It's been a few more rounds of tinkering, solo testing, and tinkering some more, but I think I got Tonight the Stars Revolt! up to where I want it - ready to start testing with other people. Solo testing with the current iteration felt suitably tense, with a lot of back-and-forth swings between the humans or the aliens having the upper hand, and that was very much how I want it to feel. There's still a lot to figure out, most notably whether combat is going to be based on static numbers or if there will be any randomization, but that's what further testing is for. At least now I got it up to where I can start doing that, maybe as soon as next weekend.
Mindermast Games - Design Blog
Sunday, December 7, 2025
Sunday, November 9, 2025
I'm back, and with even more lasers...
That hiatus over the last few months was good for me, but I am definitely back now. Today I did my first barely-even-alpha solo test for a new board game, Tonight the Stars Revolt! The premise of the game is that a number of human-occupied space stations around a trinary star system were being forced to gather energy from the stars for the benefit of their alien overlords, but now they are fighting back. It's a co-op game with all of the players working together against the aliens, trying to destroy their mothership before the aliens have collected too much solar energy. The goal is to have lots of high-speed space combat, multiple problems on the board that need to be addressed at any given time (kind of like X-Com, now that I think of it), and an interesting AI system for the aliens. There's still a lot for me to figure out, but I think I'm at least on the right track here. And I like what I have so far for the AI, that it uses three different decks, which are weighted toward different types of actions, and the decision of which deck to use depends on the player action to which it is responding. Ideally I'd like to get it to a point where players can strategize around which deck they want the aliens to use (or avoid), and have that be a meaningful decision.
There's still a lot of work to do before this one is even ready for testing with other people, but it does already feel like there is a real game here (much more so than what I got with Scales). And more importantly, it's gotten me excited to get working on games again.
Sunday, August 31, 2025
minor update (but yes I'm still here)
I know things have slowed down lately with the game design stuff while I work on some other projects. But I did knock out one big task today, which was finally giving the Werewolves of London rulebook a proper update instead of just having all the changes scattered among my playtest notes. And that means that I'm now ready to submit it to this year's Hippodice competition! And then to some publishers after that's over. So let's see what happens with that in the near future...
Saturday, July 19, 2025
Scales - stepping back
After a few more weeks of beating my head against the Scales rules, trying to find a way to make this game work, I've decided it's time to set it aside. I might come back to it eventually - at the very least, I would hate to let all those band name puns go to waste. But I definitely need a break from it for now.
Which means I do get to put my real focus on another project that's been hovering on the periphery for a while. I'll explain that one in the future post, hopefully with some more things figured out that I can include there. For now I'll just say that this one is probably going to be around the same weight as Explorers of Legend, give or take a bit. I'm a little disappointed that this means I pretty much definitely won't have an almost-ready game to bring to PAX Unplugged this year, but that's alright. It's going to be that much more exciting if/when I do have it more or less complete.
Tuesday, July 1, 2025
Roll the World is now live on DriveThruRPG
All done and ready for public consumption:
https://www.drivethrurpg.com/en/product/527945/roll-the-world
Sunday, June 8, 2025
Distraction done (for now)
In the last post I mentioned a new thing I was playing with, a system of random tables to generate a setting for a fantasy campaign. Rough draft is now complete and available here. Here's an example of what it can create:
The region where this hypothetical campaign is set is the western half of a continent, with two large islands close enough to be part of the same region. The climate is hot and dry, with little seasonal variation. Despite that, much of the region is dense with plants that have evolved to live with minimal water. A long range of low hills separates it from the rest of the continent. Two major rivers do flow from the hills down to the coast, and there are two lakes as well - most of the plant life is probably concentrated around there, but there could be patches that spread out well past where one might expect. Up in the hills, at the sources for the rivers, it's surprisingly cold, and the rivers are even icy in places.
[if I was actually going to run a campaign here then this would be the part where I draw a map, but I don't feel like spending the extra time on that just for this blog post]
Magic is rarer in this setting than in the default for whatever game system we might be playing. Using magic requires a physical implement - right now I'm thinking stones with runes carved in them sounds like a good default, but different styles of magic might have their own preferences.
"Civilization" has only begun in the past few generations [author note - taken together with everything else we've rolled so far, I'm getting heavy Ur/Sumer vibes, so that would be something to lean on later - but let's see what else the dice give us]. At this point there is one cultural group that has developed to be the major power in the region; if I was putting them on the map they would almost definitely be on the coast, with their capital at the mouth of one of the two big rivers. There are also three minor powers to place on the map. Given this setup, most of it will probably still be unclaimed wilderness.
- The burgeoning class of professional warriors, looking for ways to keep a comfortable income flowing when there is no war at the moment
- Several pirate gangs disrupting coastal trade and fighting with each other as well - one of them is clearly in the lead and working to put down the rest
- Descendants of one of the old tribes who argue that they are underrepresented on the Council
Thursday, May 29, 2025
A small update for Scales, and a... [rolls dice] small update on something else
Doing a lot of pondering about Scales since the last playtest, and I think I've figured out the core change I need to make. Instead of my original (admittedly bland) system of adding points to stats and then comparing with a target, I'm moving to a set collection mechanic. I don't have the details worked out yet, but what I have in mind so far is that each skill from the first draft of the game is now essentially a suit in a deck of cards, and players need to first collect sets to build their individual skills, then contribute cards from completed sets to the band skills. I'll need to add meaningful ways for players to interact with each other, and I think I want there to also be an engine building aspect. And of course there's still the whole "what about dragons?" thing from my last post which I haven't figured out yet, but I hope you'll agree that it makes sense to get a better feel for my core mechanics first before I determine how different aspects of the theme can interact with that. So that's all still in progress. But it is at least still actually in progress.
And in other news, I recently started listening to a worldbuilding podcast called Mythtakes Happen, and that inspired me to start writing up my own worldbuilding tool. My goal is for a glorious, lifepathy set of random tables to give all your dice a workout and end up with a fairly well sketched out game setting. Definitely more involved than my Lazy Culture Generator, almost definitely less involved than the old Central Casting character lifepath books that are another major inspiration for this project. I know that other games already exist that include something like this, but none of them have it at the level that I want, so I might as well make my own attempt. I'm still outlining it right now and listing what tables I need to create for this in order to cover physical geography, how magic works in the system, significant history, and current nations and cultures. Filling in more specific ideas as I have them, which is very scattershot right now, just enough to help me organize, remember what I want in each section, and maybe spur ideas for what else to add. I will say that I've already had some fun just with the bit for generating factions within a nation - what I have right now is that for each faction you roll for what group they come from (e.g. ruling class, trade guild, religious sect, etc), what their main goal is, and their relationships with each other faction, and just rolling those things for three factions, with no other context established, already gave me some serious fodder for a campaign set in that otherwise undefined country. So I think I'm going in the right direction with this.
And yeah, I guess I should specify that what I'm working on right now is only for fantasy settings, and is system agnostic. Maybe if this goes well I'll write similar ones in the future for other settings, but that'll be for another time.
Hang on to tomorrow, because tonight...
It's been a few more rounds of tinkering, solo testing, and tinkering some more, but I think I got Tonight the Stars Revolt! up to wh...
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