one of the best thigns about eidolon playtest is that in the grand tradition of actual play podcasts, it manages to turn several dumb jokes into genuinely touching emotional moments or pivotal plot arcs, including:
a bored immortal named 'ron eui'
a side character having a power that requires her to stay within ten feet of an enormous fortune telling machine at all times
minions: the rise of gru
the party digitizing a dead flamingo
president dracula
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I'm trying to write about this without getting emotional, but it's pretty hard! Hah!
But it's been officially announced so I can finally talk about it! I'm the Lead Designer (damn) on the official Tomb Raider TTRPG (double damn). Shadows of Truth has a public playtest coming up soon, and I'm excited for folks to see what we've been working on!
It's been a wild ride and a fun time, but this is also the biggest challenge I've had to face as a ttrpg designer. Like many indie folks I've drawn inspiration from the media we love (Apocalypse Keys is proudly Hellboy-inspired, among other things!) while still making it our own unique thing.
Tomb Raider has been completely different, in that I have to do my best to translate some awesome video game history into a ttrpg experience. And I gotta be as true to the source material and experience as possible, while still centering what makes ttrpgs great!
Tomb Raider is also a franchise that's been around for almost 30 years and is a HUGE DEAL. It's hard to describe how much of an impact it's made on action-adventure video games, repeatedly! Lara Croft is easily one of the most iconic characters in video games and the genre, and her Adventures include (several) dinosaurs, wild transhuman demonic Atlantean stuff, and apocalypse-inducing artifacts.
But Lara to me, especially since the 2013 game, has been a truly amazing and conflicted heroine. The last three games that grounded her and made her vulnerable, while still creating intense experiences, really hooked me. I really wanted to honor the journey of Tomb Raider and make a really fun and thrilling ttrpg for folks.
But anyone who knows me, knows that anti-colonial design is in all my games. It's just who I am, and it's not something I consciously did at first. It wasn't even until I started designing ttrpgs, in my 30s, that I realized how important my personal decolonization process was, and a lot of that has helped me discover new aspects of my identity (including being a transmasculine person).
So, I don't need to tell you that a franchise called Tomb Raider has some colonial implications, right?
As development goes on, folks have asked me "How is the game anti-colonial?" or "How are you addressing the colonialism?" I want to start off by saying as a team we conceptualized what that could mean while still being true to the franchise. But since then, as Lead Designer, I've had to make hundreds of decisions that are reflected in countless design and structural choices. I can point to dozens of mechanics and things and describe how this is my personal attempt to present anti-colonial gaming, and I'm grateful for the help our team of consultants and playtesters in guiding me.
It's kind of wild, but in chasing after and reaching for anti-colonial design, I've had to figure out how to implement great tech from other designers, but also come up with lots of new stuff too. There's some really cool Adventure design stuff that is really hard to pull off in a PbtA framework where you play to find out. (Arguably, PbtA itself has a lot of anti-colonial play about it compared to mainstream ttrpgs and it's one of the reasons we used PbtA as a design framework but that's a whole other conversation)
I'm really so grateful for the support from the team! It's hard to feel like I'm good enough and can measure up to Evil Hat's faith in me, but they've been incredibly supportive and open, and it's been stellar. Crystal Dynamics has also been amazing to work with, especially because it was important to me that while we honor how awesome Tomb Raider is, we don't downplay the difficult truths of colonialism and its ongoing effects. And they were so incredibly on board for that! It's so rare for a marginalized person like me to be granted an opportunity like this, and I am determined to give it my all.
We've built a team that's been amazing to collaborate with, and @ostrichmonkey-games has been doing incredible work alongside me. I'm really proud of what we're doing as a team! I can't wait for folks to see it come together.
You can also check out the Polygon (!!!) article about the game, which gives you a sense of some of the cool mechanics at play!
I know it's easy to write off an IP ttrpg based on a really big franchise (and for good reasons, unfortunately). But I really do think we're doing something special here! I hope y'all will give the game a chance and check it out when the public playtest starts up!
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Hi I’m absolutely obsessed with this new goobus I made today! Fi’s name is Widget and wi is a little pop up person. Very webcore-inspired, very silly, I almost got my account banned for a day because Roblox is fatphobic, yk yk
Love the room that wi chills in too, I was heavily inspired by Bliss, y’know like THE Windows XP wallpaper, the iconic background for so many PCs. Stg PC wallpapers are so generic nowadays, it’s like random strings of light and abstract shapes, like don’t get me wrong I love abstraction but this is like, boring abstraction if that makes sense? Corporate abstraction. What was I talking about again? Oh right yeah I love Widget <3
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EDIT: closing this up now! Thank you so much to everybody who volunteered to try out the puzzles. I really appreciate it. 🙏 Feel free to take all the time you need with them!
