Quindecim Timores

Quindecim Timores

@qtrpg.bsky.social

Quindecim Timores is a consent-forward supernatural horror TTRPG about the slow, incremental price of staying human and the cost of doing so which you will only understand in hindsight. Documenting (and shitposting) developments. https://ko-fi.com/qtrpg

49 followers51 following138 posts

My biggest challenge is somehow getting my game in front of the specific subset of players and GMs who already have a taste for mediated dread, domestic-scale horror, moral recontextualization under pressure, and systems that reward long attention. This doesn't fit in a 300 character pitch.

View full thread

I need people who've bounced off simple corruption mechanics because they felt cartoonish, and people who like King-style local weirdness more than cosmic spectacle. They just aren't very reachable in the places where a 300-character hook works best. Which is the entire damn internet nowadays.

I've accidentally written a dense, multi-bucket, morally recontextualizing horror game and now I'm stuck trying to figure out where to find the people willing to stay past the point where the point is still hidden. Uncovering it in advance spoils the experience.

My biggest challenge is somehow getting my game in front of the specific subset of players and GMs who already have a taste for mediated dread, domestic-scale horror, moral recontextualization under pressure, and systems that reward long attention. This doesn't fit in a 300 character pitch.

I need a narrower channel than 'people who like horror games'. I need people who are interested in what happens to a moral framework when it's forced to metabolize its own tools of survival.

I'm staring at a pile of only a couple hundred pages of documentation the now coherently describes a game system in which a player gets to steer a character who progressively becomes less human and more monstrous. This is what I've been aiming for this whole time.

"Forms are an option at Eidolon that allow a Weird Stunt to have multiple mechanically distinct configurations. Weird Stunt effects are distributed among those Forms, and regular Stunts may require particular Forms as prerequisites." Getting even Weirder now.

Weird Stunts in Quindecim Timores is an optional additional build system for players who ask whether their shadow can have hands, whether those hands can Grapple, and whether the shadow should scream when they take Soul Stress. I'm not a coward, so I'm not going to call it Weird if it isn't weird.

it turns out that sometimes, the answer to a complex subsystem in a game is to slap a big 'OPTIONAL' label on it and just let it be what it is. #TTRPGwriter #horrorWriter #TTRPGdev #soloDev

Seven hours of documentation revisions later and one whole ass chunk of the system now reads like something that might be understood by someone who isn't in my head instead of deeply cursed word salad pinned to a cork board and connected by red yarn. Anyone interested in beta reading?

So how do any of you engage an audience for your games? I see that most of the material on here is screenshots and artwork, which works great for video games, but not so great for text based TTRPGs. #indieGameDev #indieTTRPG #TTRPGwriter #horrorTTRPG #soloGameDev #soloTTRPGdev

The most obnoxious and useful thing I've been learning while writing this game system is that organizing information into something that can teach is a whole hell of a lot more difficult and nuanced than I'd ever realized.

there's a massive gap between 'yeah bro lemme explain how this works' and a structured document intended to teach something reliably to an audience of unknown familiarity, background, reading comprehension, and engagement level.

If a game feels like any player character could be swapped out for a different player character without changing the shape of story advancement or outcome, I'm out. I'll just play a video game or write a story instead.

"Think of Affinity as inoculation. A high Affinity in Violence doesn't mean your Character has become brave, it means the alarm that used to fire when violence was present has been worn smooth by exposure. They don't flinch the way they once did."

"Something patient, inhuman, and wholly beyond comprehension pressed against your life. For a moment you were visible in a way you had never been before. You saw something you never could have imagined was possible. Worse, something impossible had an opportunity to notice you back."

sorry for the month of dead air. I had a prophetic dream and rebuilt a chunk of the game system into something exquisitely more elegant that does its job better than the previous iteration did. #ttrpg #indieDev #horrorWriting #horrorTTRPG

Something I didn't fully internalize until I'd been gaming for nearly 20 years, and that changed my entire approach to rules and mechanics: no amount of careful language can defeat a bad-faith, asshole player's read of the rules. It shouldn't try to.

These kinds of players should be corrected kindly once, clearly once, and then just ejected from the game. They're a fucking plague on the rest of us trying to have fun.

now it's time to put real work into fleshing out the starter adventures. I'm deeply looking forward to offering a set of four parallel 5-session modules for people to play with. #QuindecimTimores #horrorTTRPG #soloTTRPGdev

my Tier 1 material is.... finished. Like, legitimately finished. I even built out the glossary on Core Mechanics I, and I fucking hate glossaries. I have tears in my eyes. It's beautiful, and I'm proud of it. #soloGameDev #indieGameDev #horrorTTRPG #horrorWriting

I've entirely thrown out any attempt to reduce my prose to the 10th-ish grade reading level expected in a TTRPG rulebook. Haters can pry 'actuate', 'imminent', 'ineffable', and 'confounding' from my cold, dead hands. I will meet them in hell. #indieDev #soloIndieDev #TTRPGdesign #horrorTTRPGs

CALCULATORS TO AUTOMATE MATH I get to write complex equations for solving mechanical things, and nobody running or playing has to actually understand how it works to narrate the outcome. That's what I call a Win/Win condition.

