Bug & Claw is being built to be solo-first. Part of what often makes a great solo RPG, to me, is the ability to quickly answer questions, shape outcomes in a meaningful way, seed the narrative with interesting elements, and push the story forward. The tools we generally use to accomplish that are referred to […]
Hey folks! Thanks so much to all of you who have been following along with Bug & Claw development. This is a labour of love, where I am working hard to make things feel true. As some of you who follow me on social media know, development had to slow down for a while as […]
As I bring on more folks to collaborate in areas like editing and art, it became more important to clean up the Game Design Document for Bug & Claw so that those folks could get a better idea of what the aim and intentions are. It helps us all focus. A what now? A Game […]
PF = Pre-FallAF = After-Fall The Collapse 10,000 PF Human-kind falls Scientists attempt to set in motion the planet’s healing, as well as preserve human knowledge so that one day humankind can return. The Waiting The world sits in turmoil for an untold amount of time. The Mossbound Scholars eventually refer to this as “The […]
Below, you'll find a WIP map that represents some of the aimed playable areas at launch for Bug & Claw. These are the Provinces of Western Entomara. They may seem familiar, yet different. The provinces include: Along with:
How do you create a world where players can take on both episodic 1-2 session adventures or full campaigns in a way that makes it feel like their decisions matter? Or that the world is alive and changing with them? These are questions I have been exploring for Bug & Claw. One of the ways […]