Showing posts with label TTRPG. Show all posts
Showing posts with label TTRPG. Show all posts

Saturday, 29 August 2026

Forgotten Engines

Forgotten Engines title. Swords, robots, and rayguns.

 

The warrior wields a raygun. The conjurer casts Knock to let the sapient trilobites out of the cryo-chamber. The thief has a plan to trick a dragon into fighting the crazed robotic lizard that's currently trashing the facility.

 

Robots! Dinosaurs! Lasers!

Forgotten Engines adds confused Neanderthals, ancient fungoids, and shiny hoverpacks to your swords-and-sorcery roleplaying game.

This 65-page supplement is crammed with ancient advanced technology and time-displaced beasts. It's designed for use with The Black Hack – or you can adapt it for any old-school tabletop RPG.

As if you needed a justification for putting robots and stasis fields in your fantasy setting, Forgotten Engines provides a history of those prehistoric super-intelligences, the Desperate Fungoids, and the flight of their civilisation ever further forwards in time in an attempt to escape their doom.

 

Crammed With New Content

Thirty techno artifacts, from robotic exoskeletons to deployable containment chambers, railguns and rayguns for all occasions, and the Magnificent Autodibble!

Prehistoric beasts: mammoths, fungoids, proto-troglodytes, nautiloid hiveminds, uplifted terror lizards, cyborg apes, and psychic tree ferns!

Random tables for robots of all shapes and sizes!

A surprising number of ways to be hit by mega-laser blasts fired from the moon!

 

Science Fantasy Dungeons

To help create adventures, there's:

Setpiece ideas like "out-of-control robot tank guarding a mothballed munitions factory" and "crashed geodesic biodome sinking into swamp, systems running down in odd ways"!

Random site modifiers: Escaped aliens! Mutagenic gas! Gravity free zones! Caveman uprisings!

New spells and odd NPCs to be found in Desperate Fungoid city ruins!

 

Miracles of the Ancients

Includes a Creative Commons license for hacking, and an alternative PDF for small screens and home printing.

Available now:

https://periapt-games.itch.io/forgotten-engines

https://rpg-trader.com/products/8864/forgotten-engines

https://www.drivethrurpg.com/en/product/581529/forgotten-engines


Tuesday, 28 July 2026

Table Tuesday

It's Ten-sided [dice] Table Tuesday! Here's three dice tables for your Game Mastering convenience.

 

1d10 only situationally useful magical items

For fostering ingenuity and/or populating the back of the archmagician's wardrobe.

  1. Circlet of Tartar Control
  2. Belt of Expertise With Monkey Bars
  3. Bag of Dehydrated Oozes
  4. Ancestral Spirit Blade of Somebody Not Yet Born
  5. Animated Bucket of Sandcastle Making
  6. Epaulettes of Depilation
  7. Boots of Walking Up 45 Degree Slopes
  8. Amulet of Protection Against Boors
  9. Sword of Being Sundered
  10. Movable Rod

  

Enchanted sword with coiled salamander.


1d10 fresh mysteries

To hand your players when everything gets unexpectedly resolved and you're in a pinch for content.

  1. Someone woke up invisible today, only fades in slowly
  2. The temple is doubling your tithes
  3. Who stole the horseshoes off your steeds?
  4. Those bodies you left strewn about vanished overnight
  5. The moon has changed colour
  6. Your guide was an illusion the whole time
  7. All the bed frames in this inn are altar-stones
  8. Sudden glut of impossibly cheap spices in market
  9. Various signs of a persistently-nonexistent secret door
  10. Urgent yet cryptic message from a patron divinity

 

All signs point to a secret door being discovered behind a tapestry.

1d10 strange allies

For dispensing sage counsel, showing up when all seems lost, giving clues, or being piteously in need of help.

