Game Hype: Dragon Slayers

Dec. 21st, 2025 06:25 pm
[syndicated profile] deeperinthegame_feed

Posted by bankuei

I had picked up GILA games Dragon Slayers a while back and just hadn’t gotten around to reading it. Which is a shame because I think this game actually does a lot of really clever things in a very understated way.

Gameplay-wise, I think Dragon Slayers hits a lot of buttons for what many modern D&D players want who aren’t already served by a more complex gridfight game like Pathfinder:

  • Bespoke mechanics for your character
  • Light tactical play, but fast and less complex tracking
  • Go on adventure, fight monsters, return.
  • Easy set piece battle design, easy monster tracking for GM

You’ve got a number of character classes, each designed to interact with their own custom rules, but each set of custom rules is not terribly complex. One of the cool things is that every character class has some Support Actions – things they can do in a fight to aid another character, and every class has a Camp Action which is a benefit they grant during the rest.

This is one of the things that helps ease a long standing problem with D&D-ish games, of party balance. By making all these things built-in from the start, you don’t have the problems where “people made bad choices in their build” that can make early play less fun.

Taking a page from PbtA style design, each class is basically 80% complete; you pick a couple of skills and such and have a few advances you can take to customize and improve the character. This also means it’s very easy to pick up and play for this game, which makes it much easier as an entry level game for players. (I think the GMing isn’t complex, just that this is clearly a game that assumes the GM will have some minimal experience elsewhere first).

Combat uses the idea of zones, making it easy to scribble out an abstracted map on the spot if need be. Characters can Move & take two actions, just that they generally can’t repeat the same type of action twice, which means there’s more incentive to do Attack/Support Move and set up team actions between each other, or do small stunts and such.

Zones also work pretty well for the setting up effects from monsters. DS’s take on the red dragon has a brutal but exciting mechanic; whatever zone the dragon enters is destroyed; presumably the combination of fire blasting everywhere, flailing tail and smashing claw. The players need to move to another area or they will eat heavy damage by the end of the turn. It’s cool, simple mechanics like this that pretty much guarantee fun set piece battle action in play.

Now, the game does note that it doesn’t have a deep advancement path, which I think is something a lot of modern D&D people want, because they usually also want months or years of play as an ideal. For that reason, I think the game as it stands fills a better place as a short term play game or an intro for many people to action roleplaying. Hopefully supplemental material or fanhack stuff will be made in the future, or, if you’re that deep into it, you can probably build it out yourself, though I think the class stuff is probably the harder part to create as far as the way the game works.

I’ve just moved it up on my “play soon list” because I’ll be seeing friends in town and a pick up game might be exactly what we’re looking for.

If you find my blog entertaining and valuable, consider supporting me on Patreon.



Posting from the abyssal depths

Dec. 21st, 2025 10:59 am
andrewducker: (livejournal blackout)
[personal profile] andrewducker
7 days ago was our earliest sunset (15:37)
7 days from now is our latest sunrise (08:44)
Today is our shortest day (6:57:37)

I am looking forward to the return of the light.

Goodbye 2025!

Dec. 21st, 2025 10:53 am
[syndicated profile] indie_rpgs_feed

Posted by Thomas Manuel

I. Dear Reader,

We skipped last week (unplanned) and we’re going to skip next week (planned) so this is officially the last newsletter for 2025 and since it’s the end of the year, let’s talk about my plans for 2026.

While I’ve been a journalist off and on since 2015, I’ve never actually done it full-time at a news organization. I was one of the world’s permanent freelancers. This newsletter, and the podcast, fit very well with that lifestyle. But being full-time at Rascal this year, I was reintroduced to the predominant anxiety of journalism: of not working faster, of not covering everything, not reading enough, not being enough. Either too much is happening or too little — it’s a life of dissatisfaction. You set an impossible goal — everything — and then when you don’t meet that goal, you sharpen knives of self-recrimination against the whetstone of your confidence.

Feeling overloaded is a near universal feeling, of course. Even as readers, there’s this flood of information. Wave after wave of new thing, and newer thing. It’s not new. This newsletter exists because of that feeling. It’s an act of curation in a sea of information, boiling it down into a swimming pool.

When I started in 2020, I called this the “indie rpg newsletter” because it was going to be a catch-all for everything that wasn’t well-covered. The biggest games and most active communities quickly develop little information ecosystems of their own. And if you want the dam the flood into a trickle, there are enough places to follow that only document the biggest releases. But what about everything else? Nobody’s replaced this newsletter yet. Nobody has saved me from my Sisyphean labor.

So the bottom-line is that this newsletter continues, focusing on curation. My criteria will be the same: either it’s well-written, useful, surprising, or under-discussed. It’ll be wide rather than focused on specific scenes. While it’ll remain weekly, it’ll be less consistent. And there will continue to be a bias towards games about character drama because that remains My Thing.

See you in 2026!

Thomas


II. Media of the Week

  • It’s the Yes Indie’d end of the year episode: As per annual tradition, I’m once again joined by Quinns from Quinns Quest to talk about the year and forge our friendship in the fire of podcasting. It’s a good episode. It’s a fun episode. Enjoy!
  • In the same spirit, three game designers, Aaron Lim, Aaron Voigt, and Aaron King got together to start a tradition of their own and record a podcast called Aaron on Aaron on Aaron, where they talk about games, novels, and 2025.


III. Links of the Week

Reviews and Retrospectives

  • This is why I’m still on reddit: someone wrote a smart retrospective on runningThe Glass Maker’s Dragon, a campaign for Chuubo’s Marvelous Wishgranting Engine. This is probably of niche interest, like all of Jenna Moran’s work, but I’ve regularly seen references to this specific campaign as someone’s favourite adventure. And this review says it is “a work of immense scope, and the fact that it’s far too complicated can, I think, be forgiven, in the face of its sheer ambition.”
  • Talking about campaign retrospectives, Whale Roads is a free PDF that documents a 30 person, 3 GM campaign of The Wolves Upon The Coast by Luke Gearing. It’s got art, house rules, stories, so much. I’ve only read a little bit of it but it’s truly wonderful that not only games like this are happening but we get a peek into them through these artifacts.
  • Valeria has a nice review of Menagerie of Unbearable Things, “a heartbreaking 132-page full-art storybook that Tania Herrero insists is a bestiary”.
    • Herrero is one of this year’s revelations to me — an extremely talented artist and writer that started out in the Mork Borg community and won an Ennie this year for Crown of Salt.
  • Indie Game Reading Club blazes through more than a dozen reviews / impressions of games that Paul couldn’t do full deep dives into. There’s a real breadth of games from Perilous Void and Ashes without Number to Exiles and Rapscallion.
  • Seyed Razavi reviews Dolmenwood with usual flair: “It arrives in a cultural moment full of 5E-adjacent fantasy and neon-OSR curiosity; Dolmenwood plants a hedgerow and says “back to the woods, then,” with standing stones, saints’ bones, and a wicked sense of whimsy.”
  • Idle Cartulary is doing Critique Navidad where she reviews something every day of the week in December and it’s an impressive achievement.
  • Not tabletop but: In the light of censorship from VISA and Mastercard, I enjoyed this review of Horses, a video game that was taken down from Steam and elsewhere. It’s called “I Hope You Get To Live Your Entire Life As A Human Being“.

Articles

RPG Theory

  • Aaron Marks uses the onion framework from Vincent Baker’s PbtA post that was applied to the OSR and then extends it to Burning Wheel and DIE RPG. Marks highlights that by this model, you might “character” as the core of the onion for Burning Wheel which is an interesting claim that I don’t know if I agree with. The important thing is that onions remain fruitful which is good because vegetables don’t exist.
  • On tumblr, Snow (Songsbirds 3e) writes insightfully about how time — the time it takes to roleplay — is a resource: “If you think of time as a currency which can be spent with your attention, then the weight of roleplaying is equal to the weight of a dice roll, or any traditional mechanic. When you decide to stop and talk, you are engaging in the game… A clock, then, is just a representation of that real world time.”

News and Misc

  • Backerkit has announced April as Megadungeon Month. While it looks like it’s primarily a Goodman Games show (I’m still unhappy with how they handled their ongoing relationship with the bigots over at the Judges Guild), there’s a couple other projects. The one that seems made for me personally is a “metadungeon” for DIE written by Gareth Ryder-Hanrahan where each level corresponds to a decade in RPG history. I don’t know if the ghost of Gygax is showing up (for libel reasons) but I love the idea. I’m sure it will be a good read if nothing else.
  • RPG Major are doing a musical theater actual play show. They’re playing Genesys but also making up songs on the spot? Wild.

IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

  • Creators with Native American heritage (and allies) are building a fantasy setting based on pre-colonial North America. Rules light and indie system friendly! Coming soon to Kickstarter.

This newsletter is sponsored by the wonderful Bundle of Holding. Check out the latest bundles below:


Hello, dear readers. This newsletter is written by me, Thomas Manuel. If you’d like to support this newsletter, share it with a friend. If you’d like to know more about my work, check out the coolest RPG website in the world Rascal News or listen to me talking to other people on the Yes Indie’d Podcast.

andrewducker: (bullshit detector)
[personal profile] andrewducker
Someone set up a bot to process a year's worth of Hacker News submissions/comments and generate an amusing summary, complete with a personalised XKCD. And, frankly, it did a great job.

"The Legacy Defender General"

A seasoned architect who spends their days patrolling the wall between actual engineering and unsustainable AI hype while desperately trying to keep their Windows 10 box alive until the heat death of the universe.
You are the only person on the internet who still remembers what a build script does and why we shouldn't let LLMs touch them without adult supervision.

Roasts

🔥 You have the energy of a man who would rather spend four hours debugging a custom Git hook than thirty seconds clicking a button in a GUI.
🔥 Your posting history is just a very long, very polite scream into the void about how AI is basically just Accenture in a trench coat.
🔥 I haven't seen someone this committed to public transport and vertical taskbars since the last time a Linux kernel developer got stuck in an elevator.

Predictions 2026

đź”® The Great Migration - You will finally buy a Steam Cube after your Windows 10 machine starts emitting a high-pitched whistle every time you open a browser tab.
đź”® AI Realization - You'll post a 4,000-word manifesto titled 'I Told You So' after an LLM successfully deletes a production database using a build script it 'hallucinated' was optimized.
đź”® Local Hero - You will be appointed the unofficial 'Minister of Trams' for Edinburgh after submitting your 100th link about geoblocking and public transport network maps.
đź”® Rust Awakening - You will successfully convince a junior developer that Rust is 'woke' but only because it respects the personal space of memory addresses.



(If you're on HN, and the site hasn't been melted down from demand yet, you can get your own here.)

A long awaited victory

Dec. 20th, 2025 09:31 am
andrewducker: (Default)
[personal profile] andrewducker
9 years ago I bought Bloodborne as one of my first Playstation games.
I was rubbish at it.
I'd play for a bit, get stuck on Father Gascoigne, go play something else, come back two years later, repeat.

Today, having not played Bloodborne for months, I thought I'd give the fight a few goes through, to warm up on the game again. It took me at least ten minutes of wandering about to remember what the buttons did.

And then I beat him first time, without it even feeling that hard.

I made mistakes, I nearly died twice, and I'm not sure I *deserved* the win, but for the first time he felt clumsy, and like he was giving me space to breathe, and I wasn't panicking all the way through the fight.

And now I get to play the other 90% of Bloodborne.

(I'm now trembling quite a lot, as my adrenaline levels drop back to a reasonable level. If you'd like to see what the fight looks like, for someone rather better than me, here's an example).

Horses at night

Dec. 20th, 2025 01:28 am
igenlode: The pirate sloop 'Horizon' from "Treasures of the Indies" (Default)
[personal profile] igenlode posting in [community profile] little_details
If my characters have made camp in a wood for the night while travelling on horseback, what will the horses be doing?

I was sort of picturing them standing dozing together under a tree somewhere nearby -- possibly tied, possibly hobbled, possibly just being a herd together -- but poking around on the Internet suggests that if not shut up in a stable horses are actually quite active by night. (Which messes with the story, as quite apart from anything else nobody is going to be able to hear anything while keeping watch if the horses are busy foraging around!)

Bolted! Game – Designer Diary

Dec. 19th, 2025 07:53 am
[syndicated profile] wondermark_feed

Posted by David Malki !

My game Bolted! has under 48 hours left on Kickstarter, and I’ve written a “Designer Diary” about some of the game’s development process — parts of which which longtime readers may recognize!

I like sharing this kind of stuff, even though it might spotlight some of my more doofus choices and missteps, because I trust that some people will find the process interesting, and take heart at how a polished outcome can be the result of a long, winding, and setback-filled process.

Does that mean that the final result is definitionally awesome? Well, yes, of course.

This is mainly written for an audience new to the game and new to my work generally. I submitted it to BoardGameGeek for their blog of designer diaries (which will reach an audience that mostly has never heard of me).

I don’t actually know if they’ll publish it, but I wanted to make sure it was published SOMEWHERE, so while I wait to hear back from them, here it is!

Bolted! A Game of Creative Necromancy

When you combine different things, sometimes the result is a chemical reaction. Other times, it’s a surprising creative breakthrough.

I’m the author of the comic strip Wondermark, which is created collage-style out of vintage illustrations. So I’ve long been a champion of “creative re-combination.”

Making comics from collage has both freedoms and limitations. I get to hitch a ride on beautiful artwork from ages past, but I’m also constrained in storytelling (to a degree) by the images I can find.

It means the artwork itself is a creative collaborator. The gestures, expressions, and style of the artwork inform the stories that I tell with them…

[Read more]

Profile

fub: (Default)
fub

December 2025

S M T W T F S
 123456
7891011 12 13
14151617181920
212223 24252627
28293031   

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Dec. 28th, 2025 12:12 pm
Powered by Dreamwidth Studios