Thursday, August 20, 2026

Prompt #20 for #RPGaDay2026

Promise

Okay this is a good word for today's post.  As many gamers have come to know, promises made by big game companies can be a hit or miss.  I can think of two video games right now that fell short on their promises: No Man's Sky and Cyberpunk 2077.  For No Man's Sky, that game was epic in falling short of everything they had shown the audience.   We were shown true multiplayer, cool fleet battles, various wildlife ai, and the various planetary physics in showcases that led up to the release date.  Once that day came, all we had was a really minimal deliverable.  What we got was nowhere near the expectation.  For me, personally, I was really interested in the procedurally generated planets but my experience was mid at best.  Yeah, they were cool but it became very repetitive very quickly and I noticed how assets were reused in some of the most uncreative ways possible.  I never played Cyberpunk 2077 but a lot of my friends were upset about the initial release of it.  Every week, more complaints about what they were expecting versus what they were sold.  Thankfully, both No Man's Sky and Cyberpunk 2077 earned their brownie points back through years of fixing their games.  

As for TTRPGs, I haven't personally had any interaction with any that fell short on broken promises.  I'm not saying there haven't been any, because I'm pretty sure there have been a decent amount.  Let me explain.  A lot of TTRPGs in the past decade have been crowdfunded.  One of my many reasons why I will never put REDACTED up on a crowdfunding site such as Kickstarter is because of the reputation games have there.  I've seen so many video games and RPGs and TTRPGs gain a lot of support and traction, just to see it all come crashing down on the supporters.  I like mech kind of things and two of the ones that caught my interest were Mekton Zero and Robotech RPG Tactics.  Thankfully, I was broke at those times and couldn't support them but I did follow their progress.  Needless to say, promises were broken and it hurt the supporters.  I don't want to be like that.

Which is where I'm at now.  This is going to make me sound like an absolute lunatic but here I go.  This game of mine is a passion.  It's been with me since 2010 and I'm now working on making it a reality.  I'm not going to stop working on it, even when times get tough.  Right now, I've got milestones and goals to reach.  Real life is a thing and I am only one person.  I've got my fantastic playtesters, running my expeditions and giving me solid feedback.  I've also got support sites like Patreon and Ko-fi, which I know usually get side-eyed as money grabbing platforms.  That isn't how I use them.  On Patreon, anyone who pledges is actually part of making something for my world.  It isn't an empty promise, because I give back in the form of the game itself.  This is either a creature they designed/inspired or an NPC.  Ko-fi is more about giving supporters a usable creature for their own games.  There isn't a lot of math involved yet, since I'm still working that part out, but they get a lot of info on the creature, like attacks and stuff, so I guess it's more like a template right now.  And there's a milestone on Ko-fi too, for anyone who's just nice enough to donate and support without needing anything back.  Every week is a new creature for my world.  This week has been falling a bit short because I'm redesigning my deliverables and I might have to bite the bullet and post the older formats.  This game is being tested as a TTRPG first, working out all the issues and the kinks.  Eventually, it will be a video game.  If I haven't quit on this since 2010, I'm not going to quit now.  I want to share my world with others.  This is my promise.

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Wednesday, August 19, 2026

Prompt #19 for #RPGaDay2026

Desire

Okay this post is going to hit some spots for me.  I believe every game developer ever has wanted their game to "make it big".  That desire to get your name out there and recognizable is a big dream.  I'm no different from this, but I also know that I have a long way to go before I really gain any sort of traction.  There's goals and milestones I've set for myself and I'm slowly checking those boxes.

I think the next goal of mine is to start creating more "presence" in what I've been doing.  I created a BRB screen on my Twitch which provides snippets of lore for my game.  If anyone actually pays attention to that is a whole other thing.  Every week, I change the creature part to reflect the weekly creature.  There's also the call-to-action (CTA) that is running on my main overlay.  It's just a simple Ko-fi and Patreon rotation image, so nothing super fancy.  Once I get further down the dev pipeline, I'll be sharing more information about the expeditions my playtesters are experiencing.  

I'm not a pushy person in any sort of way, which hurts me in the long run.  There's people out there who constantly talk about their projects, their social media, etc. and I just can't get myself to do it.  Blaugust, this year, has been the most active I've been on blogging, talking about my game, posting over on Mastodon, and copy/pasting the Links section below.  I guess it's just a part of me that doesn't want to be seen as "annoying" or "begging" for attention.  Mentally, it works yet it doesn't.  I know that I need to put myself out there more but at the same time, I'm fighting myself from becoming "one of those people".  