  1. Sealed terrarium of hyperintelligent moss with questions about the world
  2. White-haired retired crimelord with huge family
  3. Gloomy intelligent enchanted shovel with unfulfilled destiny
  4. Human-shaped mass of solar plasma in need of a friend
  5. Trio of cursed gourmands at table they cannot rise from
  6. Charismatic leader of uprising amongst sorcerously-created henchthings
  7. Very bored dark magician entombed in ice, speaking telepathically
  8. Ascetic anteater monk on strict regimen of single ant per day
  9. Abominable flesh-heap once worshipped as evil god, now exploring spoken word poetry traditions 
  10. Hivemind of swamp damselflies communicating through coordinated flight patterns

Fighter having a chat with a friendly gentleman.

Illustrations by Gordy H.

Thursday, 23 July 2026

Ecoheroism and Dragonspill

 

Ecoheroism title. A slain dragon pierced by swords is emblazoned with caution tape.​


A dragon embodies fire, poison, and wrath. Slaying the monster doesn't make it safe!

Every part of the dragon's body, from claws to gizzard to skin, is uniquely hazardous.

Burying the heart will poison the groundwater for fifty leagues around. Burning the skin scars the sky for decades. Leaving the ribs exposed brings down a curse on the slayer's descendants. The lungs keep pumping out smog. The claws spread drought.

If left to decay, the dragon's hatefulness seeps into the environment, causing terror and ruin for leagues around.

Page divider.

Ecoheroism is a system-neutral tabletop roleplaying game supplement developing this idea.

To engage in ecoheroism​ is to deal with a dragon carcass in a responsible, safe, and environmentally friendly way.

Do you tie it to a church bell? Drop it in a volcano? Bury it fifty feet underground?

Find the best way to safely dispose of the bits of a dragon carcass, or experience a dragonspill: the terrible environmental consequences of your failure.​

Four pages from the supplement. Dice tables. Red and yellow colour scheme.
  

Random tables! Fantasy environmentalism! Esoteric lore! Gory humour!

d20 dice table for methods of safely disposing of parts of a dragon.

Fantasy gaming meets environmental rehabilitation and bomb disposal.

For use with any fantasy TTRPG. Get it now!​

Page divider. 

Ecoheroism is downloadable for pay-what-you-want at: 

Itch dot io

RPG Trader

DriveThruRPG

 

 

Dice tables to determine which curse follows when the dragon's body is burned, dissolved, preserved, or stuffed. Slashed red background.

A chapter title page. "Dragonspill". A bloody red dragon roars against a grisly background and a ring of yellow caution tape.

Clean-up crew characters. A mixture of heavy labourer, butcher, and chef. A team drags away a rapidly-decomposing dragon corpse.


Thursday, 16 April 2026

Overzealous

Overzealous.

A new and powerful game has manifested in our reality! Overzealous, the pen-and-paper solo RPG of tactical cult management and heretical hijinks, is now available!

  1. Be an outsider god yearning to manifest in the mortal world
  2. Notice that a small cult has formed to worship you
  3. Try to guide them towards the ritual
  4. Discover that they're all complete frothing zealots

Cartoon cultists up to no good.

You'll have to navigate the troubles your cultists bring upon themselves using your limited reach into reality. Manage the cult's Divergence, Fervour, Cultists, Monstrosity, and Imminence stats to prevent it all devolving into knives and tentacles, and hopefully blaze a trail to your manifestation.

Stat tracker for the game.

Pick up Overzealous now at DriveThruRPG (print and digital editions) or at itch.io (the digital edition)! 

Available now at itch.io.

Available now at DriveThruRPG.

Become a part of something bigger through rolling dice and grimacing as you push tokens around. 

Tuesday, 10 March 2026

The implied metaphysics of Daggerheart

Roleplaying games have implied settings. Daggerheart's is deliberately kept as sparse as possible, as it offers a plethora of game settings (“campaign frames”) and advice on using them or creating new ones to structure play. The pros and cons of the approach are obvious: maximal flexibility, minimal fallback.

