[7:38 PM]Przemyslaw [LilaLoom Press] [YŌVA], : Okay then ! Great to be here, thank you. My name is Przemyslaw. I’m the founder of LilaLoom Press and the creative lead behind the YŌVĀKYĀNA Campaign Setting. I’ve been playing TTRPGs for more than 20 years, spending most of that time as a DM (a forever DM, of course) and designer. I now bring that experience to the project I’m leading. YŌVĀKYĀNA grew out of decades of interest in mythology and theology. It is heavily inspired by Indian and Persian antiquity, while remaining a fully original campaign setting. The inspirations stay at the level of influence, the real world itself is not present in the work. (done)
Q&A
[7:32 PM]RoJoGamer (BrainstormB&G): Thanks for having me! My name is Roger Jones and I produce RPG materials (usually in zine format) under the company name Brainstorm Books and Games. I’ve also collaborated on various projects and continue to contribute. I’ve been playing RPGs since red box basic D&D and never stopped wanting to explore imaginary worlds. My ultimate goal is to produce a game that people like my son can navigate. He’s nonverbal autistic and although he’s very intelligent, conventional ways of playing still remain out of reach for him and many folks requiring alternative communication. I started self-publishing shortly before the start of the pandemic, which turned out to be ill-timed but a trial by fire, I suppose. My first project was called “Xenozine,” which was a sci-fi murder mystery where anyone can be the killer, and not even the GM knows until later on. Every time I make something, I try to take the approach of doing something a little different and outside of the box, like my sci-fi sitcom RPG Out in the Black Hack. I always try to think of what I would like to see that may not exist already. I think DOWNCAST fits the bill. (done)
Continue ReadingChamomileHasChat — 7:33 PMMy name is Chamomile and I make a bunch of stuff: D&D supplements, a solo roleplaying program, blog posts where I insist that most Roguelike indie video games would’ve been better if they were shorter. But relevantly to today, I made Quiddity, an asynchronous epistolary collaborative worldbuilding game. (done)
Continue Reading[7:36 PM]Access Your Inner Light: My name is Daniel Bates, and I am the one person creative designer behind Savages & Sorcery and the creative banner Archaic Aesthetics. Before talking about Savages & Sorcery, it might help to understand where the game itself is coming from. My background is in Anthropology and Psychology, which means I’ve always been fascinated by how myth, culture, and storytelling shape the way people experience the world. That academic interest naturally blended with a lifelong love of history, mythology, and the great literary epics—stories where heroes struggle not just against enemies, but against fate, temptation, and the weight of destiny.
[7:37 PM]Access Your Inner Light: I’m also someone who values meaningful art and powerful emotional experiences, especially in creative practices that explore symbolism and archetype. Over time that led me into collecting and studying tarot decks—so you could probably call me a bit of a tarophile. The idea that imagery, symbols, and narrative can evoke deep emotional responses had a huge influence on how Savages & Sorcery approaches storytelling.
[7:38 PM]Access Your Inner Light: Finally, I have a bit of a rebellious streak. When I see creative spaces being constrained by large corporate interests or narrow expectations, it tends to motivate me rather than discourage me. That impulse—to make things simply because the world says they shouldn’t or can’t exist—has been a big part of the spirit behind this project. Savages & Sorcery is ultimately the result of all those influences coming together: mythic storytelling, symbolic imagery, emotional experience, and a desire to create a fantasy roleplaying game that feels more like participating in a heroic epic than managing a set of mechanical resources. Savages & Sorcery has undergone five major revisions since I began its development. This is the first version I feel is complete enough to stand as a full system. Savages & Sorcery is not an adult roleplaying game in the sense of being built around explicit content. It is, however, a saga-building roleplaying game shaped by adult sensibilities. Its themes include danger, destiny, sensuality, sacrifice, glory, and the consequences of power. The world of Formydia is meant to feel mythic, emotionally serious, and culturally grounded in a Bronze Age sword-and-sorcery mode. Because of that tone and subject matter, the game is best suited for mature audiences.
[7:39 PM]Access Your Inner Light: For the purposes of this Q & A, it may help to divide topics into Lore, Game Design, and Game Aesthetics, as they are all important to the game in different ways.
Continue Reading[1:02 PM]gremlin1384: Hi, I’m Emlyn Freeman, of the one-person game studio Psychogenesis Games. I’ve self-published a handful of games over the last few years including Reality, Redacted; AmerArcana; and Infinitum. My latest game is a Forged in the Dark game called Seventh Day.
[1:02 PM]gremlin1384: And on the seventh day God ended His work which he had made; and He rested on the seventh day from all His work which He had made. -The Book of Genesis, 2:2 And on the seventh day Samael looked Adonai straight in the face and spat in His eye. He took an army of Angels and led them against the Lord of Heaven, and so the War began. -The Book of The Adversary, 3:17-18 It is the seventh celestial day, and war has broken out in Heaven. Samael smashed God’s throne and raised an army of rebels, intent on wresting control away from Adonai. The ranks of the angels are split asunder, former friends and colleagues now bitter enemies. Seventh Day tells the stories of those angels as they question the virtue of their side and attempt to gain that precious commodity: free will. Seventh Day is Forged in the Dark, using the same core ruleset as Blades in the Dark, Scum & Villainy, Band of Blades, Sig – City of Blades, and Tribes in the Dark. It uses several of the rule innovations introduced in Blades in the Dark: Deep Cuts.
