Showing posts with label Tricube Tales. Show all posts
Showing posts with label Tricube Tales. Show all posts

Friday, 31 July 2026

Fractured Frontiers (One-Page RPG Jam 2026)

The first One-Page RPG Jam took place in 2020, and my submission (The Fools Who Follow) was also the first one-page RPG I ever created. I've taken part every year since then, publishing Guardians of the Shadow Frontier in 2021, Interstellar Explorers in 2022, Arcane Agents in 2023, Troll Couriers of the Sky Isles in 2024, and The Wyrms That Turned in 2025.

This year's jam theme was "fractured", so I decided to go with a post-apocalyptic scenario, as it's not a genre I've done before.  I've created one-pagers that take place during an apocalypse (Deep Trouble in Oldport Bay, Eldritch Apocalypse, and Rotten Odds), but none that take place years later.

My submission is called Fractured Frontiers!

I couldn't decide what sort of post-apocalyptic scenario to go for, so I ended up adding a random table for it, drawing inspiration from The Day of the Triffids, War of the Worlds, Priest, I Am Legend, Daybreakers, The Strain, Terminator (but set in the future), World War Z, and more.



Saturday, 13 June 2026

Runespire Academy (Tricube Tales one-page RPG and mini-campaign guide)

I've sometimes heard people say the Tricube Tales one-page RPGs aren't suitable for campaigns, so I decided to show how I'd do exactly that. As well as the "one-page RPG" itself (i.e., the first page) and the adventure examples (which I always include on a second page), my latest product also comes with a 2-page campaign guide, and a 2-page adventure guide: Runespire Academy!

This one changes the traits and replaces the concepts with classes (each player picks three classes to study at the academy). Quirks were replaced with aspects (each player picks two), and perks were replaced with affinities (each player has an affinity for each aspect, and a specialty for each affinity). Karma was replaced with mana, and each aspect has its own separate mana pool. This is less fiddly than it sounds, and I think it makes the magic system feel a bit more interesting.

The campaign guide provides various downtime activities (like exams, building a coven, and memorable events during the semester), with the actual adventures taking place outside the academy, between semesters. Each trait is tied to a form of advancement (athletic characters are better at sports, brainy characters are better at academics, and charming characters are better at recruiting witches and warlocks into their coven). There are various tables and guidelines for generating random NPC students, as other students play a major role in the campaign, with friends and enemies pulled into the ongoing story.

The adventure guide was something I added a little bit later, after I realized the campaign guide only dedicated a couple of short sentences to the adventure. I considered creating a six-scene scenario, as I've done for some of my other one-pagers, but I felt it would be more useful as a generic template that references the adventure generator, rather than as a one-off adventure.

I also created an online Runespire Academy Student Generator for creating random NPCs, but I thought it would be nice to offer people a curated list as well, so I ended up designing a separate 13-page PDF with 216 students (i.e., a d666 table). I went through and manually adjusted the students to balance their traits, family names, aspects, affinities, hobbies, etc, and I also gave each student a unique first name to avoid potential confusion during play.











Sunday, 31 May 2026

Curators of the Time Museum (PocketQuest 2026)

The PocketQuest game jam has been running on DriveThruRPG every year since 2022, and each year I submit a Tricube Tales one-page RPG for it: I published Summer Camp Slayers in 2022, Paths Between the Stars in 2023, Conniving Cat Burglars in 2024, and Wicked Dreams in 2025.

This year, the theme of the game jam was "time travel". I initially considered going with a "time thieves" concept, where the characters were time travelers who pulled off heists. But then I started thinking, what if they're curators for a "Time Museum", and their job is to go back in time and "acquire" treasures that would otherwise be lost to history? Their goal would be to avoid disrupting the timeline as much as possible, so they can't simply steal things; instead, they have to wait until the moment those things go missing.

And so my submission for 2026, which went live earlier this month, is Curators of the Time Museum!

It was difficult to find suitable artwork for this one, so I actually ended up using a stock art pack by Anqi "Annie" Shi that was created and offered specifically for the PocketQuest 2026 game jam.

This one was a struggle to finish, if I'm honest. The "time travel" theme initially seemed easy, but I had difficulty coming up with a concept I was happy with. Sometimes I hit writer's block with a one-pager, and I'll let it stew for a while and come back to it later, but game jam submissions have a deadline, and I had to push myself to reach it. I think it turned out nicely in the end, though!



Thursday, 30 April 2026

Updates to Tricube Tales and Tricube Tactics

There's been a lot of feedback and questions about Tricube Tales and Tricube Tactics since I first published them, and I've collected all the comments with the intent of eventually updating the books. With the DriveThruRPG print prices going up again in February (and this time, I needed to raise my prices as well), I thought it would be a good time to update both books.

Note that Tricube Tactics has been updated digitally, but I'm still waiting for the print proof before I enable the print-on-demand version (there were a few issues with the first proof, but I've already placed another order, so it should go live in a couple of weeks).

Tricube Tales

The Tricube Tales rules have not changed, so you can still use the old books. However, I wanted to clarify a few things, particularly sections that have caused confusion over the years. I also improved the color saturation on the cover and made a few other cosmetic improvements.

  • Changed the color of the headings to blue/purple to match the cover (in the same way that Tricube Tactics has red headings).
  • Changed the dice symbols from outline to filled versions (easier to read, and consistent with other products)
  • General proofreading and minor grammar and punctuation corrections.
  • Cover: Added the text "Core Rulebook" underneath the illustration.
  • Page 2: Set the version to 5, updated the copyright date, and updated the credits to use Rick Hershey's new art company name.
  • Page 3: Removed the blank line under "Contents" and added "Examples" under "Characters".
  • Page 4: Changed "Drive Thru RPG" to "DriveThruRPG", and for layout reasons changed "promoted" to "introduced".
  • Page 7: Changed "narrate the outcome" to "narrate the story and NPC actions"
  • Page 8: Rephrased the example to use the term "challenge", to use "easy" and "standard" for difficulties, to clarify that you lose a die when the challenge falls outside the scope of your concept, and make it clear that using a magic-themed perk doesn't change the trait.
  • Page 20: Rephrased the "Challenges" section to clarify a few points of confusion.
  • Page 21-24: Rephrased to include a specific section on Exceptional Success. Also rephrased "Afflictions" to make it more concise, and "Recovery" to clarify what causes permanent afflictions.
  • Page 26: Rephrased "Resolution" to clarify that during combat, players only lose resolve on a failed defense roll.
  • Page 28: The "Archetypes" section now explicitly references page numbers and the "Combat Styles" section.
  • Page 29: The "Combat Styles" section clarifies that combat styles apply to both attacking and defending.
  • Page 31: Very slight rephrasing of the "Perks" section on page 31.
  • Page 32-33: Rephrased "A Deeper Look" and clarified that spending karma to automatically bypass a challenge also applies if the challenge uses effort tokens, also changed the example perk on page 33 to better fit the described usage.
  • Page 34: Rephrased "Another Perspective" to clarify that it doesn't cost karma if you're only using a perk to flavor the narrative.
  • Page 35: Rephrased "Stacking Perks" to clarify that it doesn't let you lower the difficulty more than once.
  • Page 36: The "Quirks" now clarifies that you can't use both a quirk and an affliction for the same roll.
  • Page 54: Corrected typo "Manueverable vehicle" to "Maneuverable vehicle"