That said, “Daggerheart has established ancestries, communities, classes, abilities, and spells – so some worldbuilding aspects will exist similarly across every campaign” (page 11). I'm setting my sights on what these imply about Daggerheart's metaphysics. What's stated? What can be inferred?

By metaphysics I mean cosmological, structural, and supernatural elements of the game world(s).

 

A group of spectral wolves linger in a tree. Picture by Adobe Stock.

 

What can we learn?

I'm looking only at the Daggerheart core rulebook here. The “World Overview” in Chapter 1 is particularly informative. I'll give page references in other cases.

The Core Realms

The Mortal Realm is a plane, in the many-dimensions sense, and is where “the majority of material beings and objects” as well as the Faint Divinities are. Allegedly but not definitively, the Mortal Realm was created by the Forgotten Gods during the Earliest Age.

The Hallows Above is another core realm. It formerly belonged to the Forgotten Gods, and is now home to the New Gods.

The Circles Below are also called the “lower realms”. Many of the Forgotten Gods are banished there, becoming Fallen Gods. Allegedly but not definitively (a) “places of corruption, destruction, and violence”, and (b) the home to some of the most dangerous creatures in the core realms.

The Realms Beyond: The book is laid out as if these are the fourth of the core realms. However, the text implies that the Mortal Realm, Hallows Above, and Circles Below are the core realms, and that the Realms Beyond are some of the “many realms” of the overall cosmos.

The Realms Beyond include “the Elemental Lands, the Astral Realm, the Valley of Death, and countless others”. The “Chaos Realm” (page 250), an “otherworldly space where the laws of reality are unstable” is “alien to the Mortal Realm” and likely a Realm Beyond. It features impossible architecture and glimpses of other worlds. 

Gods and such

The Earliest Age was a time when immortals from the Hallows Above intermingled with mortals. Of nonspecific duration and distance other than “millennia” ago (pages 11, 235).

The Forgotten Gods were the first known gods. No mention of what they were called when they were in control – certainly not “Forgotten Gods”. They fought the New Gods and lost, and “many of” them were imprisoned either in the Mortal Realm or the Circles Below. Presumably the others were killed, but the ones “who fought most passionately” were the ones banished to the Circles Below, so there's room for interpretation that some of the losers were rehabilitated as New Gods.

The Fallen Gods are simply those of the Forgotten Gods banished to the Circles Below. Unlike in e.g. Christian mythology, nothing is implied to have changed about them in the process. Fallen Gods are designated (but are not objectively stated to be) “evil practitioners of tainted magic”, and their banished Faint Divinity allies (and their descendants) “demons”; Infernis descend in turn from demons. Temples to the Fallen Gods still exist (page 102), and it is possible to have a “direct channel” to them (page 106). Fallen Gods might also be encountered as an adversary (page 235); interestingly only at the same level of threat as “really muscular zombie” (page 239).

The New Gods turned up after the Forgotten Gods as a distinct set of entities, but it's unclear whether or not the war began immediately. They seized and colonised the Hallows Above. They still exist and can intervene in the world in set ways.

The Faint Divinities are “lesser deities created by both the Forgotten and the New Gods to oversee the Mortal Realm.” They have narrower spheres of influence but “can greatly influence the lives of mortals.” The main text does not actually say so, but many of the campaign frames place the Faint Divinities as being physically present in the Mortal Realm.

The gods' reach includes (page 44) the ability to “appoint” seraphs who are “imbued with sacred purpose” but whose ethos are only “traditionally” in alignment with their god's domain or goals. Some seraphs (page 236) are tasked with enforcing their god's will. Deities who appoint seraphs are those who exist “within the realms” [plural], which implies that seraphs can serve a Forgotten or Fallen God, or possibly even a Faint Divinity.

Interestingly, Daggerheart definitively has gods but does not seem to have an afterlife. The gods have specific observable qualities, and can be communicated with. There is no mention in the text of a heaven, hell, reincarnation, paradise, judgment, or such.

