Category: Bug & Claw devlog

Devlogs and lore from the world of Bug & Claw

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Art by Hodag! - Devlog #27

I've been using the free time I have to work on writing, mechanics, layout of things like character sheets. While I know I will eventually make art for Bug & Claw, I needed help to envision some of the world. I'm happy to announce that I hired Hodag to help do some of the art for Bug […]

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Updated character sheets - Devlog #26

After the iterations from the last post about enemy statblocks it helped catalyze even more updates to the character sheets. I was debating leaving some of the defences and injuries a bit more vague, but I realized the "crunchiness" of attaching numbers would aid the usability. Balancing crunch and usability is one of the big […]

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Designing encounters - Devlog #25

Over the last little while I've been diving into what encounters will be like in Bug & Claw. Naturally, a part of that is taking a look at the opposition. Enemies, whether other Bug-kin, animals, or other things. There are particular things that I like about the D20 system encounters, as well as OSR and OSE encounters, […]

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Roll under, with clarity - Devlog #24

Some of the most important things to me as I work on any of my games is that they're simple, streamlined, and easy to understand. These principles are pretty common for someone who comes from UX and product design. With this in mind, one of the many things that I find complicated about a lot […]

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100 items - Devlog #23

What follows is a rough list of starting items for Bug & Claw. I think this list has caused me to rethink how the weight system will work. I want to simplify it so things can weigh 1, 2, or negligible amounts but can still be listed all together. The current inventory system looks cool […]

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100 unique mutations - Devlog #22

I've been working through the mutations that Bug-kin may have upon character generation. These may or may not be the same ones that you can receive on a moult if you have high infection. Many are cosmetic, while some offer advantages or disadvantages. Highly WIP, but if you've followed me for a while you know […]

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Common vs uncommon NPCs - Devlog #21

As players traverse the world of Bug & Claw, they will encounter all sorts of interesting characters they can interact with. Here are a few. Common NPCs Uncommon NPCs

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Fundamental ideas - Devlog #20

So far, the rules of Bug & Claw are based on these core premises. Perhaps more to come. Many of these and the mechanics can likely be boiled down to: For example, right now I am working through how to better integrate camaraderie into the system.

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Quests and goals - Devlog #19

One of the problems with a lot of tabletop games is very similar to a common business challenge. You get a mix of personalities or play styles together and sometimes someone owns the space. To me, there are a few ways to tackle this. Sometimes, it's just making sure folks know what they're accountable and […]

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New Referee Sheet - Devlog #18

I recently posted about updates to the character sheets. When I made those updates I also had time to start diving into the referee. Does Bug & Claw need one? What does it mean? What would they do? I really want Bug & Claw to be played by one to four or five people. In that […]

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