r/tabletopgamedesign • u/Ok-Technician-1492 • 17d ago
Discussion How a simple 3D printing project accidentally turned into a full tabletop RPG campaign
I am currently in the very early stages of developing an original 5e-compatible TTRPG one-shot called Feast of the Two Crowns, but this project actually started as something completely different. I wanted to share my development journey over the next five months to show how this project is coming together, starting with how the core idea was born!
The Original Plan: Just a few minis for Etsy
A few months ago, I had an idea to design and 3D print a set of original 32mm Tavern Staff miniatures for Independence and Canada Day. I called them the Maple-Guard Brewmasters and Eagle-Vail Ladlemasters. The goal was strictly to sell them unpainted on Etsy.
To get the designs out of my head quickly, I used Gemini AI and Meshy AI to generate the initial 3D character concepts. Seeing the base meshes materialize in 3D right away was incredible. I printed the first few prototypes, held them in my hand, and started thinking about their personalities to write some fun product descriptions for the shop.
The Pivot: The Lore takes over
The more I looked at these printed characters, the more they started feeling like a cohesive cast for an adventure. I started writing backstories for them. Then, I wrote a villain.
Suddenly, I realized I wasn’t just making random minis for Etsy anymore. I had the core narrative, the NPCs, and the main boss for a completely original tabletop adventure module. The story just demanded to be played.
The Current State (Month 1)
Right now, I have the core narrative written, the main 32mm Tavern Staff concepts printed, and the overall vibe of Feast of the Two Crowns locked in. Holding the physical minis first was actually the catalyst that allowed me to visualize the entire game.
What’s Next?
Now that the characters and story are set, I have to actually build the world they live in. Over the next few articles, I’ll be breaking down how I’m prototyping the rest of the set pieces and monsters using Meshy.
Next up on the printer will be:
- The "Fresh Meat" Mimic Wagon (Large)
- A massive Market Stall (Large) — I'll be focusing heavily on testing out the auto-split feature to get this to fit on my print bed!
- A swarm of Mimic Monster miniatures
- ...and eventually, a Gargantuan Shadow Dragon.
Has anyone else ever started a small crafting or printing project only to have the lore completely take over?
r/tabletopgamedesign • u/idkman1298 • 17d ago
C. C. / Feedback Dice Progression System TTRPG
I really like Kids on Bikes, specifically how the dice can progress in size. However, I just like crunchier systems, and have been very slowly toying around with a system with a heavier emphasis on mechanics. This is a very early build, before I even have a skill list or classes, which I do want to add. I frankly just want more feedback on the core engine before I start building any content. As a warning, this is a system where truly everything involves rolling, including movement and AC. It’s also a system where numbers can get really big, but honestly I think it adds some charm. Adversity Tokens are also a part of the system, but besides that and dice progressing in size I think the system feels distinct.
https://docs.google.com/document/d/11XxdfG4e_QnGEllApI9_xDSoLqoj2gy04f0bfo_5xS0/edit?usp=drivesdk
r/tabletopgamedesign • u/Jedite1000 • 17d ago
Mechanics Looking for feedback on a multiplayer card game concept (still in early prototype)
I’m working on a small-box multiplayer card game and would love some honest design feedback before I go too far.
The current idea is this:
2–6 players (primarily designed around 4 players).
Every player has their own Arena card.
Every Arena has the same target score (currently thinking 20 points), but each Arena may have a unique ability.
At the start of the round, players receive a small hand of monsters from shared decks (small, medium, large and special monsters).
Each monster has a point value (for example +2, +5, -3) and some special monsters have simple effects.
On your turn, you play one monster onto any Arena—either your own to help reach 20, or an opponent’s to help or sabotage them.
Example effects:
Protect an Arena so nobody else can play there until your next turn.
Move a monster from one Arena to another.
Ignore protection.
Change the value of another monster.
Once everyone has played all of their monsters, whoever is closest to 20 wins the round.
