I had an idea on Tuesday for how to do the Perfect Space Marine RPG, so I wrote the Perfect Space Marine RPG.
It's both a shitpost and a dead serious game. And it's, uh... 34,000 words long?
Anyway enjoy!!!
docs.google.com/document/d/1...
I had an idea on Tuesday for how to do the Perfect Space Marine RPG, so I wrote the Perfect Space Marine RPG.
It's both a shitpost and a dead serious game. And it's, uh... 34,000 words long?
Anyway enjoy!!!
docs.google.com/document/d/1...
The thing I bring into my game design from Victorian parlor games is a rhythm of social awkwardness, suspense, and resolution.
The thing I bring into my game design from Victorian parlor games is a rhythm of social awkwardness, suspense, and resolution.
like an NPC asks you "hows your parents" and you can say
"they're fine" or
"I never knew them" or
"they died"
and then the game remembers and brings it up later
I feel that'd be cool
like an NPC asks you "hows your parents" and you can say
"they're fine" or
"I never knew them" or
"they died"
and then the game remembers and brings it up later
I feel that'd be cool