Tricube Tactics

The combat supplement has mostly undergone clarifications as well, although one new addition is ballistic armor, which is treated as light cover against firearms (technically, it's always been up to the GM to decide if something is "light cover", so this isn't exactly a new rule, but more of an official interpretation of an existing mechanic).

There is a change in terminology, though: "threat range" is now called "melee reach". You use the ranged combat style to make ranged attacks with ranged weapons against opponents at short, medium, or long range -- and you use the melee combat style to make melee attacks with melee weapons against opponents within your threat range melee reach. It feels more consistent now.

Other than that, the changes were mostly just minor tweaks and/or clarifications of how things already worked (or were supposed to work).

  • Tablet PDF had a low-resolution cover image, fixed. Also changed the layers to be consistent with Tricube Tales.
  • General proofreading and minor grammar, punctuation, and alignment corrections
  • Replaced all instances of "threat range" with "melee reach" (pages 25, 52, 55, 56, 58, 63, 65, 75, 78, 95, 98, 99, 100, 103, 113)
  • Replace two references to NPCs losing resolve with NPCs losing effort (pages 38 and 73)
  • Page 2: Update the copyright notice and version number, added a mention of the Discord server, and changed "Legalese" to a minor heading to be consistent with Tricube Tales
  • Page 12-14 and 18: Sorted subtraits and substyles into alphabetical order.
  • Page 14: Where it says "This trait is split into the following" for Melee, Ranged, and Mental, replaced "trait" with "style"
  • Page 16: Added a "(see page 92)" to the end of the "Buffs & Summonings" section.
  • Page 30: Rephrased "Aim" to clarify that it also applies to mental attacks and resist, not just ranged attacks and evade.
  • Page 32: Rephrased "stand" to clarify that it's a swift action if you're unarmored and NOT encumbered. Rephrased "Recover" so that you can perform it outside your turn if a knack lets you recover as a swift action. Rephrased "Retreat" to make space for the rephrased recover.
  • Page 37: Rephrased the page to add a section about ballistic armor.
  • Page 41: Clarified that you can attack foes in the same zone without engaging them in close combat, if your melee reach exceeds theirs.
  • Page 44: Clarified that you can attack foes in the immediate range band without engaging them in close combat, if your melee reach exceeds theirs.
  • Page 51: Rephrased the "Attack Range" section to clarify that small ranged weapons lose their short range bonus when used within the target's melee reach. The "Attack Range" subsection is now called "Reach Versus Range".
  • Page 56: Updated "Short range" to clarify that it doesn't apply when within your target's melee reach; rephrased "Vulnerable" to make space for the extra wording.
  • Page 57: Removed the vague comment about thin obstacles and added "Ballistic armor offers the wearer light cover against firearms (see page 67)." and "Anyone engaged in close combat who isn’t “vulnerable” has at least light cover."
  • Page 61: Mentioned that you can stand as a swift action if unarmored and NOT encumbered
  • Page 62: removed extraneous space at the beginning of the last line of the first paragraph
  • Page 67: Updated the "firearms" section to mention that ballistic armor is treated as light cover against firearms.
  • Page 68: Made "collateral damage" bold for emphasis, making it easier to spot at a glance.
  • Page 69: Rephrased incendiary weapons, they now cause collateral damage on a roll of 5 or less (instead of always).
  • Page 72: In the last sentence, replaced "reduce the challenge difficulty" with "adjust the challenge difficulty", as you will either reduce or increase the difficulty depending on whether the NPC is attacking or defending.
  • Page 77-79: Rearranged the minions section, and added a "Fallen Leaders" section, describing how players can continue using their minions if their PC is killed or incapacitated. Rephrased the first paragraph of "Melee Reach" within the "Minions" section, as the wording was a bit awkward with the new "melee reach" terminology.
  • Page 78: Clarify that if you use the retreat action, then your minions also use retreat
  • Page 82: Rephrased the first paragraph of "Instant Death" to make it clearer that the roll is for the affliction you just received
  • Page 86: Replaced reference to "melee combat" with "close combat" (I used to mix these two terms up during early drafts, and it looks like I missed one when I finally settled on close combat).
  • Page 104: Added an example showing that a monster's perception is treated as the difficulty for stealth challenges



Tuesday, 31 March 2026

Putrid Politicians (Tricube Tales)

I've been a little slow on the Tricube Tales micro-settings recently, as I'm spending most of my free time updating the core Tricube Tales rulebook and the Tricube Tactics supplement to incorporate feedback and errata I've collected over the last few years. However, I did manage to release a new one-pager last month.

I've published several Tricube Tales scenarios in the past where you play as the villains, ranging from goblin mafia and evil henchmen to insane cultists and otherworldly horrors. But this time, I wanted to take things a step further and explore the worst of the worst, the most vile and self-serving villains of all. So in this Tricube Tales one-page RPG, you play as...Putrid Politicians!

I decided to go with a suitably nasty color scheme of bubblegum pink and vomit green, which also required some tweaking to the stock art illustration. The man in the illustration has an egg in one hand, which I originally planned to reference in an adventure example with a nod to "The Goose that Laid the Golden Eggs" (but I kind of forgot).

However, the example adventures do include a reference to the One-Eyed Warrior, who is a human deity from Saga of the Goblin Horde, and the humorous fantasy theme would definitely lend itself toward a crossover with that setting.


Friday, 2 January 2026

Random musings: The Unicube RPG System

On my Discord server, the user Devourerofworlds expressed an interest in having a system even simpler than Tricube Tales, with the caveat that it should still be compatible with the micro-settings.