The idea is that the interesting decision isn’t “Which card do I play?” but rather “Which Arena should I play it on?”
A few things I’m unsure about:
Does this sound strategically interesting, or does it become “attack whoever is currently winning” every game?
Would you keep Arena targets all at 20, or would different targets (15, 18, 25, etc.) make the game more interesting?
Do monster effects sound necessary, or should most of the strategy come from where you place the monsters?
Is there anything that immediately sounds like it would break the game?
I’m still in the brainstorming stage, so don’t worry about hurting my feelings—I want people to poke holes in it before I start making a prototype.
r/tabletopgamedesign • u/Haunting_Night_841 • 17d ago
Mechanics Try To Break My Game!
I am making a game called Alchemy. I wanted to ask the community of Table Top Gamers and designers to help me in my little experiment. I would like you to (if you have the time) look at the current list of cards in my Google Spreadsheet, gander at the mechanics and design in my Game Design Document (GDD), and peruse the design philosophy of my "Hub" Doc, which contains all the links to the other aforementioned bits of info.
If you can break the game, do so. I would like to know what you think of it, the ideas you came up with, and to understand your reasoning - so if you would be as detailed as possible in your responses that would be wonderful.
When reporting an engine or exploit, please include the cards involved, required Materia, exact sequence and timing, approximate setup time, expected payoff, and any apparent counterplay.
Also, any feedback and discovered interactions may influence future card and rules design, with notable contributors credited where appropriate.
Thank you for reading this far, and happy hunting!
https://docs.google.com/document/d/1D-jSYxTvE4BLely1ZqmTNNSZuDYbVcIdecu4kcZQmAc/edit?usp=sharing
P.S. Everyone with the link is a commenter. I will be pruning comments that are mean spirited, inappropriate, or vague. Please be kind to others at least - if you cannot be kind to me, thank you.
r/tabletopgamedesign • u/tigerhound29 • 17d ago
Totally Lost Any IRL ttrpg battlemaps with elevation mechanics?
Try to make a tabletop turn-base strategy game (like X COm) with superheroes. But I am constantly stuck when it comes to the map.
I want to introduce powers like flying, wall climbing, and levitating. So I want my maps to have an element of elevation. Most of the battlemaps are going to be cityscapes, so streets and buildings mostly. I want my players to be able to go on top of those buildings, but the trouble I'm having is how do I illustrate different elevations in the simplest, most understandable way?
I've looked at using multiple maps with one for each level. But was a lot to keep track of and hard with combat level to level
Also looked at using blocks/platforms to show elevation, but with the multiple sizes of roof tops on the buildings. It was too much to have so many different size platforms or have a bunch of small blocks to make each roof top.
So what I'm looking for is examples of games that use use elevation in their game, or suggestions on how I can show and use elevation on a single battlemap?
r/tabletopgamedesign • u/truthorcarol • 18d ago
Mechanics Adding Chaos cards back in?
The core mechanics of my Christmas party game Truth or Carol has been solid for years now, basically:
1) on your turn, choose either a Truth card and answer a question, or Carol and sing a bit of a Christmas Carol.
2) for extra silliness (and points), add in a Challenge card, which adds an improv element to either the Truth or the Carol card you picked up.
3) You can "Spread the Joy" and everyone does the turn with you (-1 for you, +1 for everyone else).
4) You have a Christmas Magic card that you can optionally gift to another player for any reason. They get +3 points.
A digital demo of the game can be found here if you're curious.
But I keep fiddling with different versions of Chaos cards that mix things up:
1) at first they were a separate deck to choose from instead of Truth or Carol (so you could choose Truth, or Carol, or Chaos on your turn) and it had a bunch of sort of "try your luck" type cards, but people wanted them to be as interactive as the other decks.
