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Julian Kay
⁕ Neurodiv TTRPG Designer/Writer
⁕ Worked for Wizards of the Coast, Green Ronin, Pelgrane Press, and 2x Ennie-winner Planewalker!
⁕ Designed Mutants in the Now & Faith & Sails
⁕ Avatar by @retrodynamics.bsky.social
https://linktr.ee/juliankay
A trilobite is no dinosaur! (It's still cool I *guess*.)
December 4, 2025 at 11:50 PM
Most states don't have one, tragically!
December 4, 2025 at 9:11 PM
"A role-playing game?! Based on a cartoon? Poppycock! Humbug! Villeins!" - Gary Gygax, probably
December 4, 2025 at 4:55 PM
Space Adventure Hero, a game I did in my early days, was a game I did in my early days that experimented with having a dominant protagonist and rotating characters (an the referee role) around fairly often, which easily could be adapted to an solo isekai structure.
December 4, 2025 at 4:37 PM
A key issue is that many isekai stores tend to have one dominant protagonist; something that traditional party-based games aren't suited for. But there are exceptions in the genre, as well as TTRPGs structures suited to that.
December 4, 2025 at 4:37 PM
This World Summons Too Many Heroes!! by Nick Duff
A power fantasy isekai tabletop rpg
duffhounds.itch.io
December 4, 2025 at 4:31 PM
I imagine it must be for adults and I imagine there must be somebody out there just collecting NCIS merch because there's always one but the notion still feels wildly surreal.
December 4, 2025 at 4:13 AM
In Mutants in the Now, I wanted a modern equivalent to alignments, but I didn't want organizational allegiances; I went with abstract, open-ended values. Though there wasn't much that mechanically used them, they were a "placeholder" mechanic that was intended to be (and was) expanded later.
December 4, 2025 at 4:09 AM
Reposted by ARBco 🢩 Home
Asking people for money more than once every five days is probably key, huh?
Gravity: A Roleplaying Game
A one-shot TTRPG about powerful people in a bad situation.
www.kickstarter.com
December 3, 2025 at 4:45 PM
I've reported those ads because they're clearly deceptive; Youtubers have already tested the waters for us.
December 3, 2025 at 1:16 AM
They send you something that has something like that design printed on it, if they send you anything.
December 3, 2025 at 1:07 AM
I'm sure deployment of FEMA is a lot faster when there's notably less to deploy.
December 2, 2025 at 7:11 PM
That's not to say it's even a bad idea depending on the experience you're looking to present. But it can also just seem like some games throw up their hands on finding ways to make mechanics engaging and interesting, and just giving up on rules design isn't necessarily the answer.
December 2, 2025 at 7:07 PM
No game I'm aware of (save maybe Amber?) does this with combat; "they're swinging their short sword with their right hand towards your midsection, what do you do?", and you have to puzzle a defense. "Oh, you can't parry in time with a guisarme. The correct answer was backstepping. Sorry."
December 2, 2025 at 7:07 PM
Or maybe there's a set of options and a skill roll narrows or broadens the options depending on your success. A good roll tells you where might be more ideal to hide, while a bad roll provides objectively wrong answers.
December 2, 2025 at 7:07 PM
And like, it can be fun to get to that level of detail and puzzle things out as a player! But at the same time you can find a middle ground. You could say "the GM needs to know what the character's doing to set the difficulty" or in this basic, traditional game situation.
December 2, 2025 at 7:07 PM
Yeah, John's finally retiring.
December 2, 2025 at 6:25 AM