I love ttrpgs, especially indie ones! I post recommendations for different indie ttrpgs based around different themes. (Photo by Charlie Green on Unsplash.)
Hello, I'm Mint, and for whatever you want to game, there's probably a TTRPG for that!
I post ttrpg recommendations every week! I know the tag is pretty full, but if you're on a laptop/desktop, you should be able to check my archive with the filter applied for an easier search. You can also check out my system overviews if you want to learn about a system and the games within it.
The inbox is currently closed! I am on hiatus.
I also make playkits for games I like on Google spreadsheets! You can check the tag to see a few, or check out this folder to see what I've made so far! You can also hire me to make a play-kit for you!
I have a Ko-fi, which you can check out here.
Itch Games Library Masterpost.
My Itch Page
Protect the Child -> my game of monster babysitters. You can get involved in play-testing this game here!
Other Tags:
Mint Reviews - my thoughts on on games people have asked me to review.
Mint Creates - the projects I am working on!
Mint Plays Games - re-caps and thoughts that I post after playing games (or runs of games).
Blog Buddies - an ongoing conversation with friends & creators in the ttrpg scene.
Games of the Week - random games I found while cataloguing that I want to shout out.
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Can't just work on releasing a TTRPG adventurer and not give the players some fun new characters creation options! So for my Reactors & Romance adventure, Powercores & Polycules, I designed some new mech options for the players.
Which, given how rules light and simple character creation is for the game, it was my only real option. It had the added bonus of giving me an excuse to design some mech!
Last month I announced an upcoming collection of monster-focused story games entitled Kayla Dice’s Absolute Monsters and outlined the project. Amid other busyness I have made progress on a few of the titles. I finished the first draft of Our Destroyer completely and am ready to approach an editor for the title and I figured out the fourth title in the collection: Darkness and Distance; or, The Triumph of a New Prometheus.
Darkness and Distance; or, The Triumph of a New Prometheus is a retelling of Frankenstein in the form of a roleplaying game. It is also an oral storytelling game, an asynchronous card game, a character creation game and an embedded branching interactive narrative. In playing the game you’ll tell the story of a scientist, his creation, the pain they caused each other, and the explorer who bears witness to the end.
Play requires a deck of Tarot cards and the gamebook itself. Chapters cover events in the story and feature card challenges that must be completed and key choices that must be made. The decisions and consequences will influence the narrative and point to the next Chapter. Between chapters the narrative is relayed through a Storytelling Scene, with a player performing as different key characters depending on where in the gamebook they are.
The idea of the game is it could be played completely solo, but its best version is playing it with someone else as a hybrid solo play-by-post game with storytelling handovers. I finished a draft of some rules text and the first three chapters of the game¹. I then conducted a short self playtest mainly focused on the card mechanics, as I needed to be sure they worked before I committed to writing more of the game. Here was the initial draft of the card challenge mechanic:
Before playing a challenge separate the Major and Minor Arcana into two decks. Remove The Fool from the Major Arcana, add it to the deck of Minor cards and shuffle them together. This will be the deck you draw from during a challenge.
At the start of a challenge a player deals themselves a number of cards dictated by your hand size for this Chapter. Individual Chapters will have specific rules for discarding and drawing cards.
A challenge is represented by a Major Arcana card, to triumph over the obstacle you must play a combination of up to four cards, either of the same suit or rank. If the combination’s total value is higher than the Major Arcana’s number the challenge is overcome.
The numeric value of Aces is 1 and Page, Knight, Queen, and King are all worth 10.
The Fool is a trump card. It can be played alongside any four cards and it will count as a valid combination, regardless of suits or ranks. Integrate how a character’s folly aided their triumph into the story.
After a challenge a player discards their hand. The discard pile isn’t shuffled back into the deck until the end of a Chapter.
Just as a brief overview for the early chapters the Scientists redraws were linked to sacrificing resources, which broadly could represent attributes like Emotional Regulation, material resources like a Large Inheritance and connections like an Amoral Hired Assistant. Whereas the Creature’s redraws in their opening chapter would involve gaining scars and eventually killing people (with it left to player interpretation whether that’s accidental, self defence or pre-meditated murder) and building a death toll. How many re-draws something takes gives shape to the fiction². An immediately apparent problem with the mechanic in the playtest was that it was simply too easy to beat a challenge, there was no real difficulty or chance of failure³. I tried a couple of tweaks, first restricting you to only playing a pair of cards, then further the pair specifically having to be a match. This finally resulted in playthroughs that had a variety of results, sometimes I needed to discard and redraw a lot and some challenges I beat without losing anything. It was swingy but that wasn’t a problem⁴, but a problem still existed.
