Shit’s about to get real. I’ve got work, school and main side gig all grinding into gear this week. Because of that, TTRPG projects have to take a back seat. In truth, they’re not even on the back seat. They are in a duffel bag thrown in the trunk. But that’s OK, we’ll get there.

Project Run down
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Added my system for water consumption. I want water to be something that drives action. The players in this game need to think about how much water they have to consume on their point crawls and plot out where to get more of it (considering the dangers that might face along the way).
I’m going to make a few different adventures to go with the base game (like what we have in Into The Odd). The point of those adventures will be to secure tools connected to water, like a tail feather from a Azurabird which can purify a cup of water by touch or a magic pot that when buried for two days can be dug up and it contains water. Stuff like that.
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A waterskin occupies a single inventory slot whether it is empty or full. Water is measured in ‘skins’ with one skin of water being enough to fill a single waterskin. Containers that hold multiple skins of water are widely available. They occupy as many inventory slots as skins they hold.
Characters must consume a skin of water between the rising of the Lovers’ and the setting of the Hangman or else add a Fatigue to their inventory.
Natural sources of water are sparse in the Desert. Water can be collected when it rains or from rarely encountered succulent plants, wells and oases.Communities are often built around or close to water sources. However, access to water in these locales may be costly, difficult and/or dangerous.
All water must be purified before it can be safely consumed. A character who drinks water that has not been purified adds a Fatigue to their inventory. Water can be purified through boiling and other less mundane methods (such as spells and magical items).
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Just a copy and paste job.
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You may only roll against a given consequence once.
The Operator also has the option to rule that Steam Thieves completely avoids a consequence. For instance, maybe they are in a pneumatic pistol fight and the consequence is a weapon jamming. When the players resist, the Operator might say that the character avoids that consequence completely: the weapon is no longer jammed.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
More drawings! But I don’t need to share them here.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
Fixed up the Ashcan version.
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
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No progress.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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No progress.
GIANT PINBALL
(Dungeon Crawl Classic Funnel set inside a pinball machine)
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No progress.
Good day and good luck…