Monday, 6 August 2018

Galactic and Monster Countdown Decks

Back in June, I released the Saga of the Goblin Horde Countdown Deck. Feedback has been fairly positive, so I thought it'd be fun to create a couple more decks -- a planet-based Galactic Deck for science fiction games, and a Monster Deck that can be used for fantasy, horror or even science fiction (i.e., alien races). Unlike the goblin deck, these have illustrations on every card, not just the face cards.

A couple of people suggested giving all the decks the same back, so that they could be mixed and matched. I tried it, but it really didn't work out thematically (sorry guys), so in the end I decided to give each deck its own back:

As with the goblin deck, I've released free Virtual Tabletop versions (which you can grab here and here), as well as physical decks which you can purchase here and here.

I've also teamed up with Just Insert Imagination to create a couple of discount bundles, for people who want to buy all three decks along with the Mutation Deck. This is particular nice for those who live outside the US, as DriveThruRPG only print cards in the US, and the international shipping costs are brutal; if you're buying four decks at once, it's not quite so bad.

You can grab the physical bundle here, or the print-and-play bundle here.

Sunday, 5 August 2018

Saga of the Goblin Horde: Silver ENnie Award!

I entered the ENnies for the first time this year, submitting both Blood & Bile and Saga of the Goblin Horde. While I didn't expect to win anything, I figured the extra exposure (from being included in the submission list) might draw a little more attention to my work.

With 514 submissions from 251 different publishers, and only 5 nominations in each category, the competition was pretty fierce. So I was both surprised and honored when Saga of the Goblin Horde was nominated for "Best Free Game" by the judges!

Sadly I wasn't able to attend Gen Con in person, but I watched the live stream, and was very excited when Saga of the Goblin Horde won a Silver ENnie! The Gold ENnie Award went to Todd Crapper, for his excellent High Plains Samurai: Legends -- you can see the full list of winners here, and watch the recording of the award ceremony here (Best Free Game starts at 23:37).

As far as I can tell, this is the first time a Savage Worlds fan licensed product has won an ENnie, and I hope it will encourage more people to take fan products seriously. It was also the only Savage Worlds product to win a 2018 ENnie Award (although this is certainly no reflection on those other products, as they had to compete with some much bigger industry names).

I know there are veteran game designers who pick up loads of awards, but this was the first product I'd self-published on DriveThruRPG, and the ENnies really help draw attention to my work. Even though Saga of the Goblin Horde is free, I do sell related products (like the Configurable Map and the Countdown Deck), and have plans for many more in the future, including the Swift d12 version of Saga of the Goblin Horde.

Of course I couldn't have done it without the support of my fans, so I'd like to give a huge thank you to everyone who voted for me! I'll also be releasing the new adventures I ran at Savage Con as soon as I've finished writing them up.

Tuesday, 24 July 2018

Savage Con: What a Ride!

At the weekend, I had the opportunity to attend Savage Con, the UK's only Savage Worlds convention. It was a pure gaming event, with three time slots on Saturday and two on Sunday, and three different games for each time slot. All of the games looked good, so I had to pick carefully.

I drove up to Redhill with an old friend of mine (Steve), and as he didn't have much experience with Savage Worlds (or know most of the settings), he decided to sign up to the same games as me. Unfortunately I came down with a rotten cold just before the con, and lost my voice, but I gave it my best shot! Here's a quick breakdown of the games I attended.


Game 1: Deadlands - The Taxidermists Tale

Owen Lean is a Savage Worlds freelancer who has worked on a number of different projects. While I never really got into Deadlands, I've heard a lot of good things about this particular One Sheet (which he wrote for Pinnacle), so I jumped at the opportunity to join his game.

We had an absolute blast! Owen provided a selection of pregenerated characters with strong ties to each other and the adventure (he really should release these for other people, they're a perfect fit for The Taxidermists Tale!), and the players worked well together as a team.

While Owen has a natural knack for GMing and improvisation, and obviously knew the adventure inside out, I think we still managed to give him one or two surprises! But he just rolled with it, and kept the Bennies flowing, even when I shot the Big Bad for 6 wounds!

Think "Lock, Stock and Two Smoking Barrels" meets "Only Fools and Horses". This adventure was written by Alexis Hunt, but it was run by Nikk Lambley (both are hosts on the TTT Podcast), and he did an amazing job.