After a good five minutes of thought, here's my proposal: The Unicube system!

Each player selects a concept, a perk, and a quirk from those listed in the micro-setting. There are no traits, karma, or resolve, so ignore that part.

The GM assigns challenges a difficulty of 3 (easy), 4 (standard), or 5 (hard), taking into account the player's concept as well as any other factors. The player must equal or exceed the difficulty with a single d6 roll.

Players may use their perk once per session to retroactively lower the difficulty of the roll by 1. They may use their quirk once per session to increase the difficulty by 1 before rolling; this recharges their perk, allowing them to use their perk a second time in the current session.

That's it. Wounds and death are handled through the narrative, as and when situationally appropriate.

Wednesday, 31 December 2025

Tricube Tales sales figures for 2025

As has become my yearly tradition, I'd like to share the Tricube Tales sales figures for 2025. You can also view the figures for previous years here if you're interested: 2019/2020/20212022, 2023, and 2024.

Total Sales per Month

Here are the total number of unit sales for the entire product line this year:

  • Jan 2025: 1744 sales
  • Feb 2025: 1247 sales
  • Mar 2025: 1441 sales
  • Apr 2025: 979 sales
  • May 2025: 1292 sales
  • Jun 2025: 1285 sales
  • Jul 2025: 1562 sales
  • Aug 2025: 1246 sales
  • Sep 2025: 1417 sales
  • Oct 2025: 912 sales
  • Nov 2025: 960 sales
  • Dec 2025: 1336 sales

Breakdown by Product


Here is a breakdown of the total sales figures for the main products:
  • Tricube Tales: 3364 sales (inc. 774 print copies) since 2019-11-08
  • Solo Rules & Deck: 2116 sales (311 printed decks) since 2021-05-14
  • Tricube Tactics: 776 sales (183 print copies) since 2024-11-08
And here are their associated print-only products:
  • Tricube Tales Micro Edition: 70 print sales since 2023-05-20
  • Tricube Tales Solo Rules: 113 print sales since 2023-03-07
  • Tricube Tactics Rules Primer: 23 print sales since 2024-12-12
These are the "payment optional" one-pagers on DTRPG (in order of publication) -- people can download them for free, but I'm only tracking actual sales where people paid for them:
  • Goblin Gangsters: 1289 sales since 2020-08-27
  • Samhain Slaughter: 1326 sales since 2020-10-08
  • Chrome Shells & Neon Streets: 1467 sales since 2020-11-21
  • Metahuman Uprising: 1385 sales since 2020-12-28
  • Rotten Odds: 1314 sales since 2021-01-31
  • Tales of the Goblin Horde: 1308 sales since 2021-04-01
  • Wardens of the Weird West: 1368 sales since 2021-06-12
  • Firefighters: 1282 sales since 2021-07-06
  • Horrible Henchmen: 1268 sales since 2021-08-13
  • Pirates of the Bone Blade: 1339 sales since 2021-09-15
  • Eldritch Detectives: 1428 sales since 2021-10-30
  • Wiseguys: Gangster Tales: 1224 sales since 2021-11-20
  • Interstellar Mech War: 1352 sales since 2021-11-30
  • Voyage to the Isle of Skulls: 1226 sales since 2021-12-31
  • Down in the Depths: 1130 sales since 2022-01-24
  • Accursed: Dark Tales of Morden: 697 sales since 2022-02-17
  • Twisted Wishes: 1128 sales since 2022-02-23
  • A Welsh Werewolf in Llanfair PG: 1186 sales since 2022-04-01
  • Interstellar Smugglers: 1286 sales since 2022-05-04
  • Winter Eternal: Darkness and Ice: 1037 sales since 2022-05-17
  • Sharp Knives & Dark Streets: 1183 sales since 2022-05-31
  • Summer Camp Slayers: 1109 sales since 2022-06-28
  • Titan Effect RPG: Covert Tales: 1081 sales since 2022-07-20
  • Sundered Chains: 1021 sales since 2022-08-07
  • Stranger Tales: 1060 sales since 2022-10-06
  • Minerunners: 1003 sales since 2022-11-01
  • Spellrunners: 1060 sales since 2022-11-22
  • Christmas Capers: 986 sales since 2022-12-18
  • Heroes of Sherwood Forest: 967 sales since 2023-01-28
  • Tales of the Little Adventurers: 905 sales since 2023-02-19
  • Tales of the City Guard: 918 sales since 2023-03-26
  • Maidenstead Mysteries: 880 sales since 2023-04-19
  • Interstellar Rebels: 924 sales since 2023-05-04
  • Hunters of Victorian London: 858 sales since 2023-05-29
  • Stone Age Hunters: 811 sales since 2023-06-23
  • Paths Between the Stars: 832 sales since 2023-07-01
  • Mythical Heroes: 776 sales since 2023-09-15
  • Academy of Monstrous Secrets: 722 sales since 2023-10-29
  • Eldritch Apocalypse: 735 sales since 2023-12-07
  • Champions of Osiris: 644 sales since 2024-01-27
  • Conniving Cat Burglars: 709 sales since 2024-04-01
  • Tales of the Sewer Samurai: 601 sales since 2024
  • Champions of Fenrir: 548 sales since 2024-07-01
  • Ghost Banishers: 515 sales since 2024-10-10
  • Vermilium: Tales of the Wildwood: 370 sales since 2025-01-30
  • Eldritch Cultists: 338 sales since 2025-02-13
  • Metal Gods of the Apocalypse: 289 sales since 2025-02-26
  • Tomb Guardians: 290 sales since 2025-03-20
  • Rabbit Tales: 261 sales since 2025-04-11
  • Sylvan Sentinels: 210 sales since 2025-06-17
  • Wicked Dreams: 254 sales since 2025-06-22
  • Specters of Locksworth: 180 sales since 2025-06-26
  • Road Hogs: 159 sales since 2025-07-27
  • Arcane Resurrection: 98 sales since 2025-10-11
  • Starbreaker: Tales From the Rim: 65 sales since 2025-12-02
These are the DTRPG freebies (in order of publication). A few free products help build up my mailing list. However, since I've added a print-on-demand option, they now have a few sales as well:
  • Interstellar Bounty Hunters: 5339 downloads (41 print sales) since 2020-09-29
  • Welcome to Drakonheim: 3671 downloads (29 print sales) since 2021-03-10
  • Interstellar Troopers: 4734 downloads (39 print sales) since 2021-04-26
  • Interstellar Laser Knights: 4395 downloads (37 print sales) since 2021-05-04
I also have a few freebies on Itch, which I entered into Jams. Here they are, once again listed in order of publication -- and these now have some print-on-demand sales as well:
  • The Fools Who Follow: 1284 downloads since 2020-07-29
  • Deep Trouble in Oldport Bay: 854 downloads since 2021-02-20
  • Halfling Hustlers: 428 downloads since 2021-07-03
  • Guardians of the Shadow Frontier: 1200 downloads since 2021-07-31
  • Interstellar Explorers: 838 downloads since 2022-08-02
  • Arcane Agents: 404 downloads since 2023-08-15
  • Troll Couriers of the Sky Isles: 552 downloads since 2024-08-01
  • The Wyrms That Turned: 160 downloads since 2025-08-17
Sales for the printed versions of the character cards have continued to be very slow:
  • Minerunners (cards)22 print sales since 2023-03-07
  • Sharp Knives & Dark Streets (cards)26 print sales since 2023-03-07
  • Spellrunners (cards)24 print sales since 2023-03-07
  • Christmas Capers (cards): 13 print sales since 2024-12-12
  • Eldritch Apocalypse (cards)17 print sales since 2024-12-12
  • Interstellar Rebels (cards): 14 print sales since 2024-12-12
I'd like to offer print versions of some of the Tricube Tactics character cards as well, but I haven't gotten around to it yet. While the cards don't sell very well, I love being able to hand them out when running games.