Even when I’d made changes to the mechanic it didn’t feel right, there was a lack of satisfaction. Drawing a hand and realising you can instantly win didn’t feel lucky, it left like being denied the chance to play⁵. Even though the fictional outcome could be interesting, the experience of play inspired no feeling. I went back to the drawing board, the Major Arcana as obstacles worked fine but I looked to move away from beating the Major Arcana through card values. Instead of playing a hand I decided to use a predicting based mechanic⁶. Here’s the new draft for card challenge rules:
Before playing a challenge separate the Major and Minor Arcana into two decks. Remove The Fool from the Major Arcana, add it to the deck of Minor cards and shuffle them together. This will be the deck you draw from during a challenge. The rest of the Major Arcana will act as the obstacles you encounter over the game, with higher cards representing more dangerous challenges.
You complete a card challenge by building a pile of cards the size of which matches the Major Arcana number of a given challenge. You add cards to your pile by guessing if the top card of the deck will be higher or lower and then drawing, if you guessed correctly then the card is added to your pile, if your guess was incorrect it goes to the waste pile. For the first card you draw, you are guessing higher or lower relative to the value of the Major Arcana, for all the following cards you are guessing relative to the current top card of your pile.
Pages are valued at 11, Knight at 12, Queen at 13, and King at 14. When you first draw an Ace you declare if it is valued at 1 or 15, this value applies to all other Aces drawn in this challenge.
If the card you draw is a perfect match it is not immediately added to your pile or the waste pile, instead it is set aside and your next guess determines where it goes. If at any point you draw The Fool you succeed against this obstacle immediately, regardless of the size of your pile. The Fool is then set aside for the rest of the Chapter.
When a challenge is over, the number of cards in the waste pile determines the consequences you suffered during this challenge. Each specific challenge will present its own costs.
In some Chapters the cards challenges will have a fail state, where if a certain number of cards go in the waste pile the challenge cannot be completed. An obstacle revealed itself as truly insurmountable to your character and the story will take another direction. Some challenges cannot be failed, regardless of how much is lost, you will triumph no matter what it costs. Once a challenge is completed shuffle your pile and the discard pile back into the main deck.
From my own tests this feels better to play and let me explain why I think that is. One reason is that this inherently involves more effort. Even if you get lucky and call correctly for every draw you do still have to draw those cards⁷. There’s more moments of tension; if the top card is a Queen and a player predicts lower and drawing a Jack would feel like a near miss while a King would have an unfair feeling sting and drawing a 6 would feel exciting then intimidating as you realise you have to predict again. These feelings can influence the emotion of the fiction, you have a sense of struggling against a challenge before getting a lucky break and that bleeds into the telling of the fictional obstacle, whether that’s pilfering corpses, trekking through the arctic or conquering Death.
Other changes flowered downstream from moving to the prediction game. Using the waste pile as a results table unique to every challenge may mean moving away from representing things as resources, essentially speaking in plain terms about fictional consequences and how they cause divergences in the narrative and which chapter is proceeded to.
The next step will be moving to a more detailed re-write of the initial chapters to align with this change. From there I’ll see whatever changes I need to make to the rules text and likely run another self play test⁸.
Because of the nature of this book I imagine it will have a high page count. I predict it will be the largest title of the collection⁹ by far, which probably means I’ll cap the collection at four games before the physical book becomes unwieldy. This could change when I continue writing, if my length expectations are wrong, or the book could grow to a size the format of the collection has to change around it.
Kayla Dice’s Absolute Monsters is coming to Kickstarter in the future. Please do follow the pre-launch page, it will be a big help when the time comes. I’ll likely write more about the individual games and the collection as a whole as it develops¹⁰. I also have other stuff to work on, some much closer to sharing than others, so the next time I contact you there may be some announcements.
A hardback collection of monster-focused story games from a one of a kind creator.
1. A preview of the game was posted on my Patreon for free members but I’ll replicate important things in this post. I’ve decided to make some changes Patreon going forward where it’ll essentially be a place mainly for cross posting the newsletter/blog. I explain more in a post over there.
2. The connection between a sacrificed resource and discarded cards felt somewhat abstract, which isn’t bad per se but asks the player to make that connection themselves.
3. Admittedly it’s not actually possible to meaningfully fail in the first two chapters. There are certain things that have to happen in the story, the Scientist always makes a Creature and leaves, the Creature always tracks them down with a demand. In those chapters the only scale is how much of a struggle is. I’ll likely write something about trying to strike an inevitably tragic note with those chapters, in every possible version of events certain fates can’t be avoided.