Aside: Resurrecting a dead character is merely “often” (i.e., not always) difficult and costly (page 106). Page 182 contradicts this, calling death “more permanent in Daggerheart than in other games of the same genre” and the Risk It All roll being “final unless you provide another means of resurrection in your story”; it also contradicts the wording of the Resurrection spell by claiming it can only be used once.

There's a definite impression that the Hallows Above and Circles Below are just places where gods happen to live, and not afterlives. Getting there takes specialist knowledge and an enormous investment while, crucially, being alive. The gods are more like super powerful alien beings than anything that maps well onto the belief patterns we have on Earth, but this is generally true for most fantasy TTRPGs.

Not much is set in stone about Daggerheart's gods, their powers, their domain, or the extent of the human-like qualities (agendas and personality traits) which the text hints at.

We do know that the gods are mortal – confusingly, given that they are several times called ‘immortal’ and juxtaposed to mortals. It is possible (page 250) to “breach the gates” of the Hallows Above or “break the barrier” between it and the Mortal Realm, slay one or more gods, and usurp their powers. The mortality of the gods is emphasised several times by the campaign frames (e.g., page 255).

Planar travel

Communication: The Hallows Above are “closely connected with most other realms” (page 11), and according to the text it's because of that cosmological feature (i.e., not because of some godly power or designed property) that “the gods residing here can see and speak with the creatures of the Mortal Realm without leaving their domain”. Communication with the gods may be obfuscated, although it's unclear if this is an interplanar limitation or a feature of the gods themselves.

Travel: There are specific methods by which the New Gods “can leave the Hallows Above to occupy other realms, but in the current age they must always sacrifice something of personal importance to do so.” According to rumour (not definitively), this was a deliberate choice to help protect the Hallows if the Forgotten Gods return.

There's an implied symmetry for entering the Hallows Above, and the requisite sacrifices have caused “some of the great calamities that have befallen the Mortal Realm in recent millennia.”

Accessing and traversing the Realms Beyond from the Mortal Realm “requires specialised knowledge and hard-learned skills”, possessed by some beings in the core realms.

Security: Other planes typically have “safeguards against Fallen [Gods?] who wish to cross from the Circles Below. Within the Mortal Realm, the use of arcane magic in acts of great evil is said to open a temporary rift between the two planes, allowing Fallen [Gods?] to pass through.”

A travelling wizard encounters two titanic knights built into city walls. Art by Adobe Stock.

 

Details of the magic system

Magic is “very powerful and incredibly dangerous” (page 12). It permeates the environment, and there is specifically a “magic of the wilderness” (page 30).

Magic can manifest within people (page 12). Some magic is innate and heritable (page 46). This kind of magic can be cultivated and there's a skill component to using it.

Magical power can be acquired and developed through learning, tool use, and taking supplements (page 50). Having knowledge of magic leads to, or correlates with, being able to use it. Secrets can be inherently powerful.

...Other than that, magic is largely left as a mystery. Daggerheart doesn't make commitments about its origin, ground rules, systematisation, relationship to divine powers, etc.

There's not much to glean from the domain cards. Many game powers labelled ‘ability’ rather than ‘spell’ seem nevertheless supernatural. Magic can be used to break the rules in all the classic ways (slow time, transmit information from the future, negate gravity, break space, directly change reality, create and destroy matter, etc). This ‘canonical’ collection of spells is constrained in various ways that would be visible in-world, e.g., in magnitude and locality, which is obviously a TTRPG design consideration.

Notes from the bestiary

Fantastical creatures, undead, and things like “waygates” and “incarnations of fate” exist without any specific metaphysical underpinnings. “Outer Realms” monsters are likely from Realms Beyond. There are also nature spirits that are mentioned repeatedly (pages 183, 230, 283, 338, 339).