Some Thoughts


The overall sales figures continue to climb, with new releases driving sales to the older ones. Last year, 13 of the one-pagers had reached Platinum Best Seller (1001+ sales). This year, that number has doubled, with 26 one-pagers reaching Platinum Best Seller (although they're still years away from the 2501 needed for Mithral).

Accursed: Dark Tales of Morden would very likely have reached Platinum Best Seller as well by now, but it's one of the collaborative one-pagers I published through someone else, and they've had the entire setting line set to "private" for over a year now, which is a big shame. This loss of control over the fate of my work is definitely a risk when collaborating with other publishers (it's a similar situation to selling through most Community Content Programs, I guess, although at least in this situation, I still retain the rights to my work, and I could, in theory, file the serial numbers off and republish it myself).

In terms of genre popularity, the five top sellers are the same as last year: Chrome Shells & Neon Streets (cyberpunk) maintains the top spot with 1467 sales, followed by Eldritch Detectives (supernatural horror) with 1428 sales, Metahuman Uprising (superheroes) with 1385 sales, Wardens of the Weird West (weird western) with 1368 sales, and Interstellar Mech War (science fiction) with 1352 sales.

I often see people comparing DriveThruRPG with Itch, and I think it's quite interesting to use the one-pagers for such comparisons, as they're the same style of product. I've observed before that I get far more free downloads on DriveThruRPG than I do on Itch, but comparing the two again now, it even looks like I get more purchases on DriveThruRPG than I get free downloads on Itch!

That said, DriveThruRPG is far more selective when running site-wide sales these days, and they rarely include any of my products (due to my low prices). They've also raised the threshold for Deal of the Day to around $5, which means that despite having enough PPP to run a couple of Deals of the Day, I don't have any products expensive enough to submit. This is something I will need to address in the future, because I'm losing out on a lot of the promotional tools I used in the past.

In December last year, The Dungeon Dive posted a video about Tricube Tales, and the sales that month skyrocketed to the point where I was able to reach the requirements for a new "Tricube Tales" Game System filter on DriveThruRPG. This was a milestone I'd been working toward for a while, so I was very excited to finally reach it.

Tricube Tactics hasn't proven overly popular, but it was really designed to fill a need (offering a solution to those who wanted deeper combat and/or more mechanical support for character advancement in their Tricube Tales games), and I think it's succeeded. It was never intended to replace the base system, just broaden the target audience, and provide me the tools I needed for some of my own future projects (like converting the Saga of the Goblin Horde setting, which is still on my TODO list).

However, three of the one-pagers have also offered tie-in adventures using Tricube Tactics. The first (and main one) is Tomb Guardians, which comes with a 2-page adventure specifically designed for Tricube Tactics and a 12-page example playthrough showing how to run such a game. The other two are Sylvan Sentinels and Arcane Resurrection, both of which include adventures that can be run either with or without Tricube Tactics. All three micro-settings include Tricube Tactics character cards (although these can still be run with just Tricube Tales, by ignoring the knacks, minions, etc). The Tomb Guardians character cards even include gameplay advice on the back for each character.

What's Next?


I've not made much progress on my major projects this year. I've expanded my notes for Saga of the Goblin Horde, Tricube Terrors, and Tricube Toolbox (formerly known as Tricube Tricks), but I need to push myself to take at least one of them to the next step.

I'm also thinking of updating Tricube Tales and Tricube Tactics with some minor errata (no rule changes, just some slight adjustments to clarify certain things). I don't generally like updating products once people have bought them in print, but I think as long as I don't change any rules, it's probably not too bad.

I'm also toying with the idea of expanding two of the one-pagers (Goblin Gangsters and Tales of the Goblin Horde). I generally try to avoid doing this, but with my plans to convert Saga of the Goblin Horde (and perhaps The Gobfather) to Tricube Tales, I think it would be beneficial to have promotional one-pagers that include adventures to help promote those settings.

Of course, I'll also continue releasing new one-pagers! There's the expanded traditional fantasy micro-setting I discussed recently, but I've also been putting together some ideas for an ETU/Buffy-inspired one-pager for a while, and that's something I'd like to publish in 2026.

I ran three Tricube Tales games for my local TTRPG community earlier this year, which was a fun experience. I've also run a few online games for various people. I don't do this for marketing purposes, but because I enjoy it! However, I'd like to run some more this year, particularly using Tricube Tactics.



Monday, 22 December 2025

Musings on an expanded Tricube Tales fantasy scenario

Something I've wanted to create for a long time is a fairly traditional fantasy scenario with adventurers roaming the land, taking on various jobs. Of course, there are already several fantasy one-pagers for Tricube Tales, but their settings are all rather quirky, and I'd like something more vanilla.

Having recently been playing a lot of The Witcher 3, I've got a good feel for the sort of jobs the heroes might take on (and honestly, it's not that different from various novels I've read or TV shows I've watched, where people post jobs on notice boards and members of the "adventurers guild" complete them for rewards).

