DEATHGRIND!!MEGASTRUCTURE Design Dive
Wow this has been sitting in my drafts, mostly finished for ages now. Anyways, time to release it to the wilds.
A few weeks ago I released a new game (editor's note: it has now been more than a few weeks), DEATHGRIND!!MEGASTRUCTURE for the Together We Go Jam over on itch. Together We Go is a design guide/SRD based on Down We Go, which itself is under the often nebulous umbrella of "OSR" gaming. In this case, it's the snappy mechanics, emphasis on anti-canon, relatively high lethality, and emphasis on the table's creativity is what puts it under that umbrella, imo. I'd consider it part of the maybe post-osr or N(ew)SR but that's a discussion for another time and for people who understand that scene better than me. I was drawn to TWG b/c it's a pretty simple framework with a cool twist on the typical OSR style of classes.
Rather than picking a class, you invest levels into multiple classes as you progress, with each class having its own set of cool abilities and more importantly, bonuses. One class might give you a bonus to hit things, another increases your defense. Stuff like that. It's pretty fun! A full breakdown on DWG/TWG could be fun sometime.
Now, time for the DEATHGRIND!!MEGASTRUCTURE stuff beneath the cut! It's long!
WRITING AND DESIGN
Anyway, DGMS. Originally I had the brain-blast of a title for the eventual game; Hyperpop Megastructure. Which honestly, could be very fun to revisit, but I scrapped that angle because I didn't want to do too much on the layout/graphic design side of things (editor's note; he did in fact do too much on the layout/graphic design side of things) and a hyperpop inspired game should have a wild layout. Also I'm just not familiar enough with the genre to really do it service -lmao.
I stuck with the Megastructure part for the time being and started brainstorming the potential classes (since those make the mechanical core of the game). Below are the early versions straight from my notes;
These were the initial outlines for the classes (a 4th was added later) and really set the tone for the rest of the game (and it marks the first appearance of the FRACTALDEATHMACHINE). By that point, I knew I wanted to do something inspired by BLAME! by Tsutomu Nihei. Its the first thing I always think of when the word "megastructure" comes up. Honestly, it's a very formative piece of sci-fi for me.
I wanted to push DGMS weirder. Just go all out on the nonsense. Together We Go games don't rely on a lot of setting exposition. The information of the world is found within the mechanics, random tables, gear, and factions that are presented.
This is what forms the central idea of an "anti-canon". You (the writer) give just enough info on the world and setting for the table to get started, but the details, the lore and truths about that world emerge at the table as the Referee/GM and players explore and interact with what is on the paper.
The FRACTALDEATHMACHINE is the biggest example of this anti-canon in practice. All the table gets is a brief description of a few general things. The FDM is hungry, it is ancient, and it is always pursuing the TOWER. A few other places in the text provide more spaces for the table to explore by prompting the players and GM to come up with "terrible truths" about the nature of the FDM.
What is this insight? Why is it considered terrible? Go find out!
For DGMS I wrote a relatively short bit relaying the premise of the game to readers; you play as POST_human remnants within the ancient megastructure the TOWER which is constantly under threat by the ravenous FRACTALDEATHMACHINE.
Side note, I absolutely went bananas with funky proper nouns and formatting. Small things like that can really help convey the tone of the game!
And that's really about it for the setting assumptions. More details are tucked into descriptions of the factions, gear, classes, and locations you get to explore, but there aren't any answers out there. Its all up to the table to find those answers for themselves! What is the FRACTALDEATHMACHINE, why is it devouring the TOWER, can you stop it? Who knows!
Go find out!
MECHANICS
The core game mechanics fit onto a single page, and aren't really changed too much from the base TWG system. In general, its a straightforward "roll over a difficulty value" using a d20.
Three of the four classes give a special bonus either to hit things, defense, or "hacking" - the undefined "magic" of the game. The fourth class, the DLVR, gets a special situational bonus that implies something about their place in the world - a special bonus against ARCHITECT relics - something which furthers the potential for the table to explore the anti-canon. What exactly is their link to the ARCHITECTS?
Outside of the core mechanics and classes, there are two major parts of the game (and two slightly more minor-ish parts). The LAYERS of the TOWER and the CTY_enclave. LAYERS are effectively unmapped "dungeons". They are dangerous sections of the world where the "outside" adventures happen.