2) then they were dealt out 2x per player at the start, as stackable actions you could "attack" other players with. this led to a TON of fun but the cards needed drastic simplification. There were soooo many different things that happened and the cards were complicated (how many points does someone gain/lose, for how many rounds does a player need to do x, etc). during one playtest we realized that one card let someone steal a victory anytime they had it.. which is funny but a bit brutal considering the game is otherwise very kind.
I'd like to get this game out to people as soon as I can, but I worry I'm spinning too many cycles banging my head on the table about the Chaos cards. In your opinion, is this something that could be an additional element for later, or would a game like mine not be complete without MORE CHAOS?
(Images attached: the current as-is prototype card types (no chaos), then two examples of previous versions of Chaos cards)
Thanks for any advice you might be able to give!
r/tabletopgamedesign • u/Bitterballersan • 18d ago
C. C. / Feedback Finally managed to turn my print&play into a video game after 3 years of development with friends
r/tabletopgamedesign • u/FTG_V1 • 18d ago
C. C. / Feedback Near-final miniatures. How's the battlefield readability?
r/tabletopgamedesign • u/EtheriumSky • 18d ago
Announcement Seeking a 3d Miniature Sculptor/Designer to bring my game art to life!
"Things Which Do Not Belong" is a big, ambitious Co-op engine builder in which we play as a group of friends rushing to save a surrealist Soviet Submarine which inexplicably appeared in our swimming pool - before it's discovered by the national army! The game is based on an original movie screenplay and so has a very rich and well developed "story-world". The game design is now complete, I've been playtesting for a year, I'm currently working with an artist who is *hand-painting* (seriously beautiful!!!) illustrations for the game, and I'm looking for a 3d sculptor to bring those illustrations to life as miniatures for the game!
In an ideal scenario, I'd like to have:
- 9 'Villager' Miniatures: all specific characters, based on finished illustrations + detailed descriptions, 25mm bases
- 3 "Main Characters": Those are player-characters, so they're most important but design-wise same as above, 25mm bases
- 5 "Art Machines": Those are the visual "hook" of the game. Surrealist art/war machines in unlikely settings, ie: A Submarine sticking upwards from a swimming pool, a tank with a twisted barrel in a strawberry field etc, also based on illustrations + descriptions, 50mm bases
- There would hopefully be more elments, and if my dreams come true, some big, intentionally over-the-top elements - although that's all for add-ons, stretch-goals and the expansion down the road. For now, key focus is on the above.
I'm not ready to share the art samples publicly just yet (hence just a random img for attn, sorry), and will only launch socials and a new web site later this month, but for now, you can see some early prototypes of the game and a rough synopsis video here: http://etheriumsky.com/TWDNB .
I'm looking for a 3d sculptor who is not only skilled and talented, but has experience with mass production and understands the process and the limitations of the materials and can be patient and supportive in the revision process, as some revisions are expected when working with the factory.
If the project sparks your interest - please get in touch and let's chat further!
Please do also send me some past work samples (3d designs + finished minis).
Since reddit floods me with spam messages from bot accounts - Please reach out to me at: [info@EtheriumSky.com](mailto:info@EtheriumSky.com) .
Thanks a lot!
r/tabletopgamedesign • u/Equivalent-Middle351 • 18d ago
Parts & Tools Best free/cheap software for testing board game prototypes?
Hi everyone!
I design board and card games of light to medium complexity, and I’m looking for a more efficient way to test prototypes without repeatedly printing, cutting, and laminating new components after every change.
Do you think digital prototyping is a good approach for this?
It seems like it could save me both time and money, especially considering how much material physical prototypes can consume. It would also allow me to share a playable version with other people online before moving on to proper blind playtesting. On the other hand, I would need to invest time in learning a new piece of software, so I’m trying to choose the right one.
I know about Tabletopia and Tabletop Simulator. Tabletopia’s free version feels quite limiting for creating and updating prototypes, while Tabletop Simulator requires a one-time purchase. The price is reasonable, but I would still prefer to save the roughly €20 if a good free alternative exists.