However, I really want this to be an expanded product, with three Six-Scene Scenarios (one set in a town, one in the wilderness, and one in a dungeon).

I had originally planned to split it into a trilogy of three separate one-page RPGs, one for urban adventures, one for wilderness, and one for dungeons, meaning each would come with its own Six-Scene Scenario. They could even be combined into a single product (like I did for Champions of Fenrir and Champions of Osiris), or released as separate products in the same series (like I did for Eldritch Detectives, Eldritch Apocalypse, and Eldritch Cultists -- or Twisted Wishes, Sundered Chains, and Wicked Dreams). But unlike those other settings, these fantasy adventures all follow the same characters in the same time and place, so I worry that it would feel very repetitive to offer them as three one-pagers.

The second option would be to adjust the layout and add another adventure generator table on the right-hand side, like this:

The problem is there's not enough space for three tables, so I'd need to combine the wilderness and dungeon adventures, which isn't really ideal when they have separate Six-Scene Scenarios. It also means there would be two pages of adventure examples, so I'd be left with a blank page I'd have to use for something else.

The third option would be to have a standard adventure generator for urban adventures, then offer two alternative location tables for dungeon and wilderness adventures, like this:

The GM would then roll 3d6 for the adventure as normal, but they could pick one of the three location tables depending on where they want the adventure to take place. There would then be three pages of example adventures, meaning the one-page RPG and its adventure examples would fit onto two double-sided sheets of paper.

Of course, each page would share the same objective and complication tables, and although I could offer different examples for each, the table entries would still need to be phrased fairly generically in order to fit all three location types. Making them too generic risks stripping the table of flavor.

But the more I think about it, the less comfortable I am with the idea of having an entire double-sided sheet of paper with just adventure examples on both sides. I like having the entire game and all the adventure examples on a single sheet of paper; it keeps the product concise, and if you're running a one-shot, you don't really need too many examples anyway. Even if you want to run more adventures, the examples are supposed to be for inspiration; they're not intended to cover every possible situation.

That brings me on to the fourth option, which is to design a simple one-page RPG in the same style as all the others, with a regular adventure generator that includes a mixture of urban, wilderness, and dungeon locations. There would still be three Six-Scene Scenarios covering urban, wilderness, and dungeon adventures, and I could also offer another sheet with an example town (much like I did for Sharp Knives & Dark Streets), which would include a map and expanded locations in and around the town.

After all this, I think I'm favoring the fourth option. As much as I'd like to expand the one-pager format and experiment with different setups, I still want the core product to fit onto a single sheet of paper (otherwise I'd be better off turning it into a book). The first page is really the "one-page RPG", as it contains everything needed to play, and the second page (i.e., the back of the sheet) includes examples for each entry in the adventure generator table.

Friday, 31 October 2025

Arcane Resurrection (Tricube Tales & Tactics)

I've recently been reading a lot of fantasy novels about a "displaced protagonist" who finds themselves sent to the past, the future, or another world entirely (i.e., Isekai). Sometimes they do this intentionally (going back in time to prevent a cataclysm), other times it's an accident. Often, they end up possessing and reviving a recently deceased host, usually that of a young noble.

The series I've read include: Magus Reborn, Rift Magus Reborn, Legend of the Arch Magus, Return's Defiance, Towers of Heaven, Spell Breaker, Dead Tired, Revenge of the Sorcerer King, Chronicles of Empyrea, The Alchemist, The Last Paladin, and System Universe. Note: This blog post isn't a book recommendation, as not all of the books were to my taste, but what I did like was the premise, and that's what inspired me to write my latest Tricube Tales & Tactics micro-setting: Arcane Resurrection.

I went with the "go back in time" premise (like Magus Reborn, Returner's Defiance, and Towers of Heaven) because I liked the way it gave the protagonist a clear overarching goal (to save the world from a major threat). I also decided to go with "possessing the body of a recently murdered young noble" (like Magus Reborn, Rift Magus Reborn, and Legend of the Arch Magus) as this immediately throws the players into the thick of things, forcing them to deal with a prominent individual's rivals, debts, and enemies.

I've found that scenarios with clear objectives tend to be the easiest to run, and I feel that Arcane Resurrection has some pretty solid goals for the players. I also included a Six-Scene Scenario with guidelines for running it with Tricube Tactics, and tied the adventure to the main plot, giving the players further leads to follow.



Tuesday, 30 September 2025

The Wyrms That Turned (Tricube Tales)

Last month, I submitted my entry for the One-Page RPG Jam 2025: The Wyrms That Turned (for those who aren't familiar with it, the name is a reference to the expression "Even a worm will turn").

I've fancied making a dragon-themed one-pager for a while, and I even mentioned it back in December as one of the themes I wanted to cover this year. When I saw that the theme of this year's game jam was "growth", I immediately thought of dragons growing with age, so I decided to make this one-pager a bit different by incorporating advancement rules (this also allowed me to show how combat encounters can scale as the PCs become more powerful).

I customized the trait descriptions to mention claws, bite, and breath weapons, and (much like Conniving Cat Burglars) I replaced "concept" with "breed". I also replaced "perk" with "affinity", and I drew inspiration from Savage Dragons for the quirks.

Overall, I'm pretty happy with this one-pager, and I was particularly proud of the terrible pun for the final adventure example -- "Happy Medium", where the dragons have to reach a mutually-beneficial compromise with a necromancer ;)



Saturday, 31 May 2025

Wicked Dreams: My PocketQuest 2025 submission

DriveThruRPG has been running the PocketQuest game jam for a few years now, and each year I submit a Tricube Tales one-page RPG for it: Summer Camp Slayers in 2022, Paths Between the Stars in 2023, and Conniving Cat Burglars in 2024. Technically, PocketQuest allows games up to 25 pages, but the DriveThruRPG staff stresses that's the limit, not a goal, so I prefer to aim for something much smaller.

My PocketQuest 2025 submission is Wicked Dreams, and the product went live this month!

The PocketQuest 2025 theme was "dreams & nightmares", so I decided to draw inspiration from horror movies such as "Friday the 13th", "Hellraiser", and "A Nightmare on Elm Street". However, rather than playing as the heroes, in this scenario, the players take on the role of the monstrous villains.

