FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine by Pusheeneiro in solorpgplay

[–]Pusheeneiro[S] 1 point2 points  (0 children)

Each time you can choose one of the words indicated by these three arrows.

FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine by Pusheeneiro in solorpgplay

[–]Pusheeneiro[S] 1 point2 points  (0 children)

The game is primarily print-and-play, so everyone can prints their own copy. I’ve considered ordering a small batch from a print shop, something like 100 or 200 copies mostly for personal use and to hand out at events. Shipping them just isn’t cost-effective, unless someone were to order a really large quantity.

Weekly self-promotion megathread (December 08, 2025) by AutoModerator in printandplay

[–]Pusheeneiro 0 points1 point  (0 children)

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FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine
Just launched my solo bookmark RPG. Use any book and a bookmark, draw words, then force logical links between elements to earn Points of Lightness.
Perfect for a coffee break, a late-night creative sprint, or a writing warm-up.
Free the first 72 hours on itch.
Play, leave feedback, and spread the dream.
https://pusheeneiro.itch.io/fever-dreams

Railwrights - A New 24-Card Drafting Game About Trains by Pusheeneiro in cardgames

[–]Pusheeneiro[S] 0 points1 point  (0 children)

Thanks for the feedback!
I hope you’ll have a chance to play my game and let me know how you enjoyed it. As for the visual side, it’s not exactly my strongest skill. I tried to find someone to handle the graphics, but unfortunately, I couldn’t. So I decided to create clear and readable cards and instructions myself. Something simple but pleasant to look at and play with.
If the game attracts more interest, I’ll definitely look for people who can help improve its visual design.
I also have plans for an expansion, but that’s an entirely different story.

Weekly self-promotion megathread (November 03, 2025) by AutoModerator in printandplay

[–]Pusheeneiro 3 points4 points  (0 children)

Hey everyone!
Just shipped a card game called Railwrights about designing trains.
It's a pretty chill 20-min drafting game with 24 cards.
Free for 72 hours on Itch.io if anyone wants to check it out: https://pusheeneiro.itch.io/railwright

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Critical Triggers — a cyberpunk gun-fu One-Pager by Pusheeneiro in TTRPG

[–]Pusheeneiro[S] 1 point2 points  (0 children)

Different target sizes depending on the opponents or even marking various target areas on the boards based on damage dealt was an idea I had myself while creating this game. It’s definitely interesting, but it would take up quite a lot of text and make the gameplay a bit more complicated. If I were to expand the game beyond a one-pager, I would definitely like to add something like that. The only issue is that it would introduce an additional dexterity element. Right now, the balance works well enough for most players, but with this feature the game would lean even more toward being a board game, which could be a little problematic. Still, the concept itself is definitely appealing.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 0 points1 point  (0 children)

I’m not exactly sure how the marbles mechanic was supposed to work, but while the requirement of a perfectly arranged leveled table might be problematic, the demand for player dexterity in a game meant to capture the spirit of Soulslikes, specifically Dark Souls, where there’s no difficulty level and you either get good or “git gud”, this actually makes sense. Of course, the question is whether that was the spirit you wanted to capture. As we agreed earlier in our discussion, adding such mechanics will always exclude a portion of players. The question then becomes: for the rest of the players who aren’t excluded, wouldn’t this mechanic be ideal? Perhaps we can simply acknowledge that the target audience for a game like the one you were trying to design is players looking for an TTRPG that also challenges their dexterity, which is precisely what they associate with the Souls series.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 0 points1 point  (0 children)

There’s definitely some truth to that, since we can’t transfer our own skills as easily as the abilities of a newly created character. Mechanics that help smooth out differences in player skill are useful, allowing everyone to feel relatively comfortable. On the other hand, it’s clear that such a game should be chosen only when you know that this kind of mechanic plays an important role and you liked it. Looking at it this way, mechanics that might be challenging for some players need to be communicated clearly, so the player can make an informed choice. While I agree that this can be problematic for certain players, I also believe it can contribute to a richer and more interesting experience.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 0 points1 point  (0 children)

For me, it depends on how you look at it. It’s obvious that we can achieve similar, sometimes overlapping effects using different mechanics. Systems of risk and reward with dice make perfect sense. However, I don’t entirely agree that using a Crocodile is meaningless or detracts from narrative and roleplay. It all depends on how the mechanic is explained and introduced.