This brings up one of the reasons why I'm participating in Blaugust and #RPGaDay2026: get my content out there.  I'm hoping that by the end of this month, I'm a bit more active in participating in the blogging community, showing signs of life on Mastodon, and just working on my game in general.  Well, the game part is always going to happen, but maybe a bit more motivation to get it done.  Hell, I even enabled RSS feed on this website two weeks ago.  I didn't know it was off.  Might be too late to get it picked up for Blaugust but the fact I have one now means a lot to me.

Desire is great to have, but you have to put forth the effort in order to achieve the goal. 

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Tuesday, August 18, 2026

Prompt #18 for #RPGaDay2026

Directness

There are times, as a GM, I wish my players followed the directness of the route literally in front of them.  But then again, it wouldn't create such memorable moments.  I spoke of a scenario a few days back about creating a map with MS Paint.  That was a great session.  I've been trying to up my game a bit since then because at times, it feels like I'm trying to herd cats.  This is all in good fun, mind you.  I use to command zergs in World vs World in Guild Wars 2 back in the day. That was definitely herding cats!

My playtesters are very diverse in their thought processes.  Some are trying to think outside the box, others are definitely inside it.  There are times where I've had to place an enemy token on the board just to prevent them from going down a wrong path.  Even then, they killed it or some how skirted around its presence.  Truly amazing at how things just...happen...even with high threat ratings.  I'm wondering if they'll do similar things for the next expedition, knowing that the enemies there are bit more vicious.  Well, some of the more menacing ones are.

As I develop my game further, I'm probably going to start reducing my directness as the developer/GM.  Most if not all sessions thus far have been me telling my players what I did, what I need them to test, get feedback, and then play a bit.  The more refined I get things done, the less information and feedback it'll probably require.  I can say one thing though: I have a path for my game and I'm doing everything that I can to get the results I want. 

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Monday, August 17, 2026

Prompt #17 for #RPGaDay2026

Intensity

Some might say my game has an intensity when it comes to situations in expeditions.  I don't know for sure, since my playtesters haven't actually come across an expedition where they were faced with some sort of strained choice.  There were a few close calls, one being a Digosfrag and the other a Porcelain Seer.  One group killed the Digosfrag outright, while the other convinced it that they weren't a viable host.  As for the Porcelain Seer, it never escalated far enough to trigger that fight.  I honestly cannot wait to see what happens next month for their next expedition.  There's a lot I have planned, but I need to introduce it in spurts.  If I don't, I can get overwhelmed with feedback and confuse my playtesters.  

As for me personally, I can really let my intensity go when someone asks me about my game.  I get like that for any of my projects.  When someone asks me about my progress with painting mini figures, how my programming for a PoE2 application is going, my crochet or sewing hobbies, my smart furby idea, or even my real life Calamivox Ingratus project — I get pretty passionate about sharing.  Hell, even when someone stops by my streams and mentions something that I'm really into, I'll share things in my room.  Usual culprit of that is anything Spawn or Alice in Wonderland related.  Sometimes I think my intensity scares people off.  That's okay.

I'm pretty sure that as my playtesters go forth into the darkness, they're going to have questions about the world.  I'm ready to give those answers. 

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Sunday, August 16, 2026

Prompt #16 for #RPGaDay2026

Composure

Composure is something that I tend to have a great sense of during both gameplay and development.  I'm one of those people who thrive off of controlled chaos, so when my players are panicking, I'm smiling on the sidelines.  There are GMs out there who aim to punish or hurt their players, even going to the extent of a TPK, but I'm not one of them.  The reason I'm smiling is because I enjoy seeing the gears turn, the troubleshooting chats shared between them, and the reasoning they come up with.  Seriously, sometimes they get really creative and it impresses the hell out of me.  In fact, sometimes they come up with wild ideas that derail most if not all of my prepped plans.  During my first homebrew campaign with my current group (utilizing D&D 3.0/3.5 rules), they were really adamant about going down one particular route.  I didn't have the map prepared at all because I honestly expected them to pass it by, go back to town for preparation, THEN go back out and get to that map.  No, they didn't do any of that.  In fact, they bypassed a lot of things and immediately went straight for it.  I had to MS Paint the images on the fly, and they gave me a good ribbing for it for months on end.  To this day they still mention it from time to time, generally when I'm discussing my progress in preparing sessions.  If I didn't have my composure set for that session, I would never have been able to continue it.

As for a game dev perspective, I'm usually cool as a cucumber.  When I work on my modules and systems in FoundryVTT, I get to see my playtesters' honest reactions to what I've created.  If something doesn't work like intended (which does happen), I try my best to fix it right then and there.  Sometimes that doesn't fix the problem, which then turns into an issue I need to solve.  Active testing of what I'm building is genuinely one of the finer things in life.  

Keeping your composure during the best of times and worst of times can be rewarding. 

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