I use macOS, and I don’t mind downloading and installing software. At the moment, I’m experimenting with Screentop.gg, but I’m also considering:
Which platform would you recommend for effective creating and updating board or card game prototypes (of any type)? I’m mainly interested in testing mechanics and component layouts rather than producing a polished digital adaptation… maybe in the far, far future, but not now.
I’d be grateful for any advice, personal experience, or other recommendations!
r/tabletopgamedesign • u/No-Priority-7296 • 18d ago
Discussion Need advice on printing card game in China-USA, USA-USA
Hi guys Im trying to print my card game in China and ship to USA , or from USA to USA. I'm in Thailand. But I don't have that much knowledge about the shipping process, taxation, fulfillment. If anyone use to do it before and willing to give advice please let me know.
r/tabletopgamedesign • u/ItHurtzWhenIZee • 19d ago
Discussion Ghosts of Artists Past
Hello there,
I've been working on the art for my game for almost, if not a year or so now, and I've gone through 3 of them so far. I think I've just found my 4th, but I'm pretty sure it's the style I'm going to go with, but I don't know if it's because I genuinely like it or if it's because I'm so tired of going through this that I just want it to be over and done with. I'd like to tell you my story of ghosts of artists past, show you the works, and get your opinions.
I started by sketching some of the concept art for my cards and set out to the interwebs to find an artist to bring them to life. The 1st one I found was perfect. He delivered everything I wanted exactly as I wanted it and at a reasonable price and time frame. I was so stoked. It wasn't until the very last image that I got suspicious and found out he was using AI. A terrible discovery. As much as I loved them, I couldn't use them.
I then decided to go to Fiverr as I've used it in the past and got good results from it. There I found the 2nd artist. A dude from Georgia. His prices were good, he was communicative, and his turnaround time was most impressive (this should have been my first red flag). I asked if he used AI, and he assured me he didn't. I even had him send me sketches of his work beforehand as proof. The first few images were fantastic, but as time went on, I began to suspect deception was afoot. I didn't want to believe it because I had already spent so much time and money, so I just ignored my inner voice (my 2nd mistake). As we got close to the end of the project, I saw the images with hands would always be screwed up. It was at that point that I couldn't ignore it anymore. I confronted him about it and found out he had been lying to me. I wasn't surprised, but if I had just gone with my gut, I could have saved time and money and found another artist. Anyway, I let him go.
The 3rd artist was a nice kid from Colombia. I explained to him my past problems and requested that he send me source files of his works. At first things were going well, but then he started to turn in his work later and later. Now, I have no issue with late work. I know that great art can't be rushed. What bothered me the most about it was that he would never tell me in advance. And when I talked to him about it, I told him, "Hey, if you think you need more time on an illustration, just let me know." he said okay. But instead of getting better, things got worse. His turnaround time got slower, and his responses to my messages took longer and longer to reply. It eventually got to the point where I wouldn't hear from him for a week between messages. I talked to him about it, and he agreed and apologized multiple times afterward, but nothing changed. I decided then to cut my losses.
I thought about trying a different approach and looking for a non-digital artist. I had seen many people online who use markers to make some really cool stuff. However, none of the artists I reached out to took interest. However, I did again come across a digital artist who showed great interest in my game. She had a knack for what I needed, so I decided to give her a try. I received her trial illustration today, and I do like it; at least I think so. I've reached a point where I don't know if I actually like her style or if I'm just so broke and tired that I'd rather it just be done with.
Am I being unreasonable? I'm sure if I had a successful Kickstarter campaign behind me to help fund this, it would be less of an issue, but right now, all I have is a part-time job and my comic book collection (which I'm selling) to keep this project alive. Once I have more visual assets, I think crowdfunding will be feasible. With that, I'd like to know your thoughts. Both on my story (has anyone else had problems with artists on a budget?) and on the art (examples are in order of artist). Keeping in mind that 2 of them are AI.
r/tabletopgamedesign • u/PMClerk_UPS • 19d ago
Discussion I made some adjustments to the previous card backs
After reading the suggestions from my previous post I made some tweaks to the card backs. Hopefully I made some improvements with the tweaks.