Continue Reading[12:04 PM]Alex Edwards: Hi, I’m Alex, one of the team at Stone Fable and we are delighted to be publishing Peacekeepers! Peacekeepers is TTRPG system focused around crime-fighting capers in a fantasy city. It is a quirky, story-driven tabletop roleplaying game set in the bustling, eccentric fantasy city of Arcanopolis – a place brimming with oddball characters, curious mysteries, and no shortage of trouble waiting to be uncovered. One player is the GM, guiding the plot, shaping the world, and playing the colourful cast of non-player characters. 2–6 players take on the role of Peacekeepers, each with their own quirks and agendas. A simple dice-based system keeps play intuitive and fast-moving, designed to support the story rather than get in its way. Fiction comes first. The rules are there to create tension, guide mysteries, and spark surprise twists – not to bog you down in tactics. No fiddly combat sessions. Violence isn’t off the table, but as Peacekeepers it’s rarely the smartest option. Your job is to help people, not hurt them. If you love your fantasy with a dash of wit, whimsy, and a sprinkle of Pratchett-style satire, you’ll feel right at home in Arcanopolis. You can find the kickstarter here, we launch tomorrow! https://www.kickstarter.com/projects/stone-fable-kick/peacekeepers-ttrpg-crime-fighting-capers-in-a-fantasy-city?ref=97io38KickstarterComing soon: Peacekeepers TTRPG – Crime Fighting Capers in a Fantas…A TTRPG system which sees you as plucky, potentially unlucky, coppers in a fantasy city alive with flair, fun, and fiascos
[12:04 PM]dicingwithdearth: Hi, I’m Adam. I’ve been playing RPGs for about twelve years, mostly as a GM. I run a range of games for friends and at UK conventions. Peacekeepers started as a campaign about eight years ago. Initially I ran the setting using Fate but over time developed a system that better fit the kind of games I wanted to run.
Continue Reading[8:05 PM]Rutibex: Hello I am Michal Robinson the creator of Encounters in Deep Space! https://www.drivethrurpg.com/en/product/558147/encounters-in-deep-space Big moral sci-fi episodes, built like dungeons. In the settled core of human space, the Concord of Worlds keeps the peace with law, oversight, and hard limits on what technology—and what societies—are allowed to exist. This book is about everyone who left anyway. Encounters in Deep Space is a system-neutral, 5e-compatible adventure book full of 100 deep space scenarios for your starship crew: rogue colonies, drifting arks, experimental habitats, frontier economies, and outlaw technologies scattered across the silent dark. Each encounter plays like a short, self-contained sci-fi episode with the structure and usability of a classic dungeon room—just stretched to starship, station, or whole-planet scale. There are no alien empires here. Just humans, pushed to the edge of law, scarcity, and belief.Encounters in Deep Space – Rutibex | DriveThruRPG
Continue Reading[7:32 PM]Doc Palindrome: Hey everyone! I’m Jesse “Doc” Edmond — professional Game Master, designer, and the person behind Doc Palindrome. I run games for Young Dragon Slayers (https://www.youngdragonslayers.com/), build weird systems, and spend a lot of time figuring out how and why RPGs work… and then to break them in somewhat interesting ways. Right now I’m working on G.R.O.K. — the Role-Playing Game, a system built entirely around failure. The core idea is simple: success is boring — failure is where everything actually happens. The funny part is that the game itself was expected to fail… and then didn’t. The Kickstarter has already doubled its goal, which feels extremely off-brand. https://www.kickstarter.com/projects/docpalindrome/grok-the-role-playing-game I’ve also got two supplements lined up: • The Gig Economy — character archetypes called Gigs • 99 Problems — a collection of disasters, threats, and bad decisions And I also play Dom O’Potomus, disgraced boxer and mob enforcer, on the Skritches Podcast: https://polygamero.us/skritches-one-a-dearest-murder/ I tend to design games that lean into tone, player creativity, and “this probably shouldn’t work, but does anyway.” Excited to be here and talk shop! (done)KickstarterG.R.O.K.: The Role-Playing GameA fast, gonzo, chaotic RPG where the competent survive an incompetent world — and failure is the point!Polygamerous Podcast NetworkChristopher SniezakSkritches One. A Dearest Murder
[7:32 PM]Troy M [NMBL], : I’m Troy, though most people in the TTRPG space know me now as The Marshal of Marshal Games. I build worlds and systems that lean into grit, heart, and cinematic play — from pulp heroics to grounded historical storytelling. Grateful to Dan for opening the door again; let’s see where the questions take us.
Continue Reading[1:07 PM]Azarii Inani: Okay Name is Azarii have not used my real name inn a minute my pen name kinda just stuuck and no one calls me by my name after i tell them my pen name. So i have loved pathfinder and DnD 3.5 all my life while i was in the nuclear power naval program (mechanic) those game had a huge impact on my life but i always felt something was off with the linear system. In reality any added number changed the percentage in such a huge way a +5 sword increased the players threat level by 5 levels skewing the party and not giving them the HP buffer. So about 5 years ago my sis was diagnosed with cancer and passed away its ok but i relaized i was not happy so quit my job and chased my dream to give the world a crunchy game that has aspects of reality but in a fun fantast way and to eliminate the unbalanced system of play the linear system creates. I had my campaign world shattered realmz and after i finished it and started figuring out social media i had a lot of negative feed back about the name. also AI art. I am sorry i do not have funds for that but if i ever do it will be real.
[1:08 PM]Azarii Inani: my system uses 2d20 creating a bell curve and for added drama and suspense of the die gods i created stepped damage










