Works in Systems Design
Here, you can see all the games and projects that I’ve worked on that are primarily focused on Systems Design.
Tomorrow’s Bizarre Adventure
Solo Project | Tabletop role-playing game based on JoJo’s Bizarre Adventure | Microsoft Word, Powered by the Apocalypse | Used Powered by the Apocalypse as a base for rules
Tomorrow’s Bizarre Adventure is the first ever tabletop tole-playing game that I’ve made in my career, starting around early 2019, based on the JoJo’s Bizarre Adventure franchise of manga and anime. At the time, I was a massive fan of series and wanted to play and/or make a tabletop game based on it. However, everywhere I looked, I felt like certain ones were a little bit too crunchy for my tastes, which made it all feel a bit too limiting. So, I decided to make my own using Meguey and Vincent Baker’s Powered by the Apocalypse system, one focused on collaborative storytelling, messy successes, and somewhat free-form powers.
I wanted to focus on every single aspect that made JoJo is absolutely wild ride from start to finish, from the surprise and puzzle-solving of battling against an enemy Stand User, to the self-expression of each individual whether they’re bizarre or mundane, to the importance of bonding with others, to the number of fighting styles and items with absurd effects that are also lore-accurate. I even made a logo and set of character sheets to fit with the general aesthetic, matching the title fonts as well as using each protagonist as a stat icon.
HalfMoon (Mechanics)
Solo Project | Tabletop role-playing game about humans, monsters, shifters, and a moon split in half by a magic meteor | Microsoft Word, Burning Wheel | All worldbuilding & narrative aspects, used Burning Wheel as a base for rules
HalfMoon is a tabletop role-playing game I made back in 2019 in the span of about a month, and is one of my first original “properties.” I based it around a design doc for a character action game set in the same world as this, spurred on to do so after a seminar at the DigiPen Institute of Technology to make something long before I would get into the gaming industry.
It’s one of the many examples of my style of game, one that takes a more narrativist and simpler approach to things rather than dealing with feature creep and mechanical crunch. I felt like giving specific classes with specific abilities and specific backgrounds would feel a little limiting on character creation. I wanted to give players the freedom to do and make whatever they could come up with. It’s because of this reason that I decided to make the game with an overly simplified version of Luke Crane’s Burning Wheel system, which resolves events with a pool of six-sided dice, and creates characters and grants them skills based on their history and how their lives went up until the point they began adventuring. I didn’t want to make the game extremely complex, both for the sake of players who want to just pick up and play and for my sake as this was my second tabletop game that I’ve made and planned to release to the world.
Tenkaichi: The Strongest Under Heaven (Mechanics)
Solo Project | Tabletop role-playing game about climbing a deadly tower | Homebrewery | All mechanical & narrative aspects
Tenkaichi: The Strongest Under Heaven is a tabletop role-playing game, written and designed entirely by myself for a Tabletop Game Design class, about climbing an ever-shifting tower to attain Heaven by destroying everything in your path. The game is heavily inspired by Tom Bloom’s Kill Six Billion Demons (the iconic phrase “Reach Heaven Through Violence” is directly quoted in the game) and Daniel Bayn’s Wushu. The main rule is simple: when a player takes a turn, they have to say every action that they would do in a single move, with each action adding a six-sided dice to a pool that they will roll. Higher numbers are successes, while lower ones are failures.
The main focus for this project was “style over substance.” It still has substance to stand on its own and be a fully-fledged game. I just wanted to focus on the “Rule of Cool,” the one instance where everyone at the table playing the game agrees that it’d be better to just have fun rather than focus on the actual game rules. Like with HalfMoon, I felt as if specific classes would be too limiting and restrictive if I wanted to let players make whoever they wanted. So instead, I focused on creating “Archetypes” that describe how they solve problems or what broad abilities they could be capable of. The abilities affect game mechanics rather than affecting the overall aesthetic of a character.
