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Devlogs and lore from the world of Bug & Claw

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Appearance - Devlog #39

I'm still deciding whether to separate groups of arthropods and create a "playbook" style for different creatures. Crabs, isopods, and beetles are the more dominant species in Bug & Claw, and a playbook style may help specialize certain tables for each. That being said, I've been creating a great many tables like these that will […]

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The effects of infection and resonance - Devlog #38

Infection and resonance are two concepts that effect most things in Bug & Claw. Every Bug-kin has a crystal in their head. Over time, collaborating with others through arduous scenarios and encountering other strange, crystalline structures can increase the "resonance" of their crystal. Meanwhile, seeking rare ancient treasures in irradiated or chemical-doused lands and battling […]

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What to expect - Devlog #37

Your journey and adventures demand a lot of your characters, but shouldn't demand as much from you Do you know what one of the biggest things I love about tabletop roleplaying games is? Epic adventures! In that regard, do you know what I dislike about some solo tabletop systems? They're too open-ended. Sandboxes are great, […]

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Design principles and themes - devlog #36

One of the things I do in my day job is help teams focus. Part of how I do that is to ensure we're looking at our work through the right lenses. Like making design corporate, team, or design principles that we can then utilize when brainstorming to help generate ideas, or afterward when pairing […]

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General items - Devlog #35

We already have the pocket filler table, but what about regular old general items– things that you can find in most any town or village? Well, here is the first batch. Most of these shouldn't be too surprising, as the majority are pretty standard OSR fare. There are a few in here however that you […]

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Hodag's awesome spot illustrations - Devlog #34

As I get more budget for Bug & Claw, I have been trying to use it to collaborate with excellent industry creators. The last big one was a reimagined logo and brand identity by Tim Hastings of MindKillerInk. Now we have a few more excellent spot illustrations from tabletop legend Hodag! The following illustrations cover […]

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Random mechanic ideation - Devlog #33

I typically jot down problems I want to solve in the game and then ideate based on those in a giant Google Doc, but I thought I would share some of the more random ideas I've had recently as I ramp development on Bug & Claw back up. Reducing RNG and providing more agency One […]

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Bug & Claw Evolves In Style and Tone With a Bold Vision for New Brand System via Team-Up With Mindkillerink

Calgary, Sept 12, 2024 – Bug & Claw's new logo represents Monkey's Lunch's commitment to creating leading stories, experiences, and innovative gaming projects. Changes and what is staying the same The old Bug & Claw logo had a nice symbol paired with a hasty stack of the "Superior Title" font family. While the symbol represented […]

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Risk and Reward

Stella snuck past the first checkpoint of the bustling royal city of Cress for what she hoped would be the last time. She didn’t want Don Warren’s spies to know she was here, let alone alive. I might be a thief, but at least I have honour. Bastard. Cursing to herself, she just hoped the […]

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Ruin's Redemption

In the ruins outside Storm, Stella sought the item Don Warren sent her to find in exchange for Del’s life. Again, she had put Del in danger. It started to rain, true to the location’s namesake. As the ground moistened, so did the dung of whatever small animals lived here, making the whole place reak […]

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