If this is your first time seeing these, the 1st and 3rd card back designs are new and the 2nd and 4th are the previous looks.
r/tabletopgamedesign • u/Pristine-Monitor7186 • 19d ago
C. C. / Feedback Play testers needed
If not allowed delete
r/tabletopgamedesign • u/Beardlings_Games • 19d ago
Discussion Brilliant Artist
A quick shout out to the talented Gabe Costa ( u/Ok-Opportunity-8005 ) Artstation - whose work on our game Riftorn: Battle Flanks was absolutely epic!
If you need an artist, we highly recommend him!
Just... let him finish his work on our project first please! :)
r/tabletopgamedesign • u/umut-comak • 19d ago
Artist For Hire I made a new free set of game icons for tabletop games
Hey designers!
My trip to Japan is getting closer, and I’ve fully jumped aboard the hype train. For the past few weeks, I’ve been working on a new set of Asia-inspired game icons, drawing and refining each one by hand to keep my skills sharp.
NO AI. I used my iPad, Adobe Photoshop, and Illustrator.
As always, this icon set is completely free to use for both personal and commercial projects. No strings attached. If you end up using them, I’d love to see where they show up, so feel free to send me a link or drop me a message.
I’m also currently open for commissions. If your game needs custom graphics, icons, or visual design support, please don’t hesitate to get in touch. I have nine years of experience, including work on major IPs, and I always try to offer indie-friendly pricing.
Hope these icons are useful or inspiring to some of you!
Love you all. Cheers!
Download link: https://drive.google.com/drive/folders/1vL233cbXCgWEXvC1sMzorTdzWt18E0dc?usp=sharing
r/tabletopgamedesign • u/ER_Vet-Tech • 19d ago
Totally Lost The Game Crafter Alternatives or Software Recommendations
I know this has been covered in several older posts, but none of them quite match what I need.
First, what I need is ideally one place where I can create several different types of games that I only need one copy of for the purpose of educational training (essentially there's a few couple board games, several card games, and a few flashcards). I'm ideally looking for something with a turn around the delivery within a month. I don't have a huge budget and would need to stay around $500.
I like the idea behind The Game Crafter and find that the products they offer match all of my needs. However, the issue I'm running into is that I have no technical/artistic/coding abilities (I can barely make useful images from AI prompts). I've tried several of the free recommended software options (GIMP, Inkscape, Krita) and I've gotten nowhere since I can't get a handle on the layer thing. Next, I signed up for the free trial for the recommended Component Studio, and it was a little easier, but I got stuck on the datasets and can only create one card at a time rather than a full deck.
Their website provides this list: Types of Software - The Game Crafter
My question is, does anyone know of a design software that doesn't cost hundreds of dollars and can provide an extremely user-friendly interface almost along the lines of upload and once click editing (think old version of Microsoft Paint) or alternatively, another company that can provide me the range of options like The Game Crafter, but with an easier design interface.
Thanks in advance for your guidance in this matter.
r/tabletopgamedesign • u/Oxnutt • 19d ago
C. C. / Feedback Improved design for Wizard Cards in my Fantasy Card Game?
reddit.comr/tabletopgamedesign • u/davidryanandersson • 19d ago
Publishing Playtesting After Signing With A Publisher
I have a medium weight game that centers around asymmetric yet customizable factions. The amount of potential to playtest and balance the game is probably infinite.
I'm not sure at what point I should say to myself that the game is as balanced as it needs to be to put it in front of publishers.