Steve said this was his favorite game at the con, because he understood the setting, and knew what sort of things he could do. I think this was probably my favorite as well, by a narrow margin—although all of the GMs were top-notch, and I'd be very hard pressed to choose a favorite, the party dynamic we had in this particular game was a perfect fit for the scenario.

There were five players, with nobody dominating the group or taking a backseat role, and we were able to reach a reasonably quick consensus on how to execute our heist (and because it was a sandbox game, it really was entirely our own plan). Nikk is really good at doing different NPC voices, and he reacted to our plans without trying to lead us in any particular direction. I think his GMing style would be a perfect fit for a more freeform game like Blades in the Dark.

Another humorous game, this one co-written by Alexis Hunt and Eric Lamoureux, and run by James Clarke (who is also a host on the TTT Podcast). The PCs are aliens attempting to kidnap a pageant winner from a small redneck town, as they need her DNA to save their planet.

James did a fantastic job of GMing—his NPC voices and impressions were hilarious, and the adventure had all sorts of twists and turns, with some very memorable scenes (such as riding on a lawn mower with a zombie, and licking a corpse during a funeral). James also created some really cool thematic props, and added a truly disgusting conclusion to the adventure.

I really enjoyed the game, but with just two players (Steve and I) it didn't have quite the same group dynamic as the earlier games. With one or two more players, it would have been perfect.


On Sunday morning I ran Saga of the Goblin Horde for Alexis, Nikk, James, Pete and Steve. In retrospect I should have insisted that the louder players sit at the back of the table, so I apologise to Pete for not always responding, but I hope everyone had fun.

Most of my One Sheets take me around 2-3 hours to run, depending on the size of the group, and this time I had a 4 hour time slot. So I decided to prepare three adventures, and just squash them down as needed on the day, depending on how much time I had left. The adventures were connected to each other, and I will release them as a three-part mini PPC when I get the chance to write them up properly.

The first adventure drew inspiration from heist movies such as The Italian Job and The Bank Job, except it involved stealing a Hand of Glory rather than money, so I called it "The Hand Job". The second adventure was called "Hole of Glory", and involved using the Hand of Glory to gain entrance to an underground lair. The third adventure, "Mourning Wood", was a treasure hunt in a haunted forest.

Game 2: Lankhmar - Bob the Slob and Clobber Job

Although I backed the Lankhmar Kickstarter, I never read the original novels, so to me it's just another fantasy setting. I mainly signed up because I wanted to be in one of Alexis's games—and he certainly didn't disappoint!

The adventure involved tracking down and capturing a man named Bob the Slob, who had apparently ripped off the thieves guild. In theory a simple job, but of course it ended up being far from simple to execute, and as you can probably imagine (with Alexis as the GM) we got up to all sorts of shenanigans—from the rake who seduced seven women at the same time, to the toilet grappling scene, to the brutal rooftop chase, all supported by Alexis's funny NPC voices.

At the conclusion of the adventure we turned the tables on our employer, and managed to trick the thieves guild out of a huge sum of money. But of course Alexis couldn't leave it at that, so he told us that several months later we were assassinated in our sleep, after the guild discovered what we'd done :P


Steve and I had an awesome time, and really appreciated all the effort that went into the organization and planning of the event. I've been running and playing Savage Worlds since 2010, but this was the first time I've had the chance to play (as opposed to GM) a face-to-face game in English.

Wednesday, 11 July 2018

Saga of the Goblin Horde: ENnies voting has started!

I've published a lot of content for Saga of the Goblin Horde, but I couldn't have done it without the support and encouragement of the community. I hope I can count on your support once more in the 2018 ENNie Awards, as Saga of the Goblin Horde has been nominated for "Best Free Game", and there is some stiff competition!

Please don't forget the other Savage Worlds products that are up for nomination, either: The Seven Worlds Campaign Book (Best Adventure), Up to Four Players (Best Website), and Holy Crap: The Great Sects Change Operation (Best Supplement and Best Writing).

You can vote here: ENnies 2018 Election

To celebrate the nomination, I've also decided to release some bonus material for the setting, starting with the Goblin Princess archetype, which you can download here.

Enjoy, and thank you for your support!

Friday, 6 July 2018

Saga of the Goblin Horde: Nominated for an ENnie Award!

