Jason Pitre
@genesisoflegend
RPG Designer, Publisher, Bureaucrat, Canadian, Acadian, Bi, Podcaster and coffee-lover.
Oh my, they are desperate. The expression on the C-suite when they realize no one is even using it for free.
Once More Into the Void is a game about family and healing. The designer of Once More Into the Void, Rae Nedjadi, is in the midst of recoving from a medical crisis and needs our collective support. All proceeds for sales of OMITV till Dec 31 go to him. www.indiepressrevolution.com/xcart/Once-M...
The following map from Worldhistory.org does a gread job of showing what the european view of the continent basically looked like. You basically had the south seized by the spanish, the inland waters taken by the french, and coastal territories by the british.
I don't know if I should be proud or ashamed of my kickstarter profile....
I am doing something different with this campaign as it is fully bilingual, just like the book itself. J'espère partager nos histoires québécoises à la communauté anglophone et que nous serons capables de le jouer ensemble.
After the War is our SciFi RPG of memetic horror co-designed by myself and @alasdairstuart.com. A sentient psychic virus infected and nearly destroyed the galactic union. Ten years after our pyrrhic victory, millions of survivors try to rebuild on Polvo. www.indiepressrevolution.com/xcart/After-...
Next up is our zine-sized game Posthuman Pathways. This is a transhumanist RPG for three players using a set of 5 pamphlets. A new technology is introduced that disrupts society, and you explore the ramifications during the lives of 3 different people. PWYW at www.drivethrurpg.com/en/product/1...
Our first game that we designed is titled Spark. I tend to describe it as a game about world-building and challenging your beliefs. As a group, you create a setting that revolves around important social issues or ideals that you want to explore during play. www.drivethrurpg.com/en/product/1...
Happy Monday, friends! As I am rebuilding my website from the ground up, I wanted to take a minute to talk about the games we currently have available.
I was able to administer 60% of a game of Hegemony and everyone had fun. A hell of a game with tons of components but surprisingly intuitive once you get going.
Lovely. It appears that the word Underdark is now creative commons thanks to OGL-gate.
To my friends from Australia and New Zealand; your friendly local game story can order copies of Sig: City of Blades from Aetherworks if you want a copy of our planar fantasy heist game, forged in the dark. :)
I am quite proud that I was able to make the print copies of After the War match despite 7+ years passing and changing publishing software.
I now have all the colours after ordering all four Colour Cubes from Sarah Renae Clark. Each cube has 250 colour cards with carefully chosen sets of colours that work together along with hex codes. Inspiring and also great on the shelf!
Despite the cover printing fumbles, I have to say that Songfall Survivors does match visually quite well with After the War.
@rdonoghue.bsky.social Here is a neat little mockup of the territories of each icon, strongly inspired by many of the details on the maps. A lot of settlements and points of interest are on the battlefronts.
By the gods. It took me 30 minutes to find out where you set how text wraps around an object in the new Affinity. It used to have a super obvious icon!
The Tier 3 Demons in Daggerheart are fabulous. The Demon of Avarace says that attacks against are with disadvantage unless you give it several handfuls of gold. It uses that gold to do more damage and can spend it to spotlight allies.
I am currently trying to set up the proper structure for Lonely Timbers - Tire Toi Une Bûche using more classical design principles and older typefaces. Even after shrinking the margins it stills looks too elegant for a corporate business manual. I need to make it uglier!
And here is one of the many excellent aspects of 4th edition on display in Daggerheart. They present adversary types based on functional purposes: such as bruisers, hordes, leaders, minions, ranged, skulks and socials, solos and standards. Lovely to see this helpful tech brought forward.
Yet another excellent piece of polish for Daggerheart. The table shows how all of the skills work for relative difficulties from Deceive difficulty 5 (trick a trusting acquaintance) to difficulty 30 (trick a god). Getting 6 difficulty levels * 18 skills shows the possibility space quite well.
Yup. Here is another lovely example of the evolutionary, refinement of game design. The section of Daggerheart titled Pitfalls to Avoid is remarkably useful and a clear sign of effective playtesting. Show people both the best practices and the mistakes folks make.
I can't believe it took me this long to figure out why Daggerheart felt so familiar. It is basically a highly evolved and refined version of Dungeon World. PBTA foundation for a D&D type of gameplay. The stat blocks finally made it connect for me.