Minærva McJanda (she/her, zie/zir)
@minahoneybat
Layout artist, graphic artist, RPG writer, fan of communities and evolution. See my work in SPIRE, HEART, LANCER or VOIDHEART SYMPHONY; Want your game made beautiful? 30s | wlwlwlwlw | trans
Anyway it was really really enjoyable to make, and *also* was the first time my wonderful wife @arbyk.bsky.social had her art published in an RRD product (making these intentionally-rubbish napkin-sketches of an assassination plot) Check out the book at rowanrookanddecard.com/product/the-...
It was a real fun project! Every spread gave its own challenges. Even in this one you had the writing task of adapting a CIA manual for social sabotage while also putting in an ad that managed to have the gun's stat block as marketing buzzwords
Walking down memory lane and I remembered The Revolutionary's Guide To Spire – a 24 page entirely in-character zine published by countercultural elements in the city of Spire, walking the line between 'fun' and 'legitimately revolutionary'.
Oh all the time! Here's the lists from some recent projects:
This all comes from looking at the aelfir Solar Pantheon in Spire and thinking... if the Heretic is what the moon church looks like in the Heart, what does the sun church look like? So: revere the pantheon, turn the wheel of the year, make new gods for the heart's strange seasons.
New release! The Illuminate is a delver class for @rowanrookanddecard.bsky.social's HEART: The City Beneath, all about looking for the true sun. Not the one burning in the sky, but the one that brings about impossible colors and true enlightenment.
Gosh I love to write a blog post about my game design goals and get this feedback 😀 www.kickstarter.com/projects/gsh...
Children of Time RPG is funded! Next up: you'll all find out how it shapes your culture when your tongue is dextrous, prehensile, and so long it attaches to your hips. (Seriously I've seen what @aptshadow.bsky.social has in mind for these lovely creatures and I'm very excited.)
Whenever there’s a print run involved? Pretty much constantly. Especially if we’re doing something weird with the book. I also have my many and varied books of paper samples, which I use to test texture and translucency
(I have a spreadsheet of paper types, showing their relative traits, weights, and page thicknesses:)
Or, going down the ranks, high-tier proxies don't need the players to draw their emotion or even their awareness. The breakers just need to get close, and the alter inside the proxy's head begins to rewrite the laws of their world.
And then I started filling out both axes. For example: rank 1 proxies from the media company instead trigger off the proxy's fascination, and force the breakers to reveal truths to the proxy.
Mix that with the four CEOs the alter might be sourced from to get 12 broad classes. And that's where it gets *fun*; that combo of impulse and mind really helped write moves to set terms of engagement. For example: whisperers from a power-hungry energy CEO lash out to shut down the player's options.
ENnies voting is live! I could explain why you should vote for Voidheart Symphony Revised for Best Layout and Design, *or* I could just show off some spreads. Think I'll do the latter 😘 vote.ennie-awards.com/vote/2026/in...
Oh damn – it's almost July 14th again, the official holiday of 'Big Ambitious Storytelling RPGs That Do Cool Things With Societies and Speculative Fiction'. I know, I know: you're probably bored of seeing people talk about it, already put up your decorations. But this year's going to be a fun one!
Anyway. There's a new version of the game up wherever it's sold – with a new playbook, wording tweaks, updated handouts and more. Infest this city, sneak into its most secret places, and tear down the tyrannical 0.1% in GLITCHHEART VERMIN: minahoneybat.itch.io/glitchheart-...
Seriously though: it's very important to me that this game about hackers and network adventures cares about the material and physical. There isn't wizardry here or metaphor – everything you face is real, even if it's digital. In fact, that lines up with the first two principles of running the game!
WAS MAKING PLAYBOOK HANDOUTS LOOK LIKE THIS A GOOD IDEA? ❎ Small-minded, shows a mind captured by the tyranny of printers, a question best left for future historians. IS IT FUN TO MAKE PLAYBOOK HANDOUTS LOOK LIKE THIS? ✅ Enlightened, appreciates art, resists the demands of Epson, Xerox, and HP.
And here's a little preview of something that might be dropping in the next week:
One week into running my own pages for side projects, and it's been genuinely lovely be able to just chuck stuff up for sale without having to worry about fulfillment pipelines and production timelines, heh. No shade to that stuff, it's important for long-term sustainability, but it wears on you
Starting up a new game of GlitchHeart Vermin today and was really feeling the need for an extra playbook, so I got to work. The Wire-Rat lives in the city's secret places, mapping its infrastructure, and turning it all against the corps who would enslave it
Sometimes an idea hits you at midday and by the evening you have a mini-supplement written, laid out, and ready to go. (And then you sit on it for a few days to make sure it's good and worth putting out, heh) Anyway: look forward to finding out what this might be sometime next week ^^
And the final part of masks that's interesting to me is: each is an elemental part of reality. It means something that your home domain is expressed in these forms. Each mask comes with a set of laws: players must pick one for each mask they gain, and it becomes a physical law of your home reality.
Maybe you spend that hoarded reality to reject an alien realm's attacks. Maybe you instead let the realm change you so that you can change it right back. There's an element of shifting tokens around, playing with your investments, trying to decide what matters to you. I'm excited to see it in play!
That's mechanical: you invest your reality into the mask's phases, and those points give you dice to roll and powers to use when acting in that phase. The Volcanic mask has phases of Flame, Lava, Obsidian; the Atrocity mask has phases of Hatred, Harm, Murder.
Instead of going into a realm with your truths exposed for its rules to rewrite, you wrap yourself in something elemental: fire, tides, stars, violence. When the realm you're in tries to oppose you, to redefine you, the mask acts as an ablative truth – it's shaved away, so that you stay yourself.
After the release of GlitchHeart, I was pleasantly surprised to see folks asking about Darkstar Anthem! Short answer is, oh boy is that game still exciting to me and living rent-free in my brain, but *wow* is it a kind of design that'll take some time yet to make.
Also, this means that Voidheart Symphony is two-for-two in getting nominated for best layout and design, see 2022. Which I am going to feel incredibly smug about for at least the rest of the day. ennie-awards.com/portfolio-it...