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 […]
Building on the last devlog, here is more information on the ancestral orders of Bug & Claw. All Bug-kin are evolved from common ancestors with unique characteristics and starting abilities. The more you travel, adventure, and encounter crystal technology or infection, the more lines between Bug-kin ancestors and something new will blur. Roll a D12 […]
When collecting feedback during the playtest we did, the thing that was most abundantly apparent was that people wanted to be able to make a character based on their favourite arthropod. While classes and races aren't really going to be a thing in Bug & Claw, especially with the chaos of infection and mutation, folks […]
As we finally come to the close of our 3-year long D&D campaign, my friends and I are excited to try something new. I am lucky to have this group of pals, who have been pushing me to finish Bug & Claw so we can play together. While I thought the alpha would be completed […]
As mentioned in devlog #45 about Wisps, technologically and biologically influenced mutation and infection affect all arthropods–and some other creatures– differently. An order, family, genus, or species may branch off into several different new varieties. Titans are arthropods that, on the outside, resemble their original ancestors, except they are much bigger. Much, much bigger. Ancient […]
Technologically and biologically influenced mutation and infection affect all arthropods–and some other creatures– differently. An order, family, genus, or species may branch off into several different new varieties. This is exactly what happened with the portion of the Lepidoptera order (the order of winged insects that includes butterflies and moths). Many a lepidopteran descendant walks […]