Moon Rings, a new solo journaling game, is out now!
In the game, you play as a witch who wishes to end the reign of the cursed Blood Moon. Venture into the labyrinth, find the Moon Rings, and cast the ritual to change the moon! The labyrinth is deadly and the Blood Moon is watching, so you’ll need your strength of will, magick, and good fortune to make it to the end!
This game is based on the Carta and Aspire SRDs. It was made for the Below a Bad Moon jam!
Check it out and please share!
a solo journaling game about casting a ritual on the cursed blood moon
All my self-published games are 30% off at DriveThruRPG!
Lost Among The Starlit Wreckage is a 1-2 player journaling/storytelling game of war, loss, hope, and reflection from the cockpit of a deteriorating giant robot.
Tales from the Cockpit is a Lost & Found solo game of a giant robot, its many pilots, and the passage of time.
No Map, No Plan is a GMless roleplaying game for one to four players based on Cat McDonald's Carta system, in which you take on the role of a thief (or thieves) completely winging the heist of a rich estate with zero preparation or foreknowledge, in complete violation of the common sense about such things.
Here's another game I made also for a Game Jam (I like the artificial deadlines).
My day job is in Cybersecurity, and I'd been kicking around an idea for a game that used some elements of pentesting and hacking that I've picked up from that sphere.
The Carta system is playing card system that uses grids of cards to simulate exploration and progress in the game. I very much broke the system to make my game work, but it still drew enough inspiration that I submitted it for a Carta jam anyway.
My design goal was to work in some actual pentesting ideas, but gamifying those things is hard--especially when you're trying to present something to an audience that doesn't necessarily know what some terms mean.
In the set-up for the game, you build stacks of cards that represent the network you're trying to hack into. There are two Aces, which represent your objectives.
The Core Loop of this game is looking for information that you can combine with other information to break deeper into a network (literally going deeper into a stack of cards).
I threw in some other mechanics to make it a little easier, such as a Password Cracking system using d10s, as well as consequences in the form of a heat meter. Most of the card prompts, however, are connected to the people who use the network. Which I felt was important because it makes the network feel like a real, lived-in (albeit digital) space.
While I feel like it overall plays a little more like a story game, I was super edified when I got a comment from a player saying that they could see OWASP and other aspects of cybersecurity in the game.
I think it mostly gets played as a solo game, and I'd estimate a network takes 30-40 minutes to crack into, but I also envisioned it as something that could easily be used as a minigame in another cyberpunk or hacking-adjacent game
A good heist requires an immense amount of careful setup. Details about the security, the target, the way in and the way out, the crew, the tools needed, all of those need to be studied and planned for extremely carefully in order to make success as likely as possible.
You have none of that.
There’s a big fancy estate up on that hill that you know has to be full of all sorts of goodies.
There’s you.
And there’s the cover of darkness.
You have no idea what you’re heading into tonight, where anything is, or how you’re going to get away, but you’re still determined to make a fortune with
No Map, No Plan.
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No Map, No Plan is a GMless roleplaying game for one to four players based on Cat McDonald's Carta system, in which you take on the role of a thief (or thieves) completely winging the heist of a rich estate with zero preparation or foreknowledge, in complete violation of the common sense about such things.
Cards conceal obstacles, chances to recover, loot, and even the way out, and you'll move from card to card discovering things as you go along. You’ll respond to prompts, try to remain stealthy, acquire treasure, and try to find your way out before you can get caught. Designed for PocketQuest 2024, and discounted for the duration of the event!
Will you meet the love of your life, self-defenestrate to avoid guards, steal antiques, or run afoul of The Cat? No way to know, you're winging it! It's No Map, No Plan a heist #ttrpg you can play solo or with up to 3 friends (or rivals)!