Roadmap 2021

First things first: Happy New Year, my friends! My congratulations to everyone who made it, and my prayers for everyone who didn’t.

Next, reviewing 2020 in my mind, I find that I’m pretty satisfied with what I have achieved over the course of the year: a major revision of Fantasy Core Rules & Fantasy Monsters, and a ground-up rewrite of The Broken Light, all of which vastly improved the accessibility and playability of the game overall. Top that off with the release of Fantasy Core (to include the print edition) and I think 2020 was a year worth celebrating – and celebrate I did!

Now, we turn to 2021, and specifically, a roadmap for the new year that stretches before us and into the horizon. It’s time to make some major progress on the system, both to showcase its versatility and to give you all more things to do with it! Here’s what I’ve got lined up, in mostly chronological order.

1. Publish At Least Two Fantasy Rules Supplements

2020 saw the publication of Mounts & Mammoths, a fantasy rules supplement that introduced rules for mounts and mounted combat, as well as several new monsters. Currently, there are two additional fantasy rules supplements waiting in the wings: Hedges & Hollows and Swamps & Slimes. Publication of these two supplements will be my first (and likely easiest) goal.

H&H adds gnomes as both a monster and a playable race, as well as several other deep-forest monsters (e.g. natural beasts), and rules for generating a hedge-maze dungeon on the fly (in the manner of the AD&D DMG).

S&S adds warts as a playable race, as well as several other swamp/marshland monsters (e.g. natural beasts, ghosts, slimes, etc.), and other related content.

2. Publish an Adventure Supplement for Indy

This is where things get a little more challenging. I’ve previously discussed the difficulty of developing (good) adventure modules for a genre that exists in a largely storytelling form. TSR attempted it in 1984 with their Adventures of Indiana Jones Role-playing Game, which amounted to a clumsy, restrictive set of rules that “played” more like a movie script than an actual game. This is, of course, through no fault of their own – they clearly understood that creating a pulp-style system using conventional (i.e. D&D-type) game design methods would be a non-starter. Ultimately, their fatal flaw was that the system was wrapped up in someone else’s intellectual property – it was selling a branded experience, and as a result, was forced to adhere to that experience’s native (and limited) format.

In this way, I owe TSR a debt of gratitude – in demonstrating (and painstakingly) what not to do, they’ve inspired in me many ideas on the right way to achieve an Indiana Jones-style adventure consistent with Tiny d10 adventure principles (open, easy, and limitless). As a major fan of pulp fiction, I could go on (and on and on), but I won’t. I’ll leave this here: in 2021, I intend to publish not an adventure module, but an adventure supplement that provides GMs the resources and tools necessary to run pulpy, swashbuckling adventures from New York City to Lima.

3. Publish Western Core

This will probably require the most effort of all my goals so far, though it is by no means the most difficult (more on that in #4). Western Core will be the newest addition to the Tiny d10 “core” family (which, for the sake of being thorough, is defined as a document containing a set of core rules, a monster manual, and an adventure module). I expect that developing Western Core Rules and Western Monsters (working title, by the way) will be the simpler tasks, but I look most forward to working on the adventure: Killers of Cutface Creek, which introduces a southwestern town beset by all manner of troubles, from outlaw bands kicking over stage coaches to werewolves prowling the endless desert by the light of the full moon.

Once finished (a rough estimation for that being the latter half of this year), Western Core will, like Fantasy Core, be available in print – another (albeit unofficial) quality of core books.

4. Recapture Tiny d10’s Creative Momentum

I’ve saved the most difficult for last. In years past, Tiny d10 had a lot of creative momentum – both from myself, and from other great contributors who gave freely their time and effort to grow the body of work into what it is today. I failed to capitalize on that, and as a result, it died out. Contributions have been stagnant for a couple years now, though there are some promising things in the vague and misty distance. I blame myself for that, of course – like most creative types (which I begrudgingly admit that I am), I’m not always easy to work with. I’ll try to do better going forward, being more supportive, responsive, and giving in every way possible.

Here’s to hoping there are still some embers in that fire that can be rekindled.

Stretch Goal #1: Publish the Fort in the Hinterlands Adventure Module

This ended up taking a backseat to other 2020 projects, mostly due to time constraints. I like to do extensive playtesting of adventures before releasing them in any official capacity, and I wasn’t able to do much of that. That said, the module is about 1/3 of the way done, so at the moment, I feel confident that this is something I can achieve (though I won’t commit myself to it just yet).

Stretch Goal #2: Collaborate

Related to goal #4, I’d like to collaborate with another game designer on their implemention of the Tiny d10 system – even if it only amounts to providing creative advice and acting as a resource for development. If you’re thinking about adapting the system to your campaigns, genres, settings, etc., let me know! Leave a comment below, or shoot me a message here.

To wrap this all up…

This here roadmap is as much for planning as it is accountability. In that spirit, I make a solemn vow: if I fail to achieve at least half of these goals, I will quit development of the system. Life is a zero-sum game – spending time on one endeavor necessarily means that time is taken from another. If I am unable or willing to do what is required to make Tiny d10 successful (which, to me, is defined not by generating profits, but instead joy), then my time is better spent elsewhere – running my farm, raising my soon-to-be four children, escaping the the 4HL, etc.

In closing, and if I may, a word of advice: don’t let your experience of 2021 be bound-up in society’s – your happiness and success can and should be independent of the world’s.

Stakes are high, my friends. Let’s make it happen.

2 thoughts on “Roadmap 2021

  1. Aaron.
    I have piles of gaming plots and fleshed out settings hat can easily be adapted to your system.
    Please feel free to contact me for creative collaborative purposes. I’d love to hit the ground running with this exciting, open-source gaming system!

    1. Hello again!

      Fantastic to hear! Some fresh new plots and settings is exactly what TD10 needs going into this new year, which I hope will be its biggest and most exciting yet!

      I’ll reach out today and we can chat more about your ideas and anything that I can do to help bring them to fruition!

      Thanks again, we’ll talk soon!

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