Sapients

Where did people come from? According to “stories” the gods created the world (page 12), but that has little epistemic weight. It seems unlikely that people evolved biologically, given that there are eighteen subgroups of people that (a) have enormously varying physical biology (e.g. dragon breath, flight, drastically varying lifespan and size, being made of metal or fungus), (b) are all capable of having children together, and (c) have such similar brains that there is no variance between subgroups in mental characteristics or personality traits.

Aside: There is one exception to the latter. Humans specifically (page 65) “incorporate [sic] both magical and mechanical tools, accessories, and items that assist their daily life and tasks”, and “often dress to clearly display social status, wealth, personal faith, or aesthetics”. These traits are necessarily rare amongst the other seventeen kinds of people, otherwise they would not have been ascribed to humans in particular. Daggerheart separates culture and community from ancestry, so these are inborn traits of humans, not ones developed amongst insular human-dominated societies.

Daggerheart is otherwise very careful about this sort of thing (“individuals from all lineages possess unique characteristics and cultures, as well as personhood”) and notes that all people's minds work indistinguishably, i.e., in a fundamentally human way. I think we should therefore regard these notes on human ancestry as an outright error.

Either way, the ability of e.g. infernis, fungrils, and clanks to mix ancestries seems to preclude a model of biology similar to that of our reality. Of course, Daggerheart has deeply pervasive magic, so although the book doesn't state it, all such cases could be magically induced. This might anyway be a case of “game design considerations” rather than actual metaphysics of the setting.

Campaign frames

Chapter 5 doesn't really talk about modifying the metaphysics for a campaign frame (outside of mentioning unique setting distinctions and special mechanics).

Looking at the details of the cosmos mentioned in the book's campaign frames, we quickly find that (of those that get into it) they are built firmly on the implied metaphysics above, with little deviation.

The Age of Umbra (as laid out on pages 281, 284, 287, 288) and Colossus of the Drylands (as described as “myths” on pages 308–310) for example are each fundamentally compatible with Daggerheart's underlying metaphysics, but develop those basics in different directions.

The Witherwild

This frame reinforces the mortality of the gods, featuring a successful deicide (Shun’Aush) and giving a physicality to their powers (the bodily dust of a dead god gives rise to a plague; the god Nikta's two eyes are individually responsible for ripening and ruination; maiming a god changes their powers).

The Witherwild frame develops the Faint Divinities: “Gods in this land [...] wander the land as incarnate beings, residing in both the natural world as well as within homes and small villages. [...] Many communities, and some larger families, even have their own small god or tutelary spirit who watches over them. […] there is a constant push and pull between the goals of people and their deific neighbors. The gods must curry worship from mortals, often by performing small miracles [...]” Note that this is the only mention in the book of gods having any interest in being worshipped!

The Witherwild frame names six Faint Divinities (Fulg, Hyacynis, Ikla, Oove, Qui’Gar, Rohkin) and says there are hundreds or thousands more. Gods are person-like, with allies, alignments, and special interests. Interestingly, a god's domain is described not as a source of power or set of powers but somewhere that effort is required (Qui’Gar presides over deaths near brambles and the current magical verdancy has “made her job harder”).

A scout in a tree with a big cat companion. Art by Adobe Stock.

 

Motherboard

This is the only canon campaign frame that arguably departs from the base metaphysics. In Motherboard, magic is ancient technology. There's a lot of reskinning necessary, with somewhat vague guidance: “Consider how these would manifest in a world where magic comes from technology, then adapt the flavour of each feature accordingly.”

Faint Divinities are ghosts in the machine. Regarding divine power, players “should determine why their character relates to technology on a spiritual level, rather than simply employing it. They should also consider if and how they offer their devotion to the Motherboard or Faint Divinities.”

The text falls short of saying that gods (and the Hallows Above, etc) don't literally exist in the Motherboard frame. But that's the more plausible and parsimonious reading: the Motherboard is a “master program” left behind by ancient technomancers, whose indistinguishable-from-magic advanced technology gives rise to all supernatural phenomena.

