San Jenaro

#iHunt. Think Poor.

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#iHunt is a game about the working poor. I can’t expect everyone to understand the unique issues the working poor face, so here’s an example of the type of advice you’ll see in the book.

#iHunt: The Cover

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I wanted to share the cover for the upcoming #iHunt RPG.

#iHunt Character Creation Rules

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Have you seen the #iHunt scrapbook/selfie contest? You can enter EVERY DAY for a bigger chance to win a $25 DrivethruRPG.com gift card. I’ve had a few people ask about actually making characters for #iHunt. I’ve been talking a lot about the process, and the selfie system I posted yesterday is how you advance a character. But how do you actually make one? Look no further. You can actually make… Read More »#iHunt Character Creation Rules

Through Cracks Storytelling

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Filamena wrote an essay about her upcoming fiction experiment, Rising Palms Apartments as 12 Floors.

The Trajectory of Humanity and Capitalist Realism: AKA, The #iHunt Core Rules

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First off: We’re on Patreon. Want more awesome design blogging like this? You should be on the Patreon. You’ll also get cool weird stuff every month. I’ve been play testing and fucking with the #iHunt rules. They were on their third major iteration. The first was a weird thing that I can barely remember. The second was closer to a traditional adventure game like D&D and World of Darkness. The… Read More »The Trajectory of Humanity and Capitalist Realism: AKA, The #iHunt Core Rules

Iterative Game Design, Hex Songs, Freelancer Pay, RPG Costs, and Development Cycles

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Game design is iterative. This is a thing I constantly have to remind myself. At least, that is, when I want to make good games. Way back when, I used to freelance for a number of RPG companies. I’m sure if you’re reading this, you’re familiar with at least one of those things I’ve done. One of the problems I had with that style of game design is that it… Read More »Iterative Game Design, Hex Songs, Freelancer Pay, RPG Costs, and Development Cycles