4. Something I have learned and try to catch now is that the most statistically unlikely outcome will happen to someone, so you should try and make sure that is still an engaging situation. As an example the initial timeskip mechanic in The Gallant and the Virtuous had the number of years just be the number you rolled, until I realised a game where people only ever got to skip ahead by one year wouldn’t actually be that fun. So I changed it so the results correspond to different lengths of time and you’ll always skip ahead a minimum of three years. For Darkness and Distance I need to make sure a playthrough where everything is accomplished without any major cost is as interesting as a playthrough full of struggle and suffering.
5. A bad run of luck felt more substantial but that ties in to the issue of having to account for all outcomes, someone could get implausibly lucky.
6. Fun Fact: I have an unfinished draft of a mythological underworld football game that used Tarot Cards. Very different mechanically from Darkness and Distance but penalties in that game uses a prediction mechanic, not identical but similar in ways. Maybe I’ll get back to the underworld some day.
7. Yes, drawing The Fool is an exemption to this but that’s why you have to set it aside for the rest of a chapter. Every chapter tends to have around three challenges so its impact is limited. The Fool is only ever confined to a single challenge where you don’t have to try and that has its own narrative resonance, your character is succeeding through something without needing to put in effort but in all likelihood that’s something driving them to ruin. All the same I’ll keep an eye on The Fool as I keep writing.
8. I’ve been trying to rest mostly this week, well rest and watch football. I also have some layout work and other writing to do that’ll keep me busy for the rest of this month. Of course I often say this and then end up doing more work anyway because I get excited about whatever I want to write. Keep your eyes peeled I guess.
9. I’m not bothered by the disparity in length really. I have something I want to write about sequencing collections and how I think of priorities like an album sequence. Darkness and Distance was probably always going to be the last game in print order, it being much larger just gives it an effect like an LP where Side B is just one long ass experimental song.
9. This was a design diary, other stuff may be more using the games as a jumping off point. I’ve been threatening to write a piece complaining about the term cinematic in ttrpg descriptions (and how I think it’s often insulting to cinema) for a while now and many of my Absolute Monsters are inspired by cinema so it’d be apt.
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ttrpg games are insane and make you insane in ways that are fundamental and irreparable. sometimes the best piece of fiction you will ever experience will happen to you and your friends over two to five years of your life. it will be your work and their work and yet somehow exist between and beyond you all. there will only be like three or five of you in the room and nobody else will ever be able to experience this in the way you did. it will be ephemeral and immediate and it will occasionally make you feel so bad you see hell. fuck. what a concept
One of the best moments of my life was a one-shot in an obscure system with people who are no longer speaking to each other. And that fact drives me kinda nuts. Not only have I peaked, I peaked playing fucking Ah, Dang! Mothman Won't Move Out (He Said It Was Just For The Weekend).
One of the few games I have gotten to enjoy as a player instead of GM/host/guide was also Ah, Dang! Mothman Won’t Move Out (He Said It Was Just For The Weekend); also with people who are no longer speaking to each other. I run games still, of course, but now I’m so strongly nostalgia for that one night where we played goofy housemates dealing a quirky Mothman and asshole landlord! I played a bigender ginger werewolf who worked as a waiter trying to save up for something like starting an animal rescue or veterinary training :3
From a year ago, Nick and I talked with Tiny Table after they wrapped their Yeld actual play series. It was a really good series and a fun interview! Its now all on Youtube! Please check it out!
i'm glad i happened to be online when this got reblogged, cause it reminded me i'd been meaning to get around to this
i ended up binging the entire @tinytablepodcast yeld 2e arc yesterday
it was an utter delight. i was trying not to crylaugh in the grocery store. the characters were delightful (princess was my fave. love a fussy old lady dog). but mostly i was happy the tiny table crew had all the same praises of yeld that i've had since i first read it
as someone with cognitive and reading disabilities, the rulebook of yeld 2e has been one of the most accessible texts (not just ttrpg rulebook!) i've ever read. the clear visual signaling, the accessibly written text. but, of course, the big winner of the yeld 2e rulebook is the comics. having the rules broken down into comics, and having frequent examples of play in comic form (that, as the tiny table team point out, actually tell a story as you read through the rulebook) was such a game changer both in my access to the text, but also in opening up to me how ttrpg rulebooks could operate and be presented
and then there are the rules themselves. yeld 2e is truly one of the best designed games i have ever encountered, and it was easy to hear in the AP just how synergized the rules are with each other, the characters, and the world of yeld itself. games like yeld 2e are why im such a champion of bespoke games. everything is intentionally designed & harmonized to tell the story of yeld and the children who find their way there
the rules are simple, memorable, & deep. the core resolution mechanic stays the same, but situational effects, abilities, & PC options give that system so much depth. you're never going to have to ask "wait, which die do i roll for this one?" or "does this ability apply here?" there is so much texture to the world and so many PC options that increase over long-term play that get rightfully likened to an MMORPG
then, of course, there's the GM support & accessibility and the rotating GM mechanic. so good for new GMs or tables where everyone wants to collaborate on a story together while still maintaining narrative leadership
but what is yeld?
