Oh henlo!
I'm Spencer, a design strategist, illustrator, cat dad. I'm creating all sorts of supplements and original #ttrpg games under Bug & Claw! Follow me here or check out BugAndClaw.com to signup for updates
I do not support fascists, nazis, or sexual predators.
I will be leaving for the time being, and I recommend you do, too.
If you want to find me in the future, I recommend the links that follow.
My main, personal site, where I post about business, product development, and more, as well as where I will be posting resources related to such.
spencergoldade.ca/
We can fall in love with mechanics and systems, but everything needs to have a reason to exist in a game, or it can feel bloated. On the flip side, you may spend a long time working on something that ultimately adds little value.
Where do you need to cut?
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When planning fiction, a setting, or generally world-building, I think it's important to get down what your "Fundamental ideas" are.
What are the things that are always true?
What are the things that effect everything else?
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So far, the rules of Bug & Claw are based on these core premises. Perhaps more to come.
Fundamental ideas - Bug & Claw Devlog 20
bugandclaw.com/articles/fund…
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A good friend has been encouraging me to start a podcast or youtube channel to chronicle Bug & Claw and other development updates. Keep it low production.
Thinking about it...
Diversity and representation can be really important in games and other media. One way I've explored this is with communication. Different languages are often available in TTRPGs but rarely other modes of communicating.
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Had to take a couple of weeks off of evening game dev.
We had such a massive shift in weather here that my fancy migraine pills said "nope" and open the door.
Back in the saddle.
If a character would automatically pass a test regardless of their roll because their attribute score is so high, there is no need to roll. If a situation is not challenging then there should be no test to begin with– Do not overuse attribute tests.
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An aspect of TTRPGs that I find incredibly interesting is when a game successfully separates various phases, like town, camp, dungeon diving, overworld, and so on.
Which games have you seen that do this really well?
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