In conclusion

Daggerheart has magic, and lots of it. But it has no deep underlying rules for a GM to fall back on in rulings (or viewed the other way, no constraints that the GM has to work within). 

In Daggerheart, gods exist but at times seem curiously divorced from serving a religious purpose. There are only a few mentions of them being worshipped (e.g. page 313), and this isn't strictly required even for the chosen champions who channel their powers. There's no mention of an afterlife, moral judgment, or belief in gods other than the ones that literally exist. There's also no mention of god-oppositional philosophies, even though the Faint Divinities affect people's lives.

(As I wrote in “Put Flourishes, Fairy Tales, and Folk Beliefs in Your Fantasy World”, these are the kind of details you are definitely going to want to expand upon in your campaign frames.)

The four core realms are “the basis for the worldbuilding elements inherent to many of Daggerheart's mechanics” (page 12). The obvious question to ask now is: do Daggerheart's implied metaphysics constrain campaign frames?

Arguably. The book's frames are all built on those basics or agnostic to them. The game provides very little guidance for tinkering with the metaphysics, even as it weighs in on other analogous matters for creating your own world (in Chapters 3–4 and especially 5). On the other hand, there's lots of customise-it, revise-it, collaborate-on-it, reskin-it, make-it-work-for-your-group sentiment throughout Daggerheart, which could be extended to imply permission.

Saturday, 31 January 2026

OVERZEALOUS: Playing the game

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!

 

This post is adapted from an update I wrote for my current Kickstarter campaign.

Overzealous! Your cult has no chill. It's the upcoming solo game of cartoon zealot mayhem. In this post I'm giving an overview of the fervour-filled gameplay.

1. The game's start

To start, you’ll establish who you are as a god, what sort of world you are trying to enter, and what cult has started worshipping you. Most of these details are free-form, so you can create as full an introduction as you like or get right into the game.

Roll eight dice to generate a name like "The Veiled Knowers of the Forgotten Dawn".

For example, you might have fled a collapsing universe, finding that a secret society of malcontents at an observatory have learned your name from the stars. They call themselves The Exalted Circle Of The Infinite Spiral and are, at least initially, dedicated to summoning you.

2. The game's stats

Weeks pass within the world as you play. Each week, your cult may indoctrinate more people (as measured by a stat called Cultists). At the same time, their worship of you amasses more eldritch power for your arrival, which the game calls Imminence.

But this overzealous level of devotion has some downsides.

  • Heretical ideas can spread in the cult (increasing Divergence, the amount the cult has drifted away from its purpose).
  • The cultists can get more overexcited about bloodshed (increasing Fervour, the measure of zeal the cultists are experiencing).
  • Ancient horrors can be drawn to the power being generated (increasing Monstrosity, the number of monsters hanging around being fed table scraps by your cultists).

3. The game's acts

As an outsider god, you are trapped behind the veil of the unreal. Your ability to reach into the world and meddle with things is limited. Each week you can attempt one action.

To win, you need to perform the Immanentising Ritual. This requires enough cultists and psychic potential built up (represented by the Cultists and Imminence stats).

A description of the action ‘Perform the Immanentising Ritual’. Requires 13 Imminence, 13 Cultists (+1 for each point of Divergence above 5).

Actions can change your stats, and may have side-effects. For example, you can send an avatar of yourself to admonish your straying cultists, greatly reducing Divergence but raising Fervour. Or you can expend a sliver of amassed power to snuff out some of the monsters hanging around the cult’s camp, substantially lowering Monstrosity at the cost of Imminence. Other actions solve problems, attract more followers, and so on.

The game has nine actions in total, intended to cover any number of situations, and the gameplay focuses on making good choices with them. If you need to, you can come up with your own action with an appropriate cost and consequence.

4. The cult's acts

Each week you’ll roll the dice to see what further trouble the cultists have got into on their own initiative.