Due to its thematic similarities to Twisted Wishes and Sundered Chains, I decided to give Wicked Dreams the same trade dress and turn them into a trilogy (much like I did with the three "Eldritch" one-pagers). I'd already considered creating some character cards for Twisted Wishes and Sundered Chains in the past, so this allowed me to release them with Wicked Dreams. And there are 13 character cards, of course!

There is also a tie-in with Summer Camp Slayers, which is set in the same fictional summer camp as one of the locations on the second page of Wicked Dreams.





Sunday, 20 April 2025

Rabbit Tales: An Easter collaboration

Earlier this month, Laurence MacNaughton (a member of my Discord server) contacted me asking if I'd be interested in publishing Rabbit Tales, a Tricube Tales scenario he'd written for the Easter holidays! It looked great, and I thought it would be fun to release something special for Easter, so I agreed to do the layout, editing, and promotion.

Get it here: Rabbit Tales

Rabbit Tales draws inspiration from Watership Down, and I still remember being traumatized by the original animated version as a child! An interesting piece of trivia: Watership Down is a real place in southern England, around 35 miles from where I grew up.

It proved very difficult to find any suitable artwork for Rabbit Tales, so in the end, I had to use a public domain image from an 1875 book of animals. The original illustration showed a mother rabbit with her kittens, which didn't really fit the vibe, so I cropped out the larger mother to make it look like a colony of rabbits.

Laurence also provided an adventure called "Rabbit Tales: A Grim Omen", which had a different format to my usual Six-Scene Scenarios, and the layout proved quite challenging. I ended up rearranging the text so the scenes were all on the first page, and they referenced tables on the second page. Having done this once, I rather like it, and I may try using the same layout again in the future.

It's certainly fun to collaborate with other writers, although it's not something I would do too often, due to time constraints.



Wednesday, 7 December 2022

Tricube Tales sales figures for the last year

One year ago, I reported that Tricube Tales had reached Gold Best Seller (501+ sales) on DriveThruRPG, and I provided a breakdown of sales figures for the product line. At the end of October 2022, Tricube Tales reached Platinum Best Seller (1001+ sales), so I thought it would be interesting to compare the figures over the last year.

Total Sales per Month

Here are the total sales for the entire product line since last year (I've included December from last year as well, as it wasn't complete in my previous blog post).

  • Dec 2021: 676
  • Jan 2022: 725
  • Feb 2022: 624
  • Mar 2022: 432
  • Apr 2022: 497
  • May 2022: 909
  • Jun 2022: 677
  • Jul 2022: 584
  • Aug 2022: 730
  • Sep 2022: 393
  • Oct 2022: 567
  • Nov 2022: 857
  • Dec 2022: 104 (so far, in the first week)

Breakdown by Product

And here is a breakdown of the total sales figures for the main products:

  • Tricube Tales (core rules): 1063 sales since 2019-11-08
  • Solo Rules & Deck: 830 sales since 2021-05-14

These are the "payment optional" products on DTRPG (in order of publication) -- people can download them for free, but I'm only tracking actual sales where people paid for them:

  • Goblin Gangsters: 452 sales since 2020-08-27
  • Samhain Slaughter: 484 sales since 2020-10-08
  • Chrome Shells & Neon Streets: 561 sales since 2020-11-21
  • Metahuman Uprising: 492 sales since 2020-12-28
  • Rotten Odds: 442 sales since 2021-01-31
  • Tales of the Goblin Horde: 453 sales since 2021-04-01
  • Wardens of the Weird West: 479 sales since 2021-06-12
  • Firefighters: 433 sales since 2021-07-06
  • Horrible Henchmen: 424 sales since 2021-08-13
  • Pirates of the Bone Blade: 441 sales since 2021-09-15
  • Eldritch Detectives: 487 sales since 2021-10-30
  • Wiseguys: Gangster Tales: 394 sales since 2021-11-20
  • Interstellar Mech War: 402 sales since 2021-11-30
  • Voyage to the Isle of Skulls: 331 sales since 2021-12-31
  • Down in the Depths: 281 sales since 2022-01-24
  • Accursed: Dark Tales of Morden: 275 sales since 2022-02-17
  • Twisted Wishes: 260 sales since 2022-02-23
  • A Welsh Werewolf in Llanfair PG: 262 sales since 2022-04-01
  • Interstellar Smugglers: 285 sales since 2022-05-04
  • Winter Eternal: Darkness and Ice: 179 sales since 2022-05-17
  • Sharp Knives & Dark Streets: 226 sales since 2022-05-31
  • Summer Camp Slayers: 184 sales since 2022-06-28
  • Titan Effect RPG: Covert Tales: 164 sales since 2022-07-20
  • Sundered Chains: 122 sales since 2022-08-07
  • Stranger Tales: 116 sales since 2022-10-06
  • Minerunners: 77 sales since 2022-11-01
  • Spellrunners: 65 sales since 2022-11-22

These are the DTRPG freebies (in order of publication) -- I like to have a few free products to build up my mailing list:

  • Interstellar Bounty Hunters: 2629 downloads since 2020-09-29
  • Welcome to Drakonheim: 1531 downloads since 2021-03-10
  • Interstellar Troopers: 1947 downloads since 2021-04-26
  • Interstellar Laser Knights: 1830 downloads since 2021-05-04

I also have a few freebies on Itch, which I entered into Jams. Here they are, once again in order of publication:

  • The Fools Who Follow: 758 downloads since 2020-07-29
  • Deep Trouble in Oldport Bay: 482 downloads since 2021-02-20
  • Halfling Hustlers: 219 downloads since 2021-07-03
  • Guardians of the Shadow Frontier: 504 downloads since 2021-07-31
  • Interstellar Explorers: 250 downloads since 2022-08-02

Some Thoughts

Interstellar Bounty Hunters has always had the highest number of downloads, as there was a Discord community built up around it, but overall the number of free downloads on DriveThruRPG is significantly higher than Itch. In fact, many of the one-pagers have more paid downloads on DriveThruRPG than the Itch one-pagers have free downloads!

The sales had a bump in May, August, and November, but the same occurred last year as well. Last year I'd wondered if the May bump might be due to my "May the 4th" one-pager, and the others due to Deal of the Day, but the same seems to have occurred this year as well (even though Interstellar Smugglers, which I released on May 4th 2022, is only a little above average in terms of sales). Perhaps the bump for those months is caused by something else, such as the special sales DriveThruRPG often runs?

