Design Intent


Our adventure TTRPG will aim to encourage exploration on a limitless field, featuring a GM-less style of gameplay where players (2+) create their own worlds to explore. Similar to Lumen, all outcomes of events and instances will be decided through a d6 die for gameplay simplicity, but the game’s mechanics are most similar to Beak Feather & Bone through its use of an interactive map labeling system. The game map takes place on chess boards, inviting the use of digital and physical means of play. Tiles will represent different planets, created by the players themselves that discover them. 

We aim to create a narrative centred around an “every man for themselves” space mission. The story emphasizes the need for our characters to be selfish and cunning, in order to benefit their own motivations. We want to leave the details up to our players, while simply laying the framework of the game objectives. Providing optional prompts for new players, we also want to help ease the stress of story improvisation. 

The visual appearance of this game will focus on a 2D 8-bit pixel style to establish a cheerful and fun mood of gameplay. The players will travel to different planets within the universe that differ in appearance, some teeming with monsters, sprawling forests, or even dystopian societies Anything can be possible in the unknown of space. The game’s colour palette will feature colours of blue, purple, and pink but will also have dull colours for barren lands. Overall, the TTRPG’s aesthetics will aim to be fun, engaging, and share similarities in appearance to games like Undertale and Stardew Valley.

Get BoB (Bountiful or Barren)

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