At the beginning of May, I saw a message about the final submission date for the 2018 ENnies, and in a spur-of-the-moment decision, I submitted Blood & Bile and Saga of the Goblin Horde. I nearly didn't bother, as I'm still very new to self-publishing, and there's a lot of fierce competition from other high-quality products -- but I figured I had nothing to lose, so I went for it.

This year there were 514 submissions from 251 publishers and creators, more submissions than any previous ENnie. So it came as a big surprise (and a great honour) to discover that Saga of the Goblin Horde has been nominated for "Best Free Game", alongside four other excellent products: Esper Genesis, High Plains Samurai: Legends, Modos 2 and Forthright!

The voting opens on 11th July and ends on 21st July, and the winners will be announced at GenCon on 3rd August.

Wednesday, 27 June 2018

Commission artwork: Describing what you want

Jiaxingseng recently wrote a blog post about his art development process, and included the description he gave to the artist. It's an interesting read, and somewhat different to the way I handled my goblin princess commission from Rick Hershey, so I thought I'd post my own description for comparison purposes:
The basic concept is a fairly classic swirling-dress Cinderella:
However she's a goblin instead of a human, and her slippers have pointed steel toecaps (this is important because one of the adventures is a spin on the classic Cinderella story; instead of leaving her slipper at the ball, she leaves it embedded in someone's head during a brawl).
She should have a golden ball in one hand, like that in the classic "Frog Prince" story:
In her other hand, she should have some sort of oversized vicious-looking blade. My initial thought was something that looks similar to the "chopper" from your Assorted Items Vol 1 art pack, which would be resting across her shoulder a bit like this: Siegfried_02.jpg
Her skin color should be roughly a similar sort of green to the goblins on my archetypes cover.
Eye color should be yellowish (yellow-green or yellow-orange is also fine, but not red, as I'm intentionally trying to distance my setting from the Pathfinder goblins, who are usually illustrated with red eyes).
My preferred dimensions would be roughly 5.5 to 6 inches high, and 4.5 to 5 inches wide. That's ideal for a full sized internal illustration, while a slightly reduced version will still be wide enough to look good on the cover.
Other accessories and embellishments would be at your discretion, the important thing is that she should look like a extremely dangerous goblin version of a fairy tale princess*, and have the steel toecaps and golden ball for the adventure tie-ins. I could envision her having a light blue dress splattered with blood, perhaps with a spiked collar and bracers, but I'll leave that up to you to decide, depending on what you think looks best.
* She isn't really a princess in the traditional sense though, she's a chieftain's daughter, so please don't add a crown.
Rick then provided me with a rough sketch to make sure he'd covered the basics:

I replied with some further detail:
The sketch looks great, the only thing I would ask is that the sword be made longer (perhaps increase the blade length by 50%). The pitch for the first adventure is as follows:
The Princess and the Peabrain: What happens when a foolish ogre kidnaps a goblin princess from her tower, only to discover that she'd been locked in to protect others, rather than for her own safety?
I envision it as a sword she took from the ogre, so it would be far bigger than a typical goblin weapon - probably a similar length to a human sword, but much wider (just like in your sketch). The princess is monstrously (supernaturally) strong for a goblin, but still a fairly normal goblin height and build, so the sword would look particularly big in her hands.
The goblin scout in your goblin mega-pack has a distinctly female face and posture, despite being very obviously a goblin. If possible I'd like to capture a similar sort of quality, so she appears almost dainty, further emphasizing the massive sword.
And then just two days later, Rick sent me the finished illustration:

Chronicles of the Goblin Princess is still planned, but it was unavoidably delayed (I had to postpone it until I've published my Swift d12 system). I've already used the artwork in my Countdown Deck though!

Monday, 25 June 2018

Jumping the Bearsharktopus: One Sheet

A Redfang scout recently discovered a huge mound of bear excrement deep within Shadowglade Forest. For reasons that are probably best not discussed, the scout decided to thoroughly examine the dung, and found it contained the bones of several sea goblins, as well as a fishing net and even a small anchor! Has the legendary Bearsharktopus finally woken up again, after decades of hibernation? And more importantly, what does the great beast taste like? Chief Bignose wants to know!

Last week I released the Saga of the Goblin Horde Countdown Deck, and I thought it might be nice to write up some examples of how to use the saga symbols on the cards. But I always find it difficult to write hypothetical "actual play" scenarios, so I decided to turn them into a proper One Sheet adventure instead.

If you want to follow the progress of Saga of the Goblin Horde, please don’t forget to sign up to the official Facebook group!