I also wanted to make a game that really captures the spirit of intense, action-packed anime and online animations that I always keep going back to, with players always teetering on the edge of feeling unstoppable or having the rug swept from under them at the drop of a hat. This is why I made the “HEAT” system, a number that players assign themselves that “explodes” a die and lets them roll an additional one, directly inspired by the “Black Flash” in Gege Akutami’s Jujutsu Kaisen. The mechanic is supposed to represent a flow state that enhances one’s strength to an absurd degree, with more and more dice exploding the more HEAT is rolled, which is interpreted as something like…doing multiple of the same actions at once or doing one action really well. Along with this, I added “Overwhelming Successes” and “Catastrophic Failures,” successes so good that they carry a small negative consequence and a failure so bad that fate itself will throw you a bone. Why? Well, when you do something so well, sometimes people start getting scared or envious of you, right? And when you do something so terribly, sometimes one might let their guard down or other people would be more willing to help someone in trouble. I wanted to capture those experiences.
Silvercasters (WIP)
Solo Project | Tabletop role-playing game about running a tokusatsu series | Notepad, Microsoft Word, Resistance Toolbox | Used Resistance Toolbox as a base for rules
Silvercasters is a tokusatsu-inspired tabletop role-playing game where a gamemaster and their group of players work together to create a TV season of their own. However, as the show goes along, the players take stress that affect their performance and the show itself to due setbacks behind the scenes. Their goal is to make as good of a season as possible and finish it without losing all of your budget or your good ratings. Otherwise, your show is canceled.
This idea began conceptualization sometime in 2023 after seeing a Tumblr post by user and fellow toku fan, Rosemary (@pleuvoire). Originally, the first “draft” of the game wasn’t as solid as it is now. I struggled to come up with ideas on how to make a good tokusatsu TTRPG where you can be a cool hero, but also trying to balance your stress so that everything doesn’t get ruined, but also capture the spirit of filming a show fraught with troubles. However, I later discovered the Resistance System by publishers Rowan, Rook & Decard, used for games such as Spire: The City Must Fall and Heart: The City Beneath. It’s a system that tracks player stress as their adventures and campaigns continue, wearing them down bit by bit until they experience the negative consequences of accumulating that much stress. It was, without exaggeration, the perfect fit for this game. So, with newfound inspiration and the help of the system, I set out to make the game more fleshed out by including alternate forms for characters, personality traits inspired by tropes, and all sorts of tokusatsu-related fun.
However, having forms in the game at all turned out to be a bit difficult to implement. In more modern iterations of shows like Kamen Rider, Super Sentai, Ultraman, and many others, all of these heroes (and villains) could have multiple forms for multiple ways of dealing with a specific situation. Sure, there are multiple archetypes of form that these shows follow, but trying to come up with specific “archetypes” with specific abilities would bloat it mechanically. It’s because of this that I looked to J.Y.’s Commons Rider for inspiration, which lists a Rider’s abilities as different keywords of varying levels of strength that can be combined to create its own personal techniques and toolsets. Additionally, I made it so that these forms should be written down on index cards to enhance the feeling of gathering a collection of trinkets that the latest season encourages you to buy.
Zetsubou Trigger
Solo Project | Social deduction tabletop role-playing game based on Danganronpa | Notepad, Microsoft Word | Created a custom “engine” for conflict resolution to emulate the series’ gun iconography
Zetsubou Trigger is a social deduction tabletop roleplaying game based on the Danganronpa series of games. It’s about a group of prodigies known as “Ultimates” that are trapped in a killing game and forced to murder one another. When a murder occurs, the Ultimates must investigate the crime scene and debate one another in Class Trials in order to vote the murderer out.
This game is a weird case when it comes to being a fangame. I like some of the concepts and characters, but I’m not exactly a fan in the typical sense. There are some aspects of the series that I’m uncomfortable with, but I don’t hate it. It was a very “make this game for this IP like being you’re commissioned by its owner company to do it” type of thing. Really, it was mainly inspired thanks to talking about the series and its beta iterations with my romantic partner, with one of these iterations including DISTRUST, the earliest possible version of the game that was reworked into Danganronpa. All of a sudden, I got the urge to make this game.