DWG uses mapped dungeons as its, well, dungeons. I've never been hugely into running or playing through mapped dungeons (though I appreciate a well thought out dungeon!) And also I'm lazy. So unmapped it is. LAYERS are essentially a compact list of hazards, hostiles, and interesting tid-bits for the referee to use to whip up something fun and dangerous.
TWG games have a punchy, fast-paced, high-lethality action, so in DGMS, I was far more concerned with providing refs a general template and list of Interesting Things, than complex maps or complicated enemies. The ref does far more responding to player actions than they do planning out complicated encounters. It is perfectly easy, in this sort of game, to just toss something at the players and see what happens!
Couple that with mechanics such as "reaction rolls" (randomly determining how NPCs react to players) and the ref's job starts to become plugging a few random variables into a mechanical procedure, seeing what gets spit out, and then asking players what they do next, and then continuing the whole loop! I love procedural gameplay, and could, and probably will, write more on that another time.
Aside from being the places where most of the adventures happen, LAYERS are also another way to package Interesting World bits. One of my favorite parts about writing for/designing this style of game, is that you rarely need justification for putting something in. I can say that in one LAYER, players will face a "MACHINE!!GOD blastula". And that's it! Everything about the nature of that thing is going to emerge at the table, and will almost always be way cooler than whatever deep lore I could have written for it! (Now, this doesn't mean that I don't enjoy writing some Dense Exposition, but time and place and all that).
The other half to the LAYERS is the CTY_enclave; the players homebase and secondary adventure site. I whipped up a quick mapping procedure for creating your CTY_enclave, and it shifts every time the players return to it from their adventures. There are different modules within the CTY. In some you can buy stuff, others you can get information and recover health. Some hide valuable resources but also equally hidden danger.
Just like LAYERS, I wanted to embed story-potential, that delicious anti-canon, into the CTY. Little nuggets of Ideas like, Conduit Riders in the middle of a death race, machine monks transporting a metal sarcophagus (that has a small chance of containing a copy of one player!), or gaining the ability to commune with the FRACTALDEATHMACHINE itself, are breadcrumbs that could turn into larger story beats and adventures if the players and table invest their own interpretation and meaning into them!
Aside from that, the main Design Bit I did for the CTY is the mapping method. A hub location is part of the TWG vibe, but I felt that one, mapping using dice is fun, and two, a constantly, randomly shifting hub really suited the tone and setting of the game.
The last two main parts of the game are the gear and hostile lists. Again, they have surface purposes - cool stuff to Get, cool stuff to Fight (and get killed by) - but also help provide more of that anti-canon scaffolding (I am really going to need to do a whole thing on anti-canon at some point).
LAYOUT AND GRAPHIC DESIGN
And here's where my hubris caught up with me. What initially was going to be a nice, simple, streamlined layout, ended up being over the top. But it was super fun to make, so no need for me to learn any lessons here.
When designing layout, I tend to start with some cover ideas and mockups. Since BLAME! was such a large thematic inspiration, I also looked at its covers (specifically the Master Edition versions). I love the brutalist inspired graphic design, and wanted to carry that into DGMS, and then add a layer of grunge and wear and tear to it as well.
I played around a lot with masks and textures (there's literally a picture of concrete that I turned into a texture) before eventually landing on the looks you can see on the cover. Then it was also a matter of perusing fonts for text, headers, etc, etc.
For the interior, I made heavy use of Lone Archivist's Graphic Archive asset packs. They rule. Buy them here.
I made my life infinitely more difficult by making every single page different and unique, but it was also a fun art project, so I don't regret that. I didn't spend too much time on typesetting, because this was technically a game jam entry (though I did clean it up later when the game ended up getting printed).
And honestly, that takes us to the end. My process was kind of all over the place for making the final version, a lot of jumping between the text and layout. But it ended up being a very fun project with one of my favorite final results.
If you're interested in picking up the game yourself, you can snag the digital version off my itch page HERE (there's currently a handful of free community copies if you wanna try before you buy) and if you're interested in print copies, Plus One EXP has you covered over HERE.
Spencer of Gila RPGs also made a fantastic 5-minute overview of the game you can watch;
And! Tony hosted a stream that I GMed if you want to see how the game is in action;
But yeah, DEATHGRIND!!MEGASTRUCTURE. It's one of my favorite games I've made!