A rules-rich portal fantasy TTRPG.
yeld 2e is a portal fantasy TTRPG in the vein of seanan mcguire's wayward children series, digimon, or the chronicles of narnia
the PCs, all aged 7 to 12, stumble through a magical door into the fantastical land of yeld. the door shuts and locks behind them, trapping them in yeld forever unless they find and defeat the 7 hunters of yeld who keep and guard 7 magical keys. if they can't, they'll have to stay in yeld forever. the catch is that upon turning 13, humans in yeld transform into monsters who can never return home
each player (including the GM!) will choose a friend type (like the know-it-all, big sibling, rival ... or dog!) as well as a heroic job (like the witch, shepherd, soul thief, or oathbreaker) as the core of their character. these options add to your stats, which are essentially pips that increase your dice pool for certain actions. actions are resolved by rolling your dice pool and adding them up - the more dice, the higher your potential result, which means you have a better chance of overcoming difficult challenges. some failures are a lack of accomplishment, while others can actually take dice away from your stats
the PCs can & will be harmed in various ways - but death is not the end in yeld. a fallen PC will remain as a ghost until revived, unlocking all sorts of cool ghost moves. combat is streamlined, collaborative, and creative - and also comes with consequences. while you can loot slain monsters and equip their parts for immediate cool effects, the world around you takes notes of your kill count. increasing the restless dead level will make monsters tougher, and nerf you and your friends. there are also nonviolent ways of ending combat, such as befriending or capturing monsters, or forcing them to retreat or surrender
as you continue your journey in yeld, there are so many options for customizing your character through their equipment, abilities, and jobs. PCs can go on mastery quests to level up their job skills, take on advanced jobs (like drudge angel, junk hound, or amazingly, tax collector) or, if they turn 13 while in yeld ... monster jobs like werewolf, magic eater, root warden, or oracle of the serpent god ...
while the PCs in yeld are children, and yeld is certainly engaging to and accessible for older kids & teens, yeld is not just for kids!! the rich world of yeld is full of strife, warfare, violence, intercommunity conflict, grappling with identity, and certainly at times some existential dread (all things kids & teens need to engage with as well!!). if you were turned away by the concept or (really charming) art, please give yeld a shot. as i said before, it's genuinely one of the best designed games i've ever encountered
this has been your routine shilling for yeld 2e. please do yourself a favor and check out this wonderful game
I'm going to be honest, I think that cyberpunk was probably pretty innovative when it started off in the 1980s but now it (and it's various "punk" spinoffs) just kind of linger over the science fiction genre like a miasma and it's time for someone to come up with something new.
Like a lot of breakaway scifi subgenres, cyberpunk asked questions about heavy social and political topics by taking the emerging technology of the day and dialing it up to 11, projecting a dystopian future where all of the (then) contemporary concerns had reached some impossible nightmare zenith:
Resource shortages driven by mass consumption
Urban decay brought about by austerity and the collapse of the American economy in response to globalization
Ultracomodification and alienation driven by unchecked capitalism
Increased corporate power subverting or even outright replacing governments
Information technology being used to reinforce state power, and subsequently take on it's own power outside of anyone's control.
Plus a million other things the genre grew to include
Problem is, the cyberpunk dystopia happened: We hit the upper limit of what dysfuncitonal economies and broken goverments and capitalist profiteering were able to exploit and it's all down hill from here as the value extraction systems cannibalize each other.
Cyberpunk has gone from being dystopian to being nostalgic, a retro throwback to the days when the cultural assumptions about personal agency in a world full of infinite growth were still somewhat possible. Yeah, the world was shitty, but you could still be an ultracool badass who smashed the system before going down in a blaze of glory.
Flash forward to the day and systems are smashing themselves (plus all of us, and the world in general) to pieces trying to siphon the last little slivers of market percentage into shareholder's pockets.