That other feeling, when you find exactly the perfect thing in your game system, and then start angling the design of everything else to show up in the same register. Unf. I need a cigarette after today's work session.

That feeling when you rebuild a subsystem for the fifth time and it finally locks in with the satisfaction of symmetry to the rest of the game. #feelsGood #IndieDev #TTRPGDev #SoloDev

The craft difference between a jump-scare and fridge horror: The jump-scare crosses the line AT the player, uninvited. Fridge horror crosses it by letting the player walk over the line themselves and only later notice their own footprints. On their own time.

There is no true horror when you can't establish attachments and then threaten those attachments. Things that perpetually escalate without respite become emotionally and cognitively exhausting, and I personally despise jump-scares as an expression of horror.

The goal with QT is something far more personal. The fridge-horror, the choices-without-enough-information, the retrospective 'oh no what have I done' not being the focus when 'what will I do now' is far more interesting.

Grey morality gets exhausting when there's no reward of intimacy to sooth the burns of the costs paid. So instead, I take an alternating-tread-staircase approach: you gain solid footing in one place, and then have to rely on that to find it on the other side.

There's no diversion quite so diverting as peeling apart the Calendarium Naturale Magicum Perpetuum (1619) to build an in-setting cosmology correspondence chart inside of a game you've written, and realizing that you have more than enough cosmological correspondences to produce such a thing.

Today I realized that I have a very specific shape of storytelling, and that's shaped how I've been building my game system and setting. I'm now a bit worried that other people are going to pick it up and find it incompatible for a reason I can't even see, and discard it for reasons I can't explain

there's something strange and delightful about how the pacing changes when a system nears completion. there aren't as many different tasks for me to split my attention between. the list of what's left is short, and most of the entries are deep rather than broad.

Last night and today's task: build out about 4 dozen different potential 'specialist' character builds at various anchor points to stress test the system for powergamers without screwing over casual-build players. #SoloTTRPGdev #TTRPGwriting #GameMechanics #SoloIndieDev

nothing like combing through 200 pages of documentation in a single day to change just five words. But find-and-replace doesn't account for grammatical usage. #soloDev #TTRPGwriter

Alright. So what I'm working on is a game where you start as a regular-ass person, and every step forward into greater power comes with a terrible cost that you're willing to justify in your circumstances. #horrorTTRPG #soloGameDev

View full thread

Alright. So what I'm working on is a game where you start as a regular-ass person, and every step forward into greater power comes with a terrible cost that you're willing to justify in your circumstances. #horrorTTRPG #soloGameDev

View full thread

So the real struggle in the game isn't self vs environment, or self vs other, or even self vs self; it's self vs continuing to give a fuck in a way that prevents you from becoming the monsters you've been fighting all along.

Alright. So what I'm working on is a game where you start as a regular-ass person, and every step forward into greater power comes with a terrible cost that you're willing to justify in your circumstances. #horrorTTRPG #soloGameDev

When you start, you're a normal person in a world you think is normal. Trauma makes the weirdness visible, which makes it more dangerous to you, which makes it easier to justify paying the cost for the power to protect that which you hold dear.

I'm trying to tilt the vocabulary in the game so the first-encountered, most-common, lowest-power terms are familiar words; and increase in unfamiliarity and esoteric weight at the top where end-game content lives and those novel words have context to land in that helps them hold significance

escalating power/strength levels inside discrete categories: Mundane -> Marked -> Supplicant -> Eidolon The four tiers of gameplay, the character types Echo -> Lair -> Temenos The three types of territory in the Real, in increasing degrees of saturation of influence

There's something deeply indulgent about using words like 'Apotheosis' in a game setting guide. Everyone likes being indulgent and feeling cool. So I don't hesitate with some of these deeply academic vocabulary words.

spreadsheets. I fucking love a good spreadsheet. I never see them in rulebooks (always tables or charts), and I can't figure out why - which makes me think that using spreadsheets for data organization might be some kind of mistake I'm not aware of? #indieTTRPGdev

What's up, #ttrpgdesign ? Looking for more mutuals that I can read and respond to. I'd love to see and support what others are doing in this niche. Especially #HorrorTTRPG