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.
A rescue mission brings the PCs down to the surface of a hostile exoplanet.
The Somnambulist crew escapes 43-Lyrae-a's moon, we test out the new shuttle loadout, and downtime might actually work now.
What would the latest trindie rpg hotness look like mashed together and used to run car chases? Maybe this!
My Insomniacs group learns that just because you CAN breathe it, it doesn't mean you SHOULD breathe it.
Inspired by Rob Donoghue's twitter screed on the secret sauce of skill lists, I'll be going through some of my old designs. I'm curious how they look to me now. Buskit I've talked about my weird hack of Savage Worlds and Fate before. There's ten traits, each with a number of specializations that let you … Continue reading The Skill List is Dead, Long Live the Skill List
I knew this was going to be a good session when one of the players signed into the hangout from a darkened car only to say they'd be back in 45 minutes. The rest of us got down to the business of reconciling the disparate timelines from the last two sessions on TRAPPIST-1e. This is Insomniacs, my cryoship road trip game.