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⚙️An A3 paper !

👥 Team of 3

⏱️ Two week

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Rock, Feather, Moss! is a One-page zine tabletop roleplaying game where players play as forest keeper that must protect the woodland from its wounded spirits.

Explore the forest and navigate its wonderful locations, manage the disasters you come across & find the tormented spirit that causes them, appeasing it to save the woodland!

 

Are you up to this challenge? Or will you get fired for incompetence?

FANTASY

2D

TTRPG

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🙋‍♂️ What I did : 

-Writing the game rules.
-Worldbuilding.
-The map design.

🧩 What I learned : 

-Working as a team on a TTRPG, being used to working alone on that genre before.

-Write more coherent worldbuilding.
 

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Game design

a) Our vision

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Quick to play

Be understandable and playable from the get-go.

Expandable

Solid basis for the players to iterate upon.

Forest setting 

Forestkeepers defending the woodland from various threats.

Investigation

Make players deduce disaster's causes.

What we wanted 

How we designed

Rule-lite, quick character creation, tools for the GM to improvise & have fun without much planning

Provide tables for  item, spirits, & an example map.

Adapting classic TTRPG's stats & tropes  to fit our setting, having scout badges instead of health for example.

Each disaster gives clues that allows to progressively narrow a list of potential responsible spirits

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b) Gameplay progression

For the players

1

Find the different disasters, get clues on the responsible spirits ​​

2

Protect the targeted areas

3

Locate the spirit and find the cause of its anger

4

Appease the spirit & save the forest

For the GM

1

Place disasters around the map according to the selected spirit, hint some of them to the players

2

Challenge the players, make solving a disaster fun 

3

Create a small quest to appease the spirit based on the motive table

4

Make the ending triumphant, or fire the incompetent

c) Writing the game

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Being two game designers, we decided to split the work, I was more focused on the GM-side on the game and worldbuilding while my peer was focused on the character creation & page layout.

One of my main tasks was to work on the spirits system; I gave each of them a quick description, a set of disasters they can cause and a favorite location.

Most spirits share similarities in terms of disasters, but their favorite locations are unique, allowing tracking them down after finding the one responsible.

To add a layer of uncertainty and create interesting story possibilities I also added some human-based disasters that can be confused with spirit ones.

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Level design

Game design
Level design
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