Wednesday, 20 June 2018

Saga of the Goblin Horde: Countdown Deck

The Saga of the Goblin Horde Countdown Deck has been released! It is available on DriveThruRPG as both a free Virtual Tabletop asset and a printed deck.

As well as being a thematic Action Deck, the cards offer three additional features:

1. There are four jokers, and each has a suit. This makes the game even more crazy, and also makes it quicker and easier to resolve situations where multiple people draw a joker (you can use the suit instead of having to make an opposed Agility roll to determine who goes first). It's also handy for situational rules like Interludes, which reference card suits but don't actually define what a joker does, or the Kickball rules in SotGH, which were designed with the Mutation Deck in mind, and therefore take into account the possibility of jokers with suits.

2. Each card has a prominent "countdown number" at the top. You can use these to determine turn order as normal, from highest to lowest, without having to reference both a rank and a suit. The idea for this was based on observing how many people get confused over which suits act first when the ranks are a tie (even many experienced players will sometimes pause for a moment to work out whether hearts or diamonds go first).

3. Each card has a "saga symbol" at the bottom. These symbols are improvisational prompts; an "elephant" symbol could represent any sort of herd creature, or just something big, or it could be interpreted as strength, stamina, wisdom, memory, loyalty, etc. Likewise the "torch" symbol might represent fire, knowledge, destruction, heat, light, exploration, and so on.

The symbols can be used for all sorts of things - they can be used instead of (or in addition to) the suit for Interludes, or as inspiration for downtime activities, or to add additional flavor to the adventure generator (draw one card for each of the five scenes), or for fleshing out complications during a chase or dramatic task, and so on.

Saga Symbols

Here are a few quick examples of "boastful tales" based on drawing three cards, the highlighted words correspond to the saga symbols at the bottom of the cards (note that the specific order doesn't matter, the idea is just to take three symbols and turn them into a story):

One day you were fishing along the shore of Windpoint Island, and lost track of time. A storm was coming in, so you set off along the causeway. But before you could reach Axehead Cove, a massive sea monster rose up from the ocean, and attempted to devour you. Fortunately you managed to cast your fishing line at it, lodge your hook in its lip, and then surf back to shore!

Long ago, you took a fancy to a lovely maiden from the Stonefist tribe, after witnessing the vicious beating she dished out during a friendly game of Kickball. You headed into the Longtooth Mountains to woo her, but her brothers learned of your plan, and you had to fight them all single-handedly!

A mushroom farmer once gave you a swig from his hipflask, and the hallucinations drove you crazy! You sprinted deep into Twilight Wood, fleeing predators that only you could see, and ended up climbing to the very top of the tallest tree in the forest. When you finally regained your wits, it took you several hours to get back down to the ground!

Saturday, 12 May 2018

Back to the Roots: One Sheet

Last month GGstudio invited me to Modena Play, for my first ever gaming convention, and I was asked to run a couple of Saga of the Goblin Horde games!

I wanted to run a new adventure, but didn’t have time to create something from scratch, so I combined my favorite elements from three different adventures—the ornithopter run scene from Can of Wyrms, the war horseradishes from Root of the Problem, and the ambush cards from Dungeon Squat (the first Plot Point Episode in the setting book).

I was able to run the adventure for Giuseppe Rotondo, James Horton and Riccardo Giannico at the convention, and it was well received, so with some effort (and a few adjustments) I’ve just about managed to squeeze it into a new One Sheet!

Get it here: Back to the Roots

As always, if you’re interested in following the progress of Saga of the Goblin Horde, don’t forget to sign up to the official Facebook group!

From left to right: Giuseppe, Riccardo, myself, and James.

James even drew a doodle of the adventure!

Sunday, 29 April 2018

Saga of the Goblin Horde: Configurable Map

Every so often, someone will contact me asking where abouts on the Saga of the Goblin Horde map a particular adventure takes place. Although I did work out approximate routes when writing the adventures, I didn't bother recording the information, so I usually end up sketching a rough route on a map every time someone asks.

Well, I finally decided to mark up the official routes, using PDF layers so the user can enable whichever adventure they're currently running. I also added the place names and territory labels (adjusted slightly so that they no longer overlap), along with the title and compass, hex grix, and territory fog. The result is a high resolution map that can be fully configured simply by toggling different layers.