Chrome Shells & Neon Streets has always been the most popular of the one-pagers, it's the first to reach Gold Best Seller, and it continues to maintain a strong lead. Sharp Knives & Dark Streets was originally conceived as a fantasy-themed variant of Chrome Shells & Neon Streets, as I wondered if I could repeat its success in an even more popular genre (fantasy). However, that doesn't appear to have happened.

Several of the one-pagers include form-fillable character cards, and a few of the recent products include bonus material -- Sharp Knives & Dark Streets has an expanded city complete with a map, while Minerunners and Spellrunners come with adventures. However, the bonus material doesn't appear to have had any obvious impact on sales (which is a shame, as those products took about twice as much effort to create, and required additional artwork).

Some of the one-pagers have also experimented a bit with the mechanics. Tales of the Goblin Horde was the first to do this, adding rules for gang members. Interstellar Mech War replaced "trait" and "concept" with "weight" and "chassis", and renamed "karma" and "resolve" to "energy" and "frame". Stranger Tales replaced the usual three traits (agile, brawny, and crafty) with athletic, bold, and clever. Sundered Chains added a few special magic items that changed the rules. I'd like to continue to push the envelope a bit here and there, partially to challenge myself and avoid being too repetitive, but also to provide examples of how the rules can be adapted.

I've still got plenty of ideas for new one-pagers, but I'd also like to broaden the options somewhat. I'm still working on a Tricube Tactics supplement (which adds an optional layer for those who prefer more depth to combat), and I'd like to finish that in the next few months. I'm also working on a "generic" TT one-page RPG, for people who want to run games in established settings. I don't know how viable a generic one-pager will be (I've generally been of the opinion that one-page RPGs with strong themes are far more popular), but I'll give it a go.



Sunday, 30 May 2021

Tricube Tales hits Electrum Best Seller

Earlier this month, Tricube Tales hit Electrum Best Seller on DriveThruRPG, and two of the micro-settings hit Silver, so I thought it would be a good time to take a look at what's new and what I've been up to.

Two More Interstellar Micro-Settings

Last month I released a bonus micro-setting called Interstellar Troopers, which drew its inspiration from various movies such as Aliens, Starship Troopers, and Pitch Black. But more importantly, I released it under the CC BY 3.0 license along with its Scribus template, allowing other publishers to use it for their own one-page RPGs.

On May 4th, I released this month's micro-setting, Interstellar Laser Knights, inspired by a certain space opera film franchise about psychic knights wielding laser swords in a distant galaxy. This was something I'd promised the members of the Bounty Hunters: Open Season discord server, as a thematic tie-in to my earlier Interstellar Bounty Hunters micro-setting.

Solo Rules

This month I also released the Tricube Tales Solo Rules, and they received a lot more attention than I'd expected, including coverage in this very informative video about simplicity and complexity in solo RPGs by Talking About Games:


I strongly recommend checking out Abraham's other videos too if you're curious about solo gaming, particularly his advice playlist, which is packed with great tips and suggestions.

The Solo_Roleplaying reddit and associated wiki are also an excellent source of information, and they have a Discord server (Lone Wolf Roleplaying) as well.

As my solo rules explicitly reference the Tricube Tales mechanics, I decided it was finally time to update The Fools Who Follow. As my first one-page RPG, it used a simplified version of the Tricube Tales rules (without traits, perks, or quirks), so I've updated it to be consistent with the other micro-settings and make it fully compatible with the solo rules. I've left the original version up as well though, in case anyone prefers it.

Media Coverage

Quirin on PnPnews wrote an article here (in German) about some of my products a while ago, which included a section on Tricube Tales. Andrew Girdwood has also written articles on Geek Native (here, here, here, and here) about some of the micro-settings, and I recently did a Tricube Tales interview for Parallel Worlds Issue 19.

This week, Tricube Tales received a much more detailed review here (in German) by Benjamin Dose on Teilzeithelden, which referenced a summary of the system from here (also in German) by Florian of jasminéfields.net.

Six months ago I talked about my plans for going forward, and about my hope that regular micro-setting releases would help draw more attention to the Tricube Tales system. It's slow going, but the strategy does seem to be paying off.

Metahuman Uprising Actual Play

TurnTablesRPG recently hosted a hilarious actual play of Metahuman Uprising, with some truly inspired characters. You can watch it here on twitch:


Character Cards

Tales of the Goblin Horde included form-fillable character cards, and Steve W asked in the Tricube Tales discussion section if I could add some for other genres. So I've added 45 form-fillable character cards as a bonus download to the Tricube Tales product (15 for fantasy, 15 for horror, and 15 for science fiction). I've also included the Scribus template, in case anyone wishes to create their own cards.

What's Next?

Tricube Tales now has a dozen micro-settings, but I'm still coming up with ideas faster than I can implement them! I'm planning to release Wardens of the Weird West next month, and I'd also like to expand the solo rules (the current ones only really cover urban settings).





Thursday, 1 April 2021

Tales of the Goblin Horde & The Goblin Warrens

Last month's Tricube Tales micro-setting was an introductory scenario for the Drakonheim setting, so this month I thought it would be fun to base one on my own Saga of the Goblin Horde setting: Tales of the Goblin Horde!

“For time immemorial, goblins have been mercilessly hunted down and murdered by the so-called “civilized” humans, slaughtered in droves for the entertainment of bloodthirsty adventurers. But everyone has their limits, even the underdogs.

The pathetic goblins who eke out a living near the human lands are weak and timid, the aggression bred out of them through generations of culling, with only the most cowardly among them managing to survive. But the goblins of the western tribes are another matter entirely, as the rapidly encroaching scourge of human civilization is about to discover.

You are ferocious goblin bosses from the Redfang tribe, leading your gangs on a series of dangerous missions against the humans and other enemies. Chief Bignose is confident you won’t let him down!”

I published Saga of the Goblin Horde for Savage Worlds back in 2017, and I even won a Silver ENnie Award for it, but I've also used the setting for several other projects. It was the basis for a 200-word RPG called The Goblin Warrens, as well as Hightree Warren for Gold & Glory, and the Wiseguys crossover The Gobfather (which was in turn referenced by Goblin Gangsters). And of course, the work-in-progress Swift d12 Quick Start uses Saga of the Goblin Horde, as will the full setting book once I've finished it.

I've previously discussed converting Saga of the Goblin Horde to Tricube Tales, but now that I'm releasing a new micro-setting every month, I decided I should do the job properly! Unlike the other Tricube Tales micro-settings, this one actually adds some new mechanics (via gang tokens), and includes additional guidelines for turning the one-page RPG into a full campaign.