If they have high Fervour, they could attack a nearby town, gamble on fights between their pet monsters, or start a holy war.

If they have high Divergence, they might sacrifice an unpopular cultist, merge with a sect of diabolists, or start raising the dead.

Cultists conjuring ghosts, hanging with skeletons, eating legs, worshipping devils, or spacing out with sickles.

Events can affect your stats in various ways, or cause ongoing problems to develop.

You'll likely end up beset by long-term problems. Each week you’ll have a chance that a problem that the cult has unleashed takes its toll. For example, if the cult has a plague of cannibalism, you might get –1 Cultist and +1 Monstrosity when a cultist turns into a ghoul. If they are in the middle of a religious schism, you can get +1 Fervour and +1 Divergence as they passionately declare each other heretics.

It costs precious actions to resolve ongoing problems in your cult.

5. The cult's stats

You only need paper, a pen, and dice to play Overzealous. I’m including two downloadable printable extras to help, a stat tracker and a mini zine.

You can use the stat tracker to record changes from week to week, using a pencil, tokens, dice, chewing gum, or anything you can drop on the sheet. The book also includes a copy you can cut out or trace.

Stat tracker. Positive stats go to 20, negative to 13. Adorned with various Overzealous-related symbols.

And in the spirit of the upcoming Zine Month, I’ve made a cute little palm-sized zine to accompany it, just for fun.

Two pages from a little zine, subtitled “Little minimalist printable foldable gameplay support”. Enclosed picture of instructions for cutting and folding it. 

6. The end acts

Overzealous usually takes about half an hour to play, but you might take it more slowly to follow all the game book’s writing prompts. These have you record the events taking place and how you (as a fettered god) feel about your progress, and give room for creative embellishments.

If your negative stats creep up too fast, your cult can fall apart. If you manage to complete the Immanentising Ritual, though, you can enter reality, and win the game. How does the rest of history go? How do mortals react?

I hope you'll check out Overzealous on Kickstarter!

Monday, 26 January 2026

OVERZEALOUS: Inspirations, Illustrations

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!

 

"Out-of-control fantasy cultists in a cute cartoon style" is a compelling idea, and I've had glimpses of it in lots of different media. That's how Overzealous, my solo game of cult mayhem, came to be! Let's get into it.

First off, if you haven't checked out Overzealous, it's funding now on Kickstarter! Take a peek:

Book cover, front and back, for Overzealous.


Inspirations

I’ve mentioned that the idea was sparked by the cartoon zealot artworks made by Gordy Higgins, which he generously released into the public domain and which have informed much of this game’s look.

These little characters get up to all the things you would expect of unhinged fantasy cultists. In Overzealous, those are all self-inflicted problems and divergences from what you’d prefer their goal to be: performing a grand summoning ritual. I’ve adapted some of the characters to add a few more kinds of trouble they can get involved in.

22 of the various cultists. Art by Gordy Higgins.

Another inspiration was the video game Cult of the Lamb (Massive Monster). The ‘whimsical cultists’ dynamic and cute cut-out 2D style were big draws. The recurring motif I’ve adopted (a red dangling dagger) may have been subconsciously influenced by Cult of the Lamb’s recurring visual symbol of a crowned red eye.

I enjoy the humour that can come from having to rely on characters with poorly-aligned interests. The Elucidated Brethren of the Ebon Night in Guards! Guards! (Terry Pratchett) are a secret society full of petty self-important personalities.

My battered old copy of Guards! Guards!. Plus a little companion zine I’ve been working on.
My battered old copy of Guards! Guards!. Plus a little companion zine I’ve been working on.

I was also influenced by Sinister Hovering Orb (Penguin King Games). In that game, you play as an inscrutable eldritch entity with unclear goals, operating at a cosmic level yet interacting with mortals.

Speaking of humour, I’ve also been influenced by games that lean into bombastic, non-heroic jokery, such as Kobolds Ate My Baby! (9th Level Games) and Wizards (Markerslinger). You’ll see a bit of that kind of thing in Overzealous.