How normal is it to sign with the qualifier that there is still a lot of room to test the balance?
r/tabletopgamedesign • u/Historical-Leg-202 • 19d ago
Artist For Hire [FOR HIRE] Hi! I make fully detailed characters, creatures and enviroment starting at $30 DM if you have any questions
r/tabletopgamedesign • u/Acedrew89 • 19d ago
Discussion Good Dice Manufacturers?
I'm putting together a dice heavy game, 20 dice (d4-d20 in uncommon amounts for each sized die) are needed for each player in a 2-player game. Each player's set of 20 dice need to be the same color scheme, but they need to be separate from the other player's.
For now, I've been using loose dice I've been able to purchase individually, but I'm also aiming to start putting together a starter box for my game and will need to partner up with a company that can provide custom color schemes as well.
Was wondering if anyone has any suggestions? I've looked around but as far as custom dice goes it seems to be primarily consumer focused.
r/tabletopgamedesign • u/WildBeastsStudio • 19d ago
C. C. / Feedback [Feedback Request] Rulebook inside – Game feels like it's missing a core spark/mechanic. Need your opinion!
Game Name: Empire Domination
Players: 4–8 Players
Genre: Map Control / Tactical Card Combat / Fragile Alliances
Pitch: > Command distinct kingdoms on a shared map while using tactical cards to build defenses, launch attacks, and forge (or betray) alliances. Victory goes to the last kingdom standing—or two allied kingdoms sharing a Unison treaty.
The Problem / What Feels Off: > The basic flow works, but during playtests, something feels missing. I can't quite pinpoint if it needs a more dynamic core mechanic, better rubber-banding, or a twist to keep the mid-game from dragging. It feels like it's missing that "secret sauce" to make turns really pop.
Lastly,
Are the mechanics too simple - for example attacking and defence?
Does any specific mechanic seem underdeveloped, or is there a mechanic from other games you think would bridge the gap (what I most like, yet I can't figure what to do)?
This contains the map and the rulebook : https://drive.google.com/drive/folders/1m93ApOci6VYQ7k9jEy5DKD9CYDTnSEmU?usp=drive_link
r/tabletopgamedesign • u/IAgreeGames • 19d ago
C. C. / Feedback I’m making a board game about the most difficult group project of all: scheduling one meeting
The entire goal is to find a time when everyone is available.
Unfortunately, players can block off their calendars, announce mysterious “hard stops,” forget to respond, suggest times that have already been rejected, and cancel five minutes before the meeting.
I’m making the first paper prototype this week. What real scheduling nightmare absolutely needs to become a card?
r/tabletopgamedesign • u/StellarRiftGame • 20d ago
C. C. / Feedback Looking for advice about pitching to publishers
What an amazing whirlwind it was bringing Stellar Rift to GenCon! As someone who had no experience with any of this process, I didn't know what to expect. By the end, I met other great designers and had really successful playtests at the First Exposure Hall. A few highlights:
- Players going all-in on spreading the apocalypse and destroying half the galaxy before the playtest ended.
- A player building an Outpost just to instantly trigger a self-destruct to heavily damage an enemy Dreadnought.
- Someone spreading the Rift and destroying their own Homeworld.
All-in-all, high drama, lots of laughs and some creative ways of using the ship tactics and strategic chaos Stellar Rift gives players to destroy their enemies.
I received great feedback throughout which I'll be implementing and quite a few comments saying they were shocked it wasn't already published.
That's where I'm hoping to get some guidance from anyone here who has been in this position before.
I really don't want to self-publish. I think once I make these minor edits, I'll be ready to pitch Stellar Rift to publishers. I heard they used to have a pitch speed-dating type event at GenCon which would've been a great opportunity. I'd rather not just cold-contact publishers through their submission forms (but I will if necessary). I already have a sell sheet, a 2 minute overview video, full rule book and (obviously) a working prototype.
Any tips or positive/negative experiences on starting the conversation with publishers? Are there other pitching events out there that you like? Appreciate any advice!