I had three major things that I wanted to get right with this game: the aesthetic of the series, the murder mystery aspect, and incorporating mechanics from DISTRUST. The aesthetic was simple enough, I made a small system of using a six-sided spinner or die and made players “load” their successes into different chambers to match the gun iconography the series is known for. The bigger challenge was making a good murder mystery system. In order to simulate the general unpredictability and mystery of other properties in this genre, I came up with private one-on-one sessions with the murderer character (if they’re a player) or their target (if they’re a player) and simply work their way through a scenario where one of them must die no matter what. Evidence that players gather are “Truth Bullets” that they can use during trials to counter against contradictory statements that the game master will answer whether it was used correctly or not. However, the murder can also pick up Truth Bullets and use them to throw others off their trail, since when they use it, the game master will always tell them that it’s “correct,” even if it’s a lie. I figured it would be fun to throw in this little bit of extra tension between players. Finally, to incorporate DISTRUST into the game, I used the prototype’s “Trust/Distrust Meter” and turned it into tokens that players can invest with on NPCs to gain them as allies for extra votes during trials. The player with the most Trust Tokens invested in an NPC is the one who “controls” them.
MNESIS: In Living Memory (WIP, Mechanics)
Solo Project | Tabletop role-playing game about sacrificing memories to cast magic | Notepad, BInAS | All worldbuilding & narrative aspects, used BInAS as a base for rules
MNESIS: In Living Memory is a tabletop role-playing game where players are magicians who sacrifice their own memories to cast incredibly powerful spells. Each spell is rooted in one of eight emotions: Joy, Sorrow, Fury, Terror, Vigilance, Surprise, Enmity, and Trust. These eight emotions also determine the type of spell you create, as well as your stats. The idea came from a throwaway comment I read on a review about an entirely different TTRPG, mentioning how it’d be neat to see a game where you use your memories and have to remember them in order to cast your spells. And after reading that, I went straight to work.
I based the magic system off of Robert Plutchik’s Wheel of Emotions, wanting to convey this balance of emotions by having opposites. In fact, the entire game is supposed to be about trying to balance your own emotions, even using something similar to Charles E. Osgood’s semantic differential scale. But I wasn’t entirely sure how to properly use that as a game mechanic. Thankfully, this is when I discovered BInAS (Balanced Integrated Attributes System) by Valery North, also used for haer game Piviotal Destinies. Like with Silvercasters, it was the system I had been looking for and was incredibly inspired by it. I even chatted with North, asking questions regarding BInAS and for any tips/comments over my usage of the system.
The most notable thing about MNESIS is its magic system. In order to cast spells, players have to attach a memory of their character to it and the strongest emotion they felt at the time. The emotion determines the type of spell that would be cast, and the memory determines what kind of skills and penalties they would have. When someone wants to cast a spell, they have to destroy it and the index card the spell was written on to represent them losing that memory to provide a more immersive experience.
“The Masked” Interstitial 2e Playbook
Solo Project | A Kamen Rider-inspired “class” for Interstitial 2e | Google Docs, Powered by the Apocalypse | All mechanical aspects, used Interstitial 2e as a base for rules & mechanics
“The Masked” is a homebrew class made for Interstitial 2e: Our Worlds Connected by Riley Hopkins, the second edition release of Interstitial: Our Hearts Intertwined. In the game, classes are referred to as “playbooks,” serving as playable archetypes for the type of characters players want to make and roleplay as. “The Masked” is a playbook focused on capturing the vibes of a typical Kamen Rider character: a masked superhero leading a double life, fighting for their ideals while keeping their true identity hidden. Originally, I made this playbook for Interstitial 1e, but I never actually released it publicly. Really, it was more of a personal project for me and my friends who were really into the game.
With this new jam, I managed to work up the excitement and courage to rework the playbook a bit for 2e and share it with the world for others to play with, which looks almost official thanks to Riley Hopkins providing templates for character sheets, as well as art by @toze9 on Bluesky and @dinottosaurs on Tumblr that I commissioned for my Kamen Rider Chance loredoc. Like with projects such as All Systems Struggles and Silvercasters, I wanted to share my excitement of the tokusatsu genre and make it not only playable, but also make players really feel like being a karate bugman with a motorcycle who kicks monsters so hard that they explode.