 

Influences

What about motivation for the actual gameplay design? My main design criteria for this one are

  • Tactical play with well-defined actions and outcomes
  • Easy to learn, quick to play, challenging, and replayable
  • A flexible amount of self-directed roleplay journalling
  • Actions and events that support the game’s tone

Of the solo pen-and-paper games I’ve played, one with all those traits is Dwarf Mine (Paper Dice Games), whose approach I learned a lot from.

 

Artwork

Overzealous has a bold, hectic, cartoonish look in keeping with its tone. My choice of black, white, and red means that much of the style is based in black-and-white artwork.

The core illustrations are by Gordy Higgins, and I’m also using many pieces by Evlyn Moreau, who has great cartoon linework, and a few illustrations from other artists.

Three gleeful cultists getting into trouble. Art by Evlyn Moreau.

Three gleeful cultists getting into trouble. Art by Evlyn Moreau.

(I’m committed to using no AI for any game project. I support artists by licensing their art, buying from their stores, and/or supporting directly on platforms like Patreon.)

The book uses a lot of eldritch symbols and other decorations, plus a set of glyphs associated with the game stats: Fervour, Divergence, Cultists, Imminence, and Monstrosity. For these I’m using art by Alderdoodle, Lorc, C M Gorynych, and Daniel F. Walthall.


Typography

Decorative text for headings and embellishments requires good typefaces. 

The Overzealous title logo uses the Moonrock and So Run Down fonts, with embellishments in Witch’s Scroll and a dagger by Lorc.

The Overzealous title uses the Moonrock, So Run Down, and Witch’s Scroll typefaces.

The thin, handwritten, slightly esoteric lines of Moonrock and Witch’s Scroll by Sophie Grunnet (Art SilverGlass) are a good fit for the project. So Run Down font by Raymond Larabie (Typodermic Fonts) blends ‘cartoonish’ and ‘cursed’.

 

Friday, 23 January 2026

OVERZEALOUS: Your cult has no chill!

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!

 

 

Kickstarter banner. Cultists stand amidst tentacles.

⭕ You are a powerful entity ready to manifest as a benevolent god
⭕ You see a cult has formed to worship you
⭕ You try to guide them towards the summoning ritual
⭕ ...They're all bloodthirsty, bickering zealots

It's a shame your cultists are so

OVERZEALOUS


I've just launched the crowdfunding campaign for my solo TTRPG of cartoon violence and cult mayhem! You can become a backer now to help summon the game into reality, and get a print or digital copy of Overzealous.

Overzealous animated gif. Jittering cultists with flames.
Play the game as an exasperated would-be deity, trying to do make do with the cult you've been given. Trying to ignore that they've called themselves something like "The Exalted Children Of The Abyssal Mantle". Trying to shepherd your cultists into performing The Immanentising Ritual, so you'll be summoned into the world and win.

Standing against you are the bloody squabbles and bizarre interests of your cultists, counterproductive stabbings and spiritually-pointless sidetracks from the overall goal. These will increase inevitably increase the cult's Divergence, Fervour, and Monstrosity stats.

Stat tracker for overzealous. Numbers, monsters, mysterious symbols.


A tactical game for solo play, Overzealous has an irreverent tone and a loud cartoonish feel.

You'll get the game as a 42-page book with print-on-demand option, plus a print-and-play companion zine and page of stat trackers.

'What you need' vs 'What you get' in terms of your cult quality. Labelled cultists with e.g. "Holds grudges". Meme image.


Caution: Murders. Religious schisms. Profanity. Cannibalism. Cultists summoning nameless tentacled horrors, then making them fight. Heresy. Deliberate plagues. The inspiration of poets. Hordes of the undead. Stolen artefacts. Mystic energies attracting ancient demons. Death spirals. Hobbyist grave-robbing. Blood sacrifice. Lots and lots of candles.
 

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