Chris Swallow ➡️ Where Fields Go Fallow
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empathchamber.bsky.social
Chris Swallow ➡️ Where Fields Go Fallow
@empathchamber.bsky.social
Previously Ogrehead. A swedish designer, gamer, and gamer designer. Work in digital product by day, wear the ttrpg/pbta/fitd/fate cape by night.

https://linktr.ee/empathchamber
I player Sorcerers & Sellswords with my kids on one vacation, and it turned out my at the time 5-yo daughter was secretly a murder hobo. It was superfun! Extremely short prep and got into play in just a few minutes.
May 6, 2025 at 1:01 PM
The ones I've looked at that inspired me are:

- Sorcerers & Sellswords (a L&F hack)
- World of Dungeons
- 24xx
- "Warrior, Rogue, Mage" (only a character sheet)

My own additions to the pool are:

OGREISH - empathchamber.itch.io/ogreish
Where Fields Go Fallow - empathchamber.itch.io/wherefieldsg...
Where Fields Go Fallow One-Pager RPG by EMPATH CHAMBER
A storygame about villagers defending their home from a monster.
empathchamber.itch.io
May 6, 2025 at 12:55 PM
That makes feedback easier to manage, and the trajectory of a smaller project is easier to adjust and calibrate. End of rant :) 14/14
May 6, 2025 at 12:48 PM
...the smaller a project is, the faster you can learn if your idea flies with the community, or if it is only great in your own head :) And as a solo designer, I can only say this: don't be afraid to try your ideas, but start small and release often. 13/x
May 6, 2025 at 12:46 PM
...formatted into a tiny little thing, other players can digest and try out with little effort and time. For me, they were crucial to dare to try to run a Kickstarter again. It's fucking superscary to throw your ideas out there as an indie designer, and...
May 6, 2025 at 12:44 PM
So to answer your question, @squadronuk.bsky.social, for me, one-pagers have been instrumental to channel my creativity into manageable projects that balance risk-taking and design fun. So to me, all one-pagers are valuable, more or less. I see them as expressions of an idea... 11/x
May 6, 2025 at 12:43 PM
...upcoming project that will coexist, side-by-side with our zine, as a second installment of the engine/framework underneath the game. 10/x
May 6, 2025 at 12:40 PM
...the beginning. Our bigger monster-hunting game is still in the making, but it had to take a pause production-wise to make room for this little gem of an experiment. And it all started with a one-pager design and our curiosity. Next, I'm soon planning to reveal the next... 9/x
May 6, 2025 at 12:39 PM
So now, our spinoff design experiment for the one-page jam led us to do a Kickstarter, which funded this game in a Zine format. We're currently working on getting the game ready for print, and I hope to send it out to the backers during the summer. And the cool thing is, this is only... 8/x
May 6, 2025 at 12:35 PM
We got some really good reviews, and in some player conversations, we learned that we were on the right track. The concept was interesting enough. Besides playing it with my family and some friends, it caught some eyes out there, which made us run it as a ZineQuest Kickstarter this year. 7/x
May 6, 2025 at 12:31 PM
But what happened next was both something of the most inspiring thing I've done in many years, but also the most challenging. Could we pull it off? It turned out, yes, we could. We submitted the project, as a one-pager, under a name we later had to change. Anyway... 6/x
May 6, 2025 at 12:27 PM
(ohhh, by the way, I forgot about one thing... the year before I released my ashcan quickstart rules on itch.io, which was a promo thing for the upcoming monster-hunting game, in a very compressed version, inspired by the one-pagers I mentioned earlier. This had some influence on our decision) x/x
May 6, 2025 at 12:26 PM
We asked ourselves, could we compress a standard-sized game into a one-page playable solution? We had five weeks to do it, and we both had other work and family things to do aside from the game design projects. But something made us jump into the challenge. So we started out... 5/x
May 6, 2025 at 12:20 PM
So when writing on my next "big" project, I ran into itch.io's yearly One-Page RPG Jam last summer (2024), and got an idea when discussing with my illustrator friend Steven. What if we did a micro-spinoff of our ongoing monster-hunting project, and submitted it? 4/x
May 6, 2025 at 12:18 PM
But with lessons learned and a few years wasted on a "dream project", I found smaller games really satisfying, both the little I played and also when designing. Inspired by 24xx, World of Dungeons, Sorcerers & Sellswords, Lasers & Feelings, along with Trophy, I got into experimentation. 3/x
May 6, 2025 at 12:15 PM
...when I got some time off. I did house rules, hacks, cooler thematic stuff. Most were smaller stuff for my own creative satisfaction, but one ambitious project was expensive, in time and effort. That failed miserably (in the early Kickstarter days), even though it turned out really beautiful. 2/x
May 6, 2025 at 12:12 PM
I have strong opinions ont his topic, but of course, I'm biased :)
May 6, 2025 at 12:02 PM