Tag: ttrpg

  • SIGIL

    SIGIL

    In SIGIL, you play as Wavefront Explorers from Tharsis, the newly born and last remaining society of humanity. Equipped with the best technology Wavefront provides and infused with the enigmatic capabilities of sophian matter, you alone can venture out into the beauty and dangers of the planet Nerene, the newly renamed Sapphire Mars.

    Discover half-terraformed geography, delve deep into the ruined mega-city arcoviums of Humanity One, and face the myriad dangers the unknown will throw at you. Do everything you can to uncover the dark secrets of humanity’s past and the grand mysteries of your own cosmic future.

    Time is short, and Tharsis must survive.

    A Hard Sci-Fi, Low-Combat TTRPG

    SIGIL is a hard sci-fi game partly inspired by TV shows such as The Expanse and For All Mankind, and books such as Project Hail Mary. As much as possible within the world is grounded in real science. This is a genre that can be challenging to work on: careful rules have to be established during world-building, and players who are less familiar with the genre need gentle onboarding. However, the payoff is that stories set in this genre have the potential to be very grounded and believable.

    Hard sci-fi stories, especially those set in space, open the door to tension that can arise from physical or technological hazards. SIGIL leans into this by de-emphasising combat and instead focusing on ‘Crisis’ as its core conflict game loop. A Crisis is any time-pressure situation where someone’s safety or the players’ goals are under threat. Through this design, SIGIL tells players it is more concerned with saving conscious beings than killing them.

    Visual Design

    A major factor when designing for a TTRPG is how you present gameplay information. Printed sheets in a TTRPG are the equivalent of video game UI elements. However, they do not have the advantage of being digitally malleable; the player must update the state of the game on paper.

    This means that conveying affordance (function through form) is even more important. The player doesn’t just need to know what a ‘UI element’ is for; they also need to know how to manipulate it. Often, as designers, we have to convey this with very little tactility.

    SIGIL is a work in progress, and with each iteration of the game’s character sheets, I aim to make the onboarding and usability clearer:

    • Stats that use specific dice convey this through the shape of their elements on the sheet.
    • Tracks provide places to mark current and maximum values while still using pips that are readable at a glance.
    • Crucial rules of the game are captured in a lightweight form, right where the player needs them.

    Mechanics

    When working on a game with a lot of complexity in its narrative, world, and overall context, it can add real risk if the mechanics are equally heavyweight. When designers sit down to build ‘hard’ settings, it is possible to get wrapped up in the complexity and detail and transfer that over into lots of nuanced gameplay systems.

    With SIGIL, I wanted to avoid this and keep the game accessible; hard sci-fi does not have to equal simulationist. The core of the game centres around an action resolution system that is fast, while producing frequent, interesting mechanical decisions and tying directly into the problems and threats that the player’s Wavefront Explorer characters are facing.

    This action system is complemented by modular, narrative-driven, lightweight mission and item systems that offer just enough structure to align the table, without burdening them with endlessly checking the index of the source book.

  • The Goblet of Harathorn

    The Goblet of Harathorn

    This project is co-owned and co-designed by James Salisbury and contributed to by many more of my friends. Art on this page has been crafted by James and is often inspired by SketchGoblin‘s illustration style.

    The Goblet of Harathorn (GoH) is a long-running fantasy adventure TTRPG project, currently on its 7th design iteration. The game has been created with the intent of providing a D&D alternative to our friend group and as a delightful hobbyist endeavour.

    Over the years, we’ve drawn inspiration from novels such as Terry Pratchett’s Discworld, Garth Nix’s Old Kingdom series, and Brandon Sanderson’s Mistborn and The Stormlight Archives series, and other media such as the video game Fable, or the TV show Avatar: The Last Airbender.

    At its core, GoH is about playing…

    • …a ragtag assortment of unlikely misfits
    • …who stumble, bicker, and grow into something greater together
    • …to shelter their Community against a looming threat.

    The core game loop is a familiar classic, seeing the players supporting their character’s Community, Adventuring into the Wilds of Ara, and fighting the deadly environment, beasts and foes in the Challenges that the world presents.

    Gameplay & Dice

    Our latest edition uses dice pools of custom d10 dice, with outcomes designed to produce an average of 1 ‘hit’ per die. This creates a very elegant bell curve with the average result equal to the number of dice rolled.

    A die is added to the pool for each different relevant Skill the character has. Each Skill is a tag (akin to the tags of Fate or Legends in the Mist) that describes some aspect of the character. By using tag-like Skills this way, we ensure that every roll is a reflection of a character’s backstory and narrative.

    Characters & Traditions

    Unlike most fantasy TTRPGs, where each player usually chooses a single class to play, all characters in GoH are composed of two ‘Traditions’.

    There are 15 Traditions in total, covering a wide range of possible play styles, from The Tinker’s ability to invent incredible items to The Wake’s gift of summoning and binding souls from The Sorrows.

    The Traditions’ abilities are carefully balanced to ensure that each of them is effective while Adventuring and during Challenges.

    Asking the player to combine two disparate Traditions promotes more novel character design and ensures that the characters at the table stand apart from the typical fantasy tropes.

    Conlang

    For Ara, we have created an ancient language that heavily uses compound words to form new words. The language has added wonderful depth to the setting and the campaigns that have run, providing a sense of history and culture.

    You can see that many world-building elements on this page have their ancient language name.