I'll be doing a similar open-call kinda thing for a second batch of puzzles sometime within the next week, and then will release the full set to everybody...... sometime after that*. 😉 So if you missed this, worry not!
heyo! anybody online right now who'd like to playtest seven vaguely fiber-arts-themed connections games? like connections, the new york times word puzzle game--
if you would like to playtest some, send me a DM and I'll give you the link to the puzzles + a survey to rate them in and give your thoughts-- mostly I'm looking to see which puzzles are the easiest or hardest, and if any puzzles are too nonintuitive and need reworked.
*It'll be this year's pi day puzzle event B)
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gleEIDOLON!
My friends and I recently did a short Eidolon actual play campaign for our Glee podcast (Loser Like Me). @sparkyyoungupstart ran it! I drew all of our characters! Please go give it a listen if you like sharks, shenanigans, and/or shitty teenagers.
Left to right, we’ve got:
Lexi Morganstern and Stellar Stellar (played by Jenna @discord-inc )
Anna King and 9 to 5 (played by me!)
Dolly Luna and Tear You Apart (played AND designed! by @girlnextvore )
Min Holden and The Littlest Things (played by Raena)
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playing dnd in a post-apocalyptic nyc setting is so fun
being able to roll sleight of hand to steal a joint from the pocket of one of my party members? incredible
a different party member using the tiny hut spell and having a chocolate fountain in there and my pc wanting to have some chocolate and suddenly realizing they were turned into a cat person by radiation three years ago and are likely allergic to chocolate and moping in the corner for ages? so fucking funny
doing a flashback scene where my pc and their partner go their separate ways shortly after the world ended and then later in the session finding their partner who has been enchanted to not remember my pc and quoting the flashback scene to make my pc roll with advantage against their partner to break the spell and the partner rolling a nat 1 and the dm saying “there’s no spell in the world powerful enough to make them forget you”? UN-FUCKING-PARALLELED
dnd is a good game
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This is more so a personal update with my relationship of taking breaks than a game update, but I'll talk about downtime, too
I've been trying to work on the game whenever i can, no matter how i feel, and looking back at it, that was utterly idiotic. There's this little nagging thing in my head that just goes "work work work! The game doesn't make itself! You're already taking too long! It could've been done already!" Which i think is a mix of anxiety and unnecessary self pressure. I actually HAVE been getting better with taking breaks, tho! Like yesterday, i spent the whole day just watching the owl house and DEAR GOD was that refreshing?? Monday i spent HOURS trying to figure out how to make a fucking flashlight for a potential horror segment but i ultimately got nowhere which was SO draining. I now also have an internship to balance with the game and therapy, which has been a guilt battle on its own, but i think I've been handling that alright? Especially considering that i told myself this is just a fun project, which is something i forget on the daily. (Thanks, arlo, for being so patient with my mind n makin' me keep goin'. Also, thanks to kofi, honestly, i don't think they know how much the 2 little things meant to me :"] )
For anyone still reading this, i sadly don't have a biiiiig game sneak peak as a treat but i found out the lightning plugin i use (shora) can do this thing and if you wanna see sneak peaks and shit posts of the game that don't get posted on Tumblr, maybe check my Discord?
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HEY GUYS WE'RE WINDING DOWN THE YEAR AND I HAVE SOMETHING NICE TO SAY
Six months ago I finished the first prototype of a little game called Slasher U: Act 1, and I was wondering if I should share it with the big fuckin' scary world while I finished the rest of it, or just keep tinkering until it was done and launch it into the world when it was perfect (aka the Normal Way to Launch Games).
You can probably guess which option I went with. :V
I am SO, SO GLAD I decided not to, like, toil in obscurity with this thing. So much of game dev is done behind closed doors and then lobbing a whole pot of spaghetti to the wall hoping it sticks. I CANNOT EXPRESS HOW MUCH I APPRECIATE YOU GUYS GIVING FEEDBACK ON MY SPAGHETTI as I lovingly stick it onto the wall.
I'm just so excited you guys are as excited about my dumb blorbos and game design and actual, like, game that exists, as I am. I launched this thing into the world in the last week of April with almost zero fanfare with the most Back to the Future "You know that new sound you've been looking for?!?!? WELL LISTEN TO THIS!!!" energy I have ever mustered. I think I just figured if I made my dream, perfect, everything-I-wanted dating sim (WIP, obvi, lol), then SURELY SOMEONE ELSE OUT THERE would want it too.
So, yeah. Thank you for the best six months of game dev I've ever ever ever enjoyed. :DDDDDDDD I can't wait to stick the landing on Act 2 too. NO PRESSURE RIGHT?? lmao
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