Showing posts with label solo RPG. Show all posts
Showing posts with label solo RPG. Show all posts

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. 

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.
 

Friday, 31 October 2025

Overzealous: Your cult has no chill!

Update: Overzealous is now available!

Available at itch!
Available at DriveThruRPG!



 You are a long-forgotten god. You’re benevolent and mighty, and ready to manifest in the mortal world! Unfortunately, the cult of worshippers who aim to summon you are weird, bloodthirsty fanatics.

Your cultists sure are OVERZEALOUS!

 

Here comes trouble! Cartoon cultists engaged in various kinds of mayhem
 

A pen-and-paper game

This is a solo RPG I've been developing, which revolves around dealing with your overenthusiastic cultists. It's tightly focused on dice-based cartoon mayhem!

You play to win, trying to keep your cult on track. If you fail, it'll all fall apart, sending you back into the sleep of centuries. There's light colony management aspects, lots of random tables, and a chaotic energy to gameplay.

 

Book covers mockup

 

My aim with this Kickstarter project is to pay for the costs of layout and print production. Sign up for notifications to get the game at a cheaper price and directly support my work!

https://www.kickstarter.com/projects/periaptgames/overzealous-your-cult-has-no-chill?ref=dhl826 

 

Book interior mockup

"You don't get to choose your worshippers"

👁️ Watch from the void. Puzzle over the bizarre squabbles of your followers.

👁️ Gently guide them towards your immanentisation.

👁️ Try to keep them on track. Wait, are they stabbing each other again? Damn it.

 

Two cartoon cultists worship an eldritch being
 

 

Saturday, 4 October 2025

Smooth vs Chunky game design

Sometimes it helps to look at game design through the "Smooth or Chunky" lens. What do these terms mean? Well, they encapsulate certain vibes. They occupy the middle ground between game mechanics and game feel.

🥛🥛🥛 Smooth is

  • small numbers changing incrementally
  • things being at the same level
  • player-facing subsystems with modest game impact (say, situational dice roll modifiers)
  • overloaded dice rolls with small results
  • rounded probability curves like 4d6
  • anything pre-planned
  • predictable consequences, with randomness used as a spice

Smooth is like gradient descent and intricate clockwork and elegant flowcharts. Typical Smooth design elements are sensible, explicable, predictable, fine-grained, subtle, simulationist, world-associated, and introduce enough complexity as they need to be internally coherent.

🥜🥜🥜 Chunky is

  • one dice that does everything
  • flat high-variance probability curves (say, a 1d100 roll)
  • one number that represents a bunch of things
  • rollercoaster rides of remarkable successes and sudden catastrophes
  • randomness underpinning creative direction
  • huge sudden changes to big important things
  • hefty modifiers 
  • random tables

Chunky is like high stakes roulette wheels and staccato noises and refusing to erase anything. Typical Chunky design elements are simple, wide-reaching, experimental, flashy, coarse-grained, gamist, surprising, central, and do as much as possible with one thing.

Now in game design, unlike with peanut butter, neither one is clearly better than the other. It's situational.

Case study 1

I'm working on a RPG called Overzealous. In this game, you're a well-meaning elder god but your cultists are the typical bloodthirsty crazed zealots. This sets up the tension. You need to become manifest in the world before your cult tears itself apart with ridiculous behaviour.

Early conceptualisation had Overzealous revolve around large random tables, with most of the consequences falling out of those. This played fast but felt random. And it meant that I couldn't model persistent problems, like your cultists getting bored and summoning a bunch of monsters that then hung around, or continuous schisms in your cult leading to further attrition and outrage.

I Smoothed out this Chunkiness by expanding two numerically-tracked stats to five, and adding a granular subsystem for acquiring ongoing "problems" which took trade-offs to solve. The gameplay became a lot richer!

Cult-related symbols for the five stats. For example, Fervour is represented by a happy cultist with a dagger. Art partially adapted from work by Lorc, CC-BY 3.0

Case study 2

After these changes to Overzealous, you have three "bad" stats (Fervour, Divergence, and Monstrosity) which you want to keep a lid on and two "good" stats (Imminence, Cultists) which you need to get high enough that your cult can perform a ritual to bring you into reality.

In the draft version after the Smooth changes, if a bad stat exceeded 20, it's game over. The bad stats crept up slowly through various mechanisms, all at about the same pace. This increase was slightly faster than you could deal with, which you generally attempted to do by sacrificing positive stats, setting yourself back. That's Smooth design! The intention was that the player needed to find and pursue a good strategy to secure a win before a loss became inevitable.

In practise, though, my introduction of this much Smoothness created two issues. Because the changes were small and fairly predictable,

  1. A skilled player could find one obviously optimal strategy, and didn't have to deviate much from that strategy for random events. This reduced gameplay scope.
  2. If through poor luck, lack of experience, or exploring other options, the player's negative stats got too high, there was a tipping point where it was obvious that a loss was inevitable... but it took a long time to lose the game.

To deal with this, I eased up on the Smooth pedal and re-introduced some Chunky. I had stats go to 13 instead of 20, took out some of the cases where multiple stats all change by 1, and doubled down on cases where a single stat change by 2 or 3. Also, the ongoing problems that beset your cult (like cannibalism, diabolism, and schisms) only have a chance to come into play each turn, but are more impactful when they do.

And these tweaks got me exactly the gameplay experience I wanted for Overzealous! There's no longer one clear strategy to follow, as the feeling is more one of running around putting out fires. Now the player is tempted to push things, to e.g. just spend one more turn scrambling towards completing the ritual when their Fervour has crested 10, because the end's in sight, knowing that a couple of bad rolls might be their downfall.

New words to use

Was I thinking about Smooth vs Chunky throughout this design process? Not exactly, but I was certainly aware of what was going on with the overall vibes, and now that I've constructed this jargon to talk about it, I suspect I'll be thinking in those terms in the future.

With gameplay pretty much where I want it, I'm ready to get the visual design finished!

Little cartoon cultist holding bowl. Art by Gordy H.

Anyway, that is the age-old "Smooth vs Chunky" dichotomy, brought to you by peanut butter on toast.

Tuesday, 24 June 2025

Wallace Wunkle's Tragedy Factory

I have an upcoming weird experimental narrative solo game. It's about a harlequin demon, the fantabulous floating factory he runs, and the power of allegory.

You play as 'the good child' on the factory tour, where the other children all have minor foibles which will surely come into play. But what kind of lesson do you learn when you win a rigged game?
 

 

Faceless figure standing in front of a factoryscape.

Wallace Wunkle's Tragedy Factory. 

I put together my first prototype as part of the game jam, WTFjam 2025. You can check out the free demo now! https://periapt-games.itch.io/wallace-wunkles-tragedy-factory-demo


Tuatara Deliquescence

If you were around the tabletop games hobby 20 years ago, you probably remember the infamous game-that-never-was, Tuatara Deliquescence. A p...