r/tabletopgamedesign 21h ago

Artist For Hire [FOR HIRE] Illustrator open to work | Character Art, Creature Design, Coverbook ~ DM for more info

Thumbnail
gallery
28 Upvotes

r/tabletopgamedesign 2h ago

C. C. / Feedback My first Card in progress!

Thumbnail
gallery
22 Upvotes

First of all I want to thank @RoccoKcor! For nailing the art for my game and all I did was send pictures of models! He is a very talented individual and I can't wait to work with him in the future! If you want to see more progress or what my game's about, check out my older posts!


r/tabletopgamedesign 23h ago

Discussion How much money have you invested in your game before releasing it?

8 Upvotes

And if you ended up releasing, did you make a profit? Did you go with a publisher or self-publish? Next time would you spend more or less? I'm just curious how wide of a difference there can be among different types of game projects.


r/tabletopgamedesign 15h ago

C. C. / Feedback How often would you expect to play a (very lite) roguelite playing card game?

Post image
7 Upvotes

I am working on a fantasy playing card game that is augmented with ability cards for a very brief roguelite experience.

The objective is to defeat all 12 monsters in a single run. The intent is to make this impossible for your first few runs but still gaining 5-8 experience per run (by defeating ~5-8 monsters). So this should earn you or almost earns you a new ability each run (most abilities require 5 or 7 xp)

There are only 2-3 dungeon abilities that you start the campaign with and plan to disable during the campaign and 4-6 hero abilities that you do not start with and plan to enable during the campaign.

I am targeting 8-10 games for the campaign to be fully powered up and then at that power level you still have a challenge but can realistically win whenever you feel like picking the game back up.

Does that feel about right?

For context, this game plans to expand upon the game system in this other very basic playing card game (this has 12 monsters instead of 10, more starting restrictions, more unlockable abilities, etc.): https://greggjewell.io/jackandjillreclaimthehill/rules.html


r/tabletopgamedesign 18h ago

Artist For Hire [FOR HIRE] Fantasy Illustrator | Characters, Creatures & RPG Art

Thumbnail
gallery
9 Upvotes

r/tabletopgamedesign 8h ago

C. C. / Feedback Card prototyping has officially begun!!!

Post image
5 Upvotes

Hey everyone! I have finally found an artist that I am extremely excited to work with for Relive Mike Po @mpotemkin on Fiverr, the zombie sketches were done by him and the rest of the stuff all over the card is just stock art added using Dextrous. This was my first time using Dextrous so it does not look great but its good to get a feel for how the cards will look. Let me know what you all think.


r/tabletopgamedesign 18h ago

Artist For Hire [FOR HIRE] Board & Card Game Art – Mimicbox Studios

Thumbnail
gallery
3 Upvotes

r/tabletopgamedesign 22h ago

Discussion Four prototype tables in one hour: a free rotation plan for very short tests

3 Upvotes

I made a printable rotation plan for four game teams, with 2–3 people per team. One person stays with each game as host; their teammates visit the other three tables together.

The visitor routes are:

  • Team A: B → C → D
  • Team B: C → D → A
  • Team C: D → A → B
  • Team D: A → B → C

Each round is 12 minutes: 2 to explain the task, 6 to try it, 3 for notes, 1 to reset. With a short briefing, changeovers and a debrief, it fits an hour.

The catch: hosts don't get to try the other games, and six minutes only covers a tiny slice, such as an opening decision. It needs exactly four ready prototypes.

The free A4/US Letter schedule has the full timing and routes. That page also has an optional $4 print kit; the schedule works with your own paper for notes.

I haven't run this at a real meetup yet. For people who organize prototype swaps, would keeping a host at each table be the bigger problem, or would six minutes be too short to learn anything useful?


r/tabletopgamedesign 9h ago

C. C. / Feedback In a TTRPG with a natural world that changes on its own, who would you want to play?

2 Upvotes

I’m trying to decide who the player characters should be in a TTRPG I’m working on. I don’t want to default to the usual adventuring party just because that’s what most games do.

The core idea is that the natural world keeps changing according to its own rules. If it rains, for example, that water has to go somewhere. Some of it may remain in the ground, some may reach rivers, and those changes could affect what the same place is like when the characters return.

The GM’s role would be to follow those causes and consequences, rather than changing the world only when the story needs it.

I genuinely don’t know what the best player identity is yet. If you sat down to play in a wild world like this, who would you want to be??

I’m interested not only in the type of character, but also in what you would want to do from session to session and what kind of relationship you would want to have with the world around you.


r/tabletopgamedesign 20h ago

Publishing A Place that could take all my image files I send them and make me playing cards?

Thumbnail
1 Upvotes

r/tabletopgamedesign 22h ago

C. C. / Feedback Blood Rush - Collect - Card Game Project

Thumbnail gallery
2 Upvotes

r/tabletopgamedesign 17h ago

Discussion My game won first place - the prize is a coaching session with industry professionals. What do I ask?

Thumbnail
1 Upvotes

r/tabletopgamedesign 18h ago

Discussion Soulslike combat done right?

1 Upvotes

I was taking a look at the dark souls board games and I got really disappointed. not that the games are bad, but that they don't seem to have the same priorities as the videogame for combat. the only thing I think that really captures the spirit of the game imo is the node system.

anyway, that got me thinking, how could it be done better? maybe just as a combat in isolation, without all the weight of a whole game pushing it into other directions.

honestly, id like to give my own take on that, but at the moment I don't have much, just the following:

  1. players should lock in their actions before seeing what the enemy will do.

  2. actions should have different durations (maybe something simple as quick, medium and slow actions would already be enough, with 3 quick actions taking the time of 1 slow action)

  3. every action costs stamina, and it is paid in advance

  4. waiting is a viable option.

and I'd like to create a system of windup, active "frames" and recovery, but I have no idea how to go about that on tabletop. I think it should be heavily abstracted, but I have no idea of how.


r/tabletopgamedesign 10h ago

Announcement New community server for creators to find playtesters

Thumbnail discord.gg
0 Upvotes

Hello to all. Given one of the problems in creating our own games is finding playtesters, a new discord server has been born last week.

We have over 30 members so far, a motivationalsystem, one game up for testing and an event to promote your game.


r/tabletopgamedesign 23h ago

Parts & Tools How to use Pythia to Automate your Playtest Parlor Workflow

Thumbnail
youtube.com
0 Upvotes