Download it here: Configurable Map

Here are a few examples of how the map can be configured in Acrobat Reader, by selecting the "layers" tab on the left side of the screen, and choosing which layers you wish to display:

Displaying the route for Bone of Contention.

You can also display multiple routes at once if you wish.

Tribal territory.labels can replace or be combined with place names.

Wednesday, 11 April 2018

Modena Play: My First Gaming Convention!

Gio Dal Farra (owner of GGstudio) invited me to Modena Play this year. It took place on April 6th, 7th and 8th, and was the first gaming convention I'd ever been to! I didn't quite know what to expect, but I had a fantastic time—I met a lot of really nice people, ate some delicious Italian food, and even had the opportunity to run a few games of Saga of the Goblin Horde.

On Friday morning Alessandro Aimonetto collected me at the entrance, gave me my pass, bought me coffee and a sandwich, and provided a quick tour. After that, I had the opportunity to explore the convention at my own pace. Most of the stalls were promoting board games; I did see a couple of others that had tabletop RPGs, but GGstudio had the largest and most diverse offering.

The language barrier proved to be my biggest challenge. Although many people understood English, almost all of the games were published and played in Italian. Fortunately I was able to make a note of the games that caught my interest, and I've found that many of them are also available in English :) I also had some great conversions with several other game designers, had the opportunity to look at their work, and gained some valuable insight into the industry.

On Saturday I met Giuseppe Rotondo, James Horton and Riccardo Giannico, and ran a new Saga of the Goblin Horde adventure for them (it's called "Back to the Roots", and I will release it in the very near future). I also used the Mutation Deck I designed for Just Insert Imagination :) Giuseppe later introduced me to several other game designer friends of his, we looked at some of the things other people were working on, and we talked about Gold & Glory and Blood & Bile.

I had another short visit to the con on Sunday morning, then left at 11:30am to catch my flight, which proved to be an entire adventure in its own right!

Anyway, here are some of the highlights. Click on the photos to enlarge them.

Savage Worlds

There were loads of translated Savage Worlds books (particularly for Deadlands), as well as some original Italian settings. I discussed the translation process with some of the GGstudio guys, and they raised some interesting points I hadn't really considered—for example, it wasn't enough just to translate the text of East Texas University, they also added a small section describing how the American school system works, as it's very different to the education system in Italy.

Gold & Glory

What can I say about Gold & Glory that I haven't said already? This is the ultimate toolkit for dungeon crawling in Savage Worlds, and impressed me so much that I offered to write a SotGH crossover adventure for it. GGstudio then translated my adventure to Italian, and offered it as a fold-out freebie at the con, but I don't know if they plan to release it in English as well. However I'm thinking of writing another one anyway, this time from the goblin perspective!


One of the games that really caught my attention was Fleshscape, by Emanuele Galletto. It's a minimalist RPG with a very unusual setting (a sort of Lovecraftian post-apocalyptic world covered in flesh, bone and sinew, with rivers of blood and puss, where the PCs are primitive hunters fighting for survive). Emanuele does all his own artwork, and admitted that one of the reasons he chose the theme is that he's not very good at drawing buildings! The concept is really awesome though, and the PDF is available for free on DriveThruRPG, so I'd definitely recommend checking it out.

Interestingly, the Italian version of Fleshscape has been condensed down to three pages, and printed inside a custom GM screen. That means you don't buy a book, you buy a GM screen, and it contains everything you need to play! I really love that idea, and could easily see it working for other minimalist RPGs as well (in fact GGstudio also offer a game called Golconda in the same format, although I didn't have the opportunity to speak to the author, and I don't think it's available in English).

Kata Kumbas

Umberto Pignatelli is a relentless writing machine, and he produces a lot of high quality stuff. But I was particularly intrigued by his Kata Kumbas solo adventure books. These initially appeared to be pretty similar to the old "Choose Your Own Adventure books" I read when I was younger, however they're actually a lot more intricate, with lots of little secrets, clues and minigames hidden within the artwork and maps. I really appreciate clever design mechanics like that, and would love to see more of them.


This is a new game that was being demonstrated quite extensively at the con. Cabal appears to be a sort of modern-day investigative horror/occult RPG, with a bit of a CoC/WoD vibe, and some evocative B&W artwork. I had a nice chat with the designers and they told me GGstudio are going to be translating it to English and converting it to Savage Worlds, so that'll definitely be one to look out for in the future!