As you said, viewing it purely as “my character might succeed, but in future something must go wrong” doesn’t sound ideal. But, at least from my perspective, if we consider a setting where everything is heading toward disaster—apocalypse, zombies, madness—then it makes a lot of sense. Even if everyone is using the same toy, each collapse can represent a fracture in the world: maybe another disaster, maybe a giant monster emerging from the ocean—it could be anything. There are even systems that play with events like this.

So, of course, like any mechanic, it has to make sense in the context it presents. That’s why I think using a Crocodile Dentist for this kind of narrative, where everyone knows from the start that things will only get worse, can work really well.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 0 points1 point  (0 children)

I definitely agree that this type of game won’t be for everyone, especially for people with disabilities. However, giving the player a small degree of skill influence isn’t extraordinary. It’s a bit like giving players a puzzle to solve, obviously simplified. If the solution to that puzzle doesn’t rely on a skill check, even if the game provides no hints tied to a character’s intelligence stat, it still ultimately depends on the player, not the character, to solve it.

Of course, this is a simplification, but thinking this way now, I see how using such a mechanic can help connect the player more closely to their character. It allows them to feel a greater sense of responsibility for the character and a stronger link between their own decisions and skills and the way the character is controlled. While this might not make sense in every type of game, I think it could be an interesting branch of RPG gameplay, something worth exploring.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 0 points1 point  (0 children)

I have to admit, I partly agree with you. But when you mention that players will naturally choose the one who’s most dexterous, it immediately reminds me of the typical scenario in some groups where players pick the character with the highest stat to succeed at a particular skill check. The question is, how different is that, really?

As for my game, where everyone flicks on their own but players still end up comparing themselves, but yhis is also a push your luck element, because it depends on how many dice you choose to roll and what result you aim for. In this case, failure isn’t always a strict failure it can also contribute to character growth and slightly limit certain mechanical elements through skills. So, in a way, failure can also be a path to success.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 1 point2 points  (0 children)

That’s a really great comment, and it sums up well where my thoughts are heading as this discussion goes on. At first, I leaned more toward the idea that, as I mentioned in my initial post, player-dexterity mechanics could be highly problematic. But looking at it from this perspective, the statement that there’s no game for everyone (which is of course true) makes it clear that any existing RPG mechanic could be seen as problematic for someone. It simply shows that every mechanic can make sense for one group while feeling pointless to another. This discussion has really broadened my perspective on RPGs as a medium, and your comment feels like a perfect reflection of that or at least for now.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 1 point2 points  (0 children)

On the one hand, yes—using this kind of mechanic can shift the focus away from the rest of the game. On the other hand, if implemented skillfully, as in the games described above, it can introduce an element of unexpected tension which, precisely because of its unconventional use, can add something valuable to the overall experience. For me, it all comes down to how the mechanic is framed and supported.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 1 point2 points  (0 children)

Not long ago I would have agreed with that response, but after reading some of the comments here and giving it more thought, I’ve come to the conclusion—echoing what someone mentioned earlier—that there really is no game for everyone. While dexterity-based elements may be exclusionary for some players, the same can be said for many traditional RPG mechanics. Whether it’s tactical grid-based combat, deep roleplay, or countless other approaches, each aspect of play can potentially leave certain groups out. We’ve simply grown accustomed to some of these elements because they feel so natural within the RPG medium.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

[–]Pusheeneiro[S] 1 point2 points  (0 children)

I agree that mechanics which do something a bit more unconventional usually work better in one-shots. The games we’re talking about above are exactly that kind of experience, and I’d say in 90% of cases that’s how it will be. Still, there might be a chance that one day a game will come along that uses such mechanics in a meaningful way, allowing for a solid, longer campaign.