Another Jam...

Earlier this month, I also decided to update, reformat, and republish The Goblin Warrens for the Pleasure-not-Business Card RPG Jam, which was an interesting challenge! Business cards seem to be a pretty good size for 200-word RPGs.

Wednesday, 10 March 2021

Tricube Tales: Welcome to Drakonheim

The Tricube Tales One-Page RPG for March has now been released: Welcome to Drakonheim!

“Long ago, during the days of the Cevali Empire, a mighty hero slew a powerful dragon and used her bones as the foundations of Drakonheim—the “City of Bones.” After the empire’s gradual decline and eventual collapse, Drakonheim became an independent city, an oasis in the wild lands.

Several months ago the city was attacked by a hobgoblin army. Defeat seemed inevitable, until a cabal of necromancers raised an undead horde and turned the tide of battle. Although the threat was defeated, skeletal soldiers still patrol the streets; the City of Bones has earned its nickname once again.

You are a party of adventurers, visiting Drakonheim in search of fame and riches. Maybe you’ve heard of the Gray Society—the necromancers who saved the city—and wish to meet them, or even join their order. Or perhaps you view them as a dark influence that needs to be stopped.”

I've blogged about Drakonheim quite a bit in the past, but to briefly summarize: I backed the Kickstarter for a system-agnostic setting called Drakonheim: City of Bones several years ago, and I liked it so much that I contacted the publisher and offered to write the Drakonheim Savage Companion for it, as well as convert the Heroes of Drakonheim adventures to Savage Worlds.

Now that I'm releasing monthly micro-settings for Tricube Tales spanning a range of different genres, I thought it would be fun to revisit Drakonheim, so (after asking Matthew J. Hanson of Sneak Attack Press for permission) I've gone ahead and designed a Tricube Tales micro-setting that also serves as an introductory scenario to the full setting.

You can run Welcome to Drakonheim on its own, which is ideal for a one-shot, or combine it with the Drakonheim: City of Bones and Tricube Tales books for a full campaign (perhaps using the Hack and Slash genre rule to give PCs ranks).



Monday, 22 February 2021

Tricube Tales: My plans for 2021

Three months ago I discussed my future plans for Tricube Tales, and I mentioned that I'd like to repeat the strategy I used for Saga of the Goblin Horde, where I released a new character archetype every month. I decided to stick to that plan and publish a new micro-setting every month for 2021, and I've already released three more since that post, bringing the total number up to eight!

Here is an overview of the three new micro-settings:

Metahuman Uprising: Inspired by my recent binge-watching of Disney+ Marvel films and shows, and The Girl in the Box book series by Robert J. Crane. I wanted to show how Tricube Tales can be used to run a very rules-lite superhero game with a variety of different characters and superpowers. I also decided to make the Twist Table superpower-themed, so it could be used to help players choose their powers.

Rotten Odds: After writing Metahuman Uprising, I wanted my next micro-setting to focus on ordinary humans. I'd fancied creating a zombie apocalypse setting for a while, ever since running War of the Dead for Savage Worlds -- and while I did publish Blood & Bile a few years ago, that was more focused on the vampire vs zombie conflict. I'm also a fan of the Deathless novels by Chris Fox, particularly the way the zombies evolved in his book No Mere Zombie, and wanted to explore the idea of zombies mutating into increasingly dangerous forms.

Deep Trouble in Oldport Bay: Martian Muckraker launched the Cosmic Horror Tabletop RPG Jam on February 15th, and I decided to submit a suitable micro-setting. I initially considered creating something inspired by the short film The Fisherman, but later decided to make something conceptually more like the TV adaption of Sweet Home, except with Deep Ones (and hybrids undergoing their transformation) instead of desire monsters. I wanted to add something else though, so I decided to include a mysterious black obelisk in the bay, partially inspired by a video game called The Shore.

Future Micro-Settings

I'm still thinking about which micro-settings I'd like to release this year, but I've already started working on five of them.


Wardens of the Weird West: I looked to my Countdown Decks for inspiration, and decided I should definitely cover the Wild West. But then I thought back to when Owen Lean ran his Deadlands adventure The Taxidermist's Tail at Savage Con, and how much more fun I found the Wild West when there are supernatural elements as well. So I've decided to create a Weird West micro-setting about monster hunters.

Welcome to Drakonheim: One of my favorite settings is the system-agnostic Drakonheim: City of Bones. I liked it so much I wrote the Drakonheim Savage Companion for it, converted Heroes of Drakonheim to Savage Worlds, and even released a couple of One Sheets. So when I started thinking of fantasy micro-settings for Tricube Tales, it shouldn't come as much surprise that Drakonheim was the first setting to spring to mind -- yes, Drakonheim is a full setting in its own right, but a micro-setting would be ideal for someone who wants to run a quick introductory one-shot game. If they like it and want to turn it into a longer campaign, they can buy the full setting book. Note: I've already asked Matthew Hanson of Sneak Attack Press, and he's granted permission.

Firefighters: All of the previous micro-settings involve combat, but Tricube Tales is designed to work for non-combat games as well. One of the example scenarios at the back of the main book concerns a crew of firefighters, so I thought it would be fun to expand that idea. This micro-setting will involve fighting fires, rescuing people (and pets), and dealing with various other hazards. But there will be no combat or monsters.

Isle of Skulls: I knew I wanted a micro-setting with dinosaurs, but I couldn't make up my mind up about the specific theme. I had pondered something with time portals like Primeval, or maybe something more like Journey to the Center of the Earth, or perhaps even a cross between Jurassic Park and Lost. But after watching the movie Skull Island, I think I've finally made up my mind what style of setting it'll be!

Interstellar Laser Knights: Last year I released the Mandalorian-inspired Interstellar Bounty Hunters, and it proved pretty popular -- some fans even created a Discord roleplaying server and use Interstellar Bounty Hunters for their games! So I'd like to create another micro-setting along similar lines, this time for Jedi Knights (although once again with the serial numbers thoroughly filed off, so they're not really Jedi, just something that could easily be used for that style of gameplay). Naturally, I plan to release this micro-setting on May 4th :)

What about the rest?

I still have a long list of ideas for potential micro-settings, but I'm always open to suggestions. I may try another humorous one as well, as those seem to be quite popular for one-page RPGs (I've already made some notes for "A Welsh Werewolf in Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch", but I'm not sure if I can make the concept work).