Other Stuff

Of course there were loads of other interesting things as well. GGstudio had printed cloth maps for some of their settings, which is an awesome idea, and something I'd like to look into for Saga of the Goblin Horde. There were some other really nice looking games like Be-Movie, Golconda and Symbaroum, as well as Skeletons (a story game which I've read reviews about, and which I find a very intriguing concept).

I had the chance to flick through Nemezis, a setting I'd only heard of previously by name, and now I really want to play it (just based on the artwork alone)! I also saw a bunch of other products that caught my attention, such as Ultima Forsan, Night Witches, and Fiasco. I really need to start playing more games!


Overall it was an awesome and very memorable experience, and I feel very fortunate to have been invited. I made a lot of new friends, spoke to several of my fans, networked with many talented game designers, and gained a lot of insight into the RPG industry. So I'd like to say a big "thank you" to Gio and the rest of the GGstudio crew, and I look forward to seeing you again in the future!

The only thing I didn't enjoy was the trip home...

Wednesday, 28 March 2018

Blood & Bile: Behind the Design

A couple of weeks ago I released my first PWYW product on DriveThruRPG, a minimalist RPG called Blood & Bile. I've had a few private conversions about the underlying mechanics since then, so I thought it might be worth writing a short blog post on the subject.

System Overview

Each player has five d6s, color-coded to indicate which trait they represent (blue for brawn, green for guile, red for reflexes). The PCs are vampires, so the overall dice pool also indicates how much blood they have remaining.

When you make a trait check, you choose and roll 1-3 of your dice; if the highest die equals or exceeds the difficulty, you succeed. Any dice that color-match the trait can be rerolled once each, and if you invoke an appropriate "asset" you add a +1 bonus to one die.

If you fail a "dangerous" trait check, such as combat, discard the lowest rolling die (representing your body burning blood to regenerate injuries). Furthermore, if you roll a double you also discard one of the dice (representing burning blood for supernatural effort), while on a triple you discard two dice. Discarded dice can be recovered through feeding.

Crunching the Numbers

A character's chance of success depends on the difficulty of the trait check, and the number of dice they roll, as follows:

Although you can only roll a maximum of three dice for a trait check, you are allowed to reroll dice that match the trait, which means those dice each count as two for the purposes of calculating the chance of success. For example, if you roll two red dice and one blue die for a reflexes check, that would be the equivalent of rolling five dice, because the two red dice could be rerolled on a failure.

This means that (for example) rolling one red die for a reflexes check has the same chance of success as rolling two green or blue dice. However the red die has the advantage of not being able to roll a double on its own, while the blue or green dice would have the possibility of achieving two success when making an extended challenge.

Doubles and Triples

There's normally a 16.67% chance of rolling a double with two dice, while rolling three dice has a 41.67% chance of a double and a 2.78% chance of a triple. This might seem very high, however the risk is greatly reduced when rolling dice that match the trait check. For example if you roll two dice for a reflexes check, and one of those dice is red, there's only a 2.78% chance of rolling a double—and if both dice are red, there's only a 0.46% chance of rolling a double.

Although characters don't gain additional dice as they advance, they do earn assets. By invoking an asset to add +1 to one die, you can reduce the chance of rolling a double on two dice (or a triple on three dice) to 0%, and significantly reduce the chance of rolling a double with three dice—particularly if some of the dice also match the trait.


Assets are a simple mechanic that can represent skills, knowledge, equipment, allies, supernatural abilities, etc. It's best not to choose something too narrowly focused or overly specialized, otherwise it can be difficult to incorporate the asset into the story.

An asset can be invoked to add a +1 bonus to one die, which is the equivalent of lowering the difficulty by 1 (at least for the standard trait checks; extended trait checks track multiple successes). This bonus can also be used to break a double, or turn a triple into a double, which makes "supernatural effort" a far less risky prospect, as mentioned earlier.

Although they can only be invoked once per session each, your assets are always invoked after rolling, which means you only use them in situations where they make a difference. An asset never needs to be "wasted" on a roll where it has no impact on the outcome.


The game mechanics in Blood & Bile are obviously (intentionally) fairly simple, but I still wanted players to be able to make tactical decisions when rolling the dice, and I think I succeeded in that aim. I initially had doubts about the "asset" rules, but they've grown on me—they are mechanically extremely simple, but they provide the player with some useful options, tie in nicely with the narrative focus of the game, and can cover a wide range of different character abilities.