Tag Archives: rosette

Rosette Diceless Released

At Future Proof Games, we just released a tabletop/live-action roleplaying game called Rosette Diceless. For those who have followed me for a while, this is a distant descendant of my 2009 beta release, LORE. We’ve been playtesting it for a year or two, and we’re looking forward to hearing what other folks use it for.

As with the rest of Rosette, Rosette Diceless has an agenda: it is dedicated to a consensus-based, story-first, and improvisational approach. We believe that this creates the best social environment for creating and expressing stories that incorporate everyone’s creativity.

You can pick up a digital copy of Rosette Diceless on itch.io, Kindle, or DriveThruRPG. We’ll have a paperback print-on-demand version on DTRPG soon; if you get the digital version before then, send us a proof of purchase to info@futureproofgames.com and you can pick up the print-on-demand at the bundle price.

Check out Rosette Diceless on its website!

Helping RPGs Play Themselves

Rosette LogoA big secret of tabletop RPG design is that roleplaying games play themselves. Get the right group of people together and they’ll have fun telling a good story, regardless of which edition of which game they’re playing. The hard parts of RPGs are things the designer can’t control: social dynamics.

What good are rules at all, then? Rules serve two purposes: to enable and constrain the play. The rules of an RPG serve to make the creative process easier by enabling story, and they constrain the scope of the story to keep the group within a manageable narrative space.

In my role as lead designer on Future Proof Games‘s upcoming tabletop RPG Rosette1, I’ve made tons of decisions regarding how the rules work. By the request of one of my patrons, I’ll go over that process from a high level.

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