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, but what about those folks who don't want to fill in every last blank and be creative to an extreme?
I want to try to find some balance for Bug & Claw so that solo or GM-less groups can still have a lot of fun, turning up or down the amount of demand they are put on to be creative.
So, what am I trying to create?
In Bug & Claw, I want you to expect:
- Collaborating with new friends to perform amazing feats.
- Protecting small villages from giant, infected creatures.
- Discovery of ancient knowledge, both helpful and potentially damning.
- Exploration of newly breached lands as infection is cleared.
- Harnessing living weapons.
- Cleansing infected lands, spreading healing energy, and helping communities thrive.
- Sneaking through mad infected hives and murderous tyrant’s castles to find powerful artifacts.
- Defending of small villages and creatures as corrupt governments and royal families attempt to control and subjugate.
- Chaos of the forces of infection and crystal resonance combatting reach other for bizarre effects on the land and Bug-kin who reside there.
- Influencing the local politics for better or worse.
- Pursuing your own goals, evolving in body and mind to do so.
What else do you think you should get out of a TTRPG? Let me know on social media!