Horsepower

Car chases in TTRPGs continue to be my white whale. I've watched a ton of car chases in movies, real life, and video games, but the problem is you don't often read car chases. It's primarily a visual spectacle, and so the challenge in translating a good chase to a roleplaying game lies in finding where the decision points are.

Teaching a Spaceman to Spacefish

I've got maybe a year or so of my Insomniacs playtest campaign under my belt, but I'm struggling with how to put that into actionable content in the book. I don't think I've ever used a setting or module verbatim, and I don't know how other GMs adapt canned material for their own campaigns. I have a couple paths forward I can take, however, trails blazed by other designers that have inspired me.

Where is Insomniacs?

When I was working on my last game, Glow in the Dark, I ran into this late-game slump where I'd foolishly formatted the text in my draft and now had to redo all the graphic design work. I'm proud to say that apparently that was a learning experience, because I've moved the Insomniacs text over from my google doc into Affinity Publisher way earlier than I did for Glow.