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Devlogs and lore from the world of Bug & Claw

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World legacy mechanics - Devlog #50

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 […]

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Ancestral orders - Devlog #49

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 […]

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Arthropod Orders - Devlog #48

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 […]

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Playtesting character builds - Devlog #47

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 […]

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Titans - Devlog #46

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 […]

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Wisps - Devlog #45

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 […]

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Learning and research - Devlog #44

Bug & Claw is special to me– a world I have thought about for years and something I want to have fun working on in subsequent editions and supplements for years to come. I've talked a bit before about how I want to be the best game designer I can be and how part of […]

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Simplified Range-Based Combat - Devlog #43

Exploring a simplified range-based combat system I've been toying with different range systems to help simplify combat. I like OSR combat but don't necessarily want the crunchy gameplay a grid requires. I've toyed with some formats akin to a Witcher-style Gwent grid to be a facsimile for range and still maintain some of the fun […]

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Exploring battle abstractions - Devlog #42

In D20 games, like Dungeons and Dragons 5th edition, when in a battle, play is generally determined with characters travelling around on a grid, turns among themselves and opponents determined by rolled initiative ratings. Battles can sometimes last an entire play session. Some people like this. While I do like a D20 system, I am […]

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Little Lady Bird

The following is from 15 years ago, today. This is where it all began. I sat in my computer chair and watched as Ame cocked her head side to side. At first I thought it was due to the blinds swinging back and forth and light spilling in and out and into her eyes, but […]

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