If you wanted to make a genre that was as topical for right now as cyberpunk was for it's time, I think there's two directions you could go..
Fantasy of Reform: Stories that are based around people's resonances to these massive systems breaking down and how to subvert/repair/overcome them. Society is worth saving, we just need to steward it through the birthpangs of latestage capitalist collapse. Shoutout to Cory Doctorow who's been writing in this protogenre since the bush administration.
Post Dystopian Absurdism: Turn the dial past 11, break it, show us what happens when the titans of industry not only go astray but collapse, decay, are left as nothing more than ozymandious style relics buried in the sand. It's a bitter hope, but showing people surviving and even thriving in a dead era or in its aftermath reassures us that life will go on, no matter the hurdles. I think of the Forever Winter game by fundog as my example for this, making a nightmarish world where the player can be kind, or perhaps even silly if given the chance.
Some ttrpgs I think might be worth exploring, if you're looking at sci-fi/fantasy genres about rebellion, reform and post-apocalypse:
Detente for the Ravenous, by A.A. Voigt: The Cold War if Henry Kissinger was the Pope. About colonized peoples organizing to bring down the Kaiju-as-metaphor for colonialist and capitalist attempts to consume the world around them, it feels heavily inspired by Heart, Babel, and F.I.S.T..
Rising Tide, by cosmicbeagle: A PARAGON playset about ecojustice pirates striking back against oil companies and other multi-conglomerates by destroying their assets while on the high seas.
Hunting Billionaires for Sport, by hexavexagon: A game where hunting billionaires is a legitimate practice that provides a media company with plenty of profits due to the popularity of live-streaming these hunts. You are some of those hunters, going up against everything those billionaires throw at you.
Apocalypse Roadtrip, by Mynar Lenahan: In a world overtaken by aliens, cryptids, kaiju, and secret government entities, your home has quickly fallen apart. Travel from place to place keeping each-other alive using whatever technology you can get your hands on.
Red Markets, by Hebanon Games: The zombie apocalypse happened and we just kind of... kept going. Try to make a living while on the wrong side of the economy by recovering proof that certain people died, so that your employers can claim the contents of their wills.
Sea Legs, by Jack Blair: The rich have left our climate apocalypse behind. We are left with a world where most cities have sunk beneath a rising ocean. You are a crew scavenging in order to keep your community alive, and sometimes fighting with others to get precious resources.
Many of the entries of Applied Hope: The Solarpunk & Utopias jam might also be up your alley, including Sunstained, by Mythworks, Green Skies, by SmallRedRobin13, and How to Ooze Charm into the Future, by Paul Czege.
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101 – Making a Comically Lucky Companion in Buffy the Vampire Slayer
(or listen here)
Everyone remembers beloved Monster-Of-The-Week serial drama Buffy the Vampire Slayer, directed by significantly less beloved Joss Whedon, right? Good! Because we made a cat in it! Happy Silver Screen Summer!
Follow the show online: https://badgertrove.com/literalcatpod/
Follow Joel Holland: https://bsky.app/profile/omamervt.bsky.social
incredibly excited to announce my new project and share this preview! Kraldum, my solo fantasy mudlarking TTRPG, will be funding on Gamefound this autumn as part of RPG Party 2026. click through to read more and follow its development:
Go down to the shore below the city. Collect what you can. Survive what lurks there and beat the rising waters to make it home.
this game has been forming over the last 4 years in notebooks and spreadsheets and pub conversations, and the time has come to bring it into the world as a real book. lots more to come!
Our Daggerheart game got postponed this week, so instead I went on stream and worked on converting The Archetype System, the custom multi-game ttrpg rule set I've been working on, from a bunch of notes into a book.
It's Kiwi RPG Week! While ideally you'll hear about kiwi ttrpg content year round, this is the week where we really focus on sharing the cool stuff made by our community- from standalone games, to supplements, to actual plays.
This year, I'm going to introduce a kiwi-made rpg each day! Today we have:
Na te Puhipi nā Kelly Whyte
(Ko Pākehā te iwi)
Na te Puhipi is a journaling game about the signing of Te Tiriti o Waitangi. The bulk of gameplay consists of reading and reflecting on speeches made at the 1840 signing, from the perspective of an attendee. At the end, the player writes their own speech in response to what they've read.
This game would make a good teaching tool, especially with the attention it gives to the context and shortcomings of the primary historical source. When I was in school, learning about Te Tiriti consisted of memorising a list of facts. After the third year of doing this it becomes pretty tiresome! Varying the manner in which information is conveyed is so important for keeping students engaged.
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.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming