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Aaronsxl

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A member registered Jun 06, 2020 · View creator page →

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thank you so much for your kind words and time!!! 

thanks so much for reading it Ennio!!!

Hey Elliot, I'm getting an error at 950, saying that the path is invalid. Any idea how I can fix this? 

haha thanks so much Lex!

Hell yeah 

thank you so much for reading it!!! Truly grateful you’re spending time on my work. 

(2 edits)

I think plenty of long-running campaigns could do with a chance to let your traumatized OCs dip their toes in the sand. But its opening page is something I want to dig into further, because I think Beach Episode’s safe exterior comes into conflict with a relatively new notion in the gaming space.

Wanderhome designer Jay Dragon and book designer Ruby Lavin added a deeply insightful annotated version of the game, one which not only provides fascinating insights into the layout and construction of the text, but also makes explicit a lot of history that was originally obscured. In order to organize these lore tidbits, I’ve taken it upon myself to construct a theoretical timeline of the Haethlands, divided into three, very loosely-defined Ages. 

the game is scheduled to launch September 24! 

Nguyen’s works place the player in the position of being one of the least powerful people, a civilian from South Vietnam, caught between the oncoming communist forces and suffering under American occupation. The emotion and sincerity of both texts is undeniable, and the perspective they espouse is one of desperation, horror, and the sheer difficulty of survival. 

Thanks for writing. I'll be thinking about this for a long time.

I think Un-navigatable mourns the loss of those memories for the same reason you might want to hide them. Every inch of this game is about acknowledging the rawest, most sincere interests and emotions of your youth, unfiltered and awkward though they may be. It wants you to celebrate the person you used to be, because that’s the person that made you you.

What a wonderful, pulpy, imaginative book. Incredibly imagined alt history of earth, British military adventurism without racism, and a thorough understanding of 19th century tactics, deployed against evil crabs. This book absolutely ripped, I’ll absolutely be checking out other books by Chappell after this one. 

I’m glad you liked it! I lived all around Indiana for about a decade, so games like this have a special place in my heart

In Hessan Yongdi’s Tales of a City, the final step in city generation is tying non-player characters to the structures you’ve developed throughout the course of play.

The game I think most sincerely embodies how a city’s heart is an echo of its residents is a little one-page zine by Beth Jackson called I Went to Bourbon, Indiana Once.

In Teo Kai Xiang’s We, The City, the districts of the city themselves push and pull against each other to twist urban evolution.
Ex Novo community · Created a new topic The Heart of a City

 By contrast, Ex Novo begins with all the optimism of a new project, tracking the construction of a humble settlement from its founding all the way through its storied history.


No game is clearer about the need for collective action against bureaucratic strength than Kaelan Doyle-Myerscough et al.’s City Planning Department.

yes! 

The thematic core at the heart of Fetch My Blade is loyalty. 

LaBresh has written a text that so fundamentally understands the themes of Hamlet that they’ve distilled its essence down to a title and one word. 

I wonder if Siew realized in 2020 how relevant undead machines would be to the future of labor.

Conservatism, consumption, and cruelty. These are the themes by which Godkiller justifies deicide. Its effective use of the history of humanity’s resentment of religion makes for an evocative, intimate duet experience, one I think will absolutely find its target audience when the final version is released. Players who have struggled with religious oppression, questioned why their all-loving Gods would smite the innocent, or just want to sink their teeth into something holy will find a great deal of narrative satisfaction in this text. 

Here's my entry, for "Furred Worms"

Excerpt from an interview with Heshe, the first human to take up with the Worms. 

… and another thing you gotta know about the Worms, is that they’re real finicky about manners. Of course you shouldn’t touch their fur without permission, but it’s much deeper than that. A worm in a cape speaks last, it’s rude to ask their opinion too early. A spoon is a good birthday present, but a knife is an invitation to courtship. They aren’t particular about who’s shacking up with who, but another fellow gave his two lovers a dagger each, and when they found out, the only thing left of him was a big boneless knot of flesh. 

Otherwise, they’re friendly. Never had an empty belly since I joined the cult. You’d think creatures without hands would be dismal at cooking, but I never had such a hearty leek and turtle stew in my life. They expect you to work for your keep, and since I got thumbs, I’ve been really useful in helping with their paperwork, but if you pull your weight, it’s as pleasant as any kingdom above ground. Just watch your step around the mercury.

Unrelated, any chance you’ve got a bezoar? I’ve been pissing blood ever since I fell in the Mirror Pool.

Spoilers start at 18:25! 

It is not Ahab’s fate to slay Moby Dick. It is not Satan’s destiny to overthrow God. And it is not man’s place to snare the Devil.  

But your doomed crew will try anyway, commit hubris of the highest order, and if you’re incredibly lucky, fill the Hellwhale’s hide with harpoons, to earn your final reward.



I’ve been thinking a lot about “Brain Worms.” 

Patchwork World is unconcerned with convention, it does not care about white space or polish. It is a text that cares about its reader, future players, and trusts they will care more about its content than its cover. It’s a game that I want so badly to be the model for indie designers everywhere, because it’s first and foremost about its words. 


The premise of Spire is made apparent from the first page. You play as drow, dark elves, who live in a mile-high city, resisting the oppressive regime of the aelfir, the high elves who conqured Spire two hundred years ago. Howitt and Taylor make the players’ objective explicit: The story of Spire is one of rebellion.  

thank you so much Jeff!!!

With a solid core of prompts and scenes to help players simulate a day in the life of a professional duelist, Corps a Corps ramps up wonderfully into emotional and tense battles that resolve into a satisfying climax. 


Traysikel is a solid, quick-paced module that never takes its eyes off the prize. Use the tools of your oppressors against them, struggle against waves of ruthless colonizers, and if you’re lucky, tip the scales in favor of all-out rebellion. 


I think Into the Riverlands...is a perfect example of how to straddle the line between lore-dump and plot hook, a text that’s full of interesting, weird details that provoke far more questions than it answers. In twenty short pages, Riverlands describes a fantasy world of crumbling empires, thriving cities, and awe-inspiring forests, while leaving off loose ends and lingering questions ripe for answering through play. While it still has plenty enough substance to draw a map, it’s absolutely full of ambiguous Proper Nouns that will have you saying, “Oh shit, I can do something wild with this.” 

When reading Sam Mui’s Capitalites, I could not stop thinking about archetypes, and the ways in which we construct and perform identity.

thanks so much for looking through my work!! 

The quality and scope of files up on itchio varies dramatically, but the fact is people love making games. The current “industry” of tabletop games is a mess, but the thing that endears me so deeply to indie games is that they are, by and large, labors of love. 

Untitled Moth Game is certainly no exception.

Thank you so much!! 

I learned about Viditya Violeti’s Bloodbeam Badlands last year when I was researching Dicebreaker’s nominees for rising star tabletop designers, and was immediately sold on its concept. People sometimes make fun of the indie tabletop scene for the esoteric and odd games we sometimes put out, but Badlands is a prime example of why that weirdness is the best part of independent game design.

thanks so much for your kind words!