclusive content and update
Also working on some maps for the Riverlands: Stoneside zine!
Riverlands: Stoneside Update! by Ostrichmonkey Games on Patreon. Join Ostrichmonkey Games's community for exclusive content and updates.
Wandering Green
Wandering Green is the new title for my Mushishi inspired ttrpg! The text is basically complete (barring future editing post-playtesting) and patrons also get a laid out playtest PDF!
Wandering Green 6/15/2026 by Ostrichmonkey Games on Patreon. Join Ostrichmonkey Games's community for exclusive content and updates.
I've also started work on converting my souls-like inspired (and unfinished) ttrpg to the Paragon System (as seen in Agon, and Deathmatch Island). Plus, my Marathon inspired forged in the dark game has been seeing regular updates!
Dark Confluence & Ex Materia by Ostrichmonkey Games on Patreon. Join Ostrichmonkey Games's community for exclusive content and updates.
And most recently, I started work on some sublcasses for use with Gila RPGs' fantasy ttrpg LORE. The Bulwark fighter subclass which wields a shield to protect allies, and the Magpie for rogues, somewhere between a thief and a packrat.
Gila RPG LORE Subclasses by Ostrichmonkey Games on Patreon. Join Ostrichmonkey Games's community for exclusive content and updates.
Practice painting of my Muse Fable!! This was super out of my comfort zone but I need the practice XD
Fable is my Muse from my ttrpg My Little Muse, found here for free!! I like it so much and hope to make more art of Fable as I increase my skittles :3
[Image description: a purple feathered serpent with two legs and a single eye crawls through a stream before a waterfall. It has a crown of purple and pale green feathers and looks forward with a little smile. End description.]
YOU GOT A JOB ON THE GARBAGE BARGE is a 60 page setting and adventure RPG zine, ready to play with any rules-light OSR style system. It includes maps, monsters, 100 kinds of trash and lots of drawings of raccoons.
TLDR: I just released A Witch’s 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 writer’s block, I’m jumping straight into talking about my most recent game. I might go back and do some of the other ones, but I’m 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 Witch’s Pilgrimage!
The Game
Like I said at the top, A Witch’s 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 ‘The Well of Luck’, while a d8 that rolls a 6 becomes ‘The Shrine of Protection’. 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 “crashed space ship” and a d12 that rolls a 7 becomes a “corrupted greathall”.
I tweaked this slightly so that each die is always the same type of location. The d12 is always “The Cave of” something, for example, unlike in Stoneburner where the prompts on the same die are more distinct.
I’ve 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. It’s fitting, really, because that’s exactly when the game is set.
It’s interesting looking back at it a few months later, especially the endings (I’ll talk more about the mechanics of those in a bit). The ending that’s 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, I’m 22! He’d been in my life for basically as long as I remember, and it won’t be until 2034 that he’ll have been in less than half of my life. That’s 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 “best” ending (in the sense that it’s the hardest to get and sees the spell you’re casting at it’s most powerful), it’s not the ending that I would want now. Instead, all I’d ask for is the middle ending, to have him back for a single day. And I’m sure, as time passes even more, I wouldn’t want to attempt this ritual at all.
Endings
Once I had worked out the player character’s 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 don’t use all three cards into the “anything else” category, leaving me with 5 degrees of success. I’ve 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 I’ll 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 won’t get a duplicate if you roll on it 4 or 5 times in a game.
I’m 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 it’s really cute).
Conclusion
This feels like the first game I’ve 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 it’s not really felt like you could look into my soul through my work. This is different. It’s still a genre I like, and it’s still mechanics I find novel! But I’m also in there in a way I’ve never been before. It’s a weird feeling, to bear my soul like this, but it’s exhilarating! This definitely feels like my new favourite project, the new thing I’m proudest of, the new thing that represents me best.
What’s Next?
Big news! I’ve been accepted into Gamefound’s 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! There’s a hugely diverse set of projects coming out, from solo stuff to original trad systems to third party Daggerheart material! I’ve particularly got my eye on what Tori Truslow is working on, their previous game Tending looks absolutely gorgeous!
I’ll be making Dewin, a solo RPG inspired by Welsh ghostlore that uses the same system as A Witch’s 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. I’ve been shopping it around different systems this whole time and it finally feels like this is the one.
Since I’m making a second game in this system, I’ll 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 Pilgrim’s Path Creator Kit on Itch now, although there’s only a logo there at the moment.
This is all really exciting, and I’m sure I’ll 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 Witch’s Pilgrimage published here before it released!
Thank you so much for reading, just a reminder that you can purchase A Witch’s Pilgrimage on Itch right here!
Speak soon!
CJ
Read more Jackalope Mail on Patreon
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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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The @heartfighters this year will be breaking our hearts and souls on Team Tragedy.
Character Featured: Isagani Qwarke. CALLSIGN: Caterpillar.
MECH: Lich/Sunzi "Can-Of-Worms"
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