Colossus Link

Monday, February 23, 2026

How I Write My Own TTRPGs (And You Can Too!)

 


Hi! I’m an indie TTRPG developer and I’ve been working on TTRPGs for about a year now. I just wanted to share my process and what I’ve learned. Hopefully this will inspire any aspiring TTRPG creators who haven’t yet taken the plunge into publishing or making their own games. As a note, this is by no means a definitive explanation of how to create TTRPGs. This is just my own method. Maybe it will help you, maybe it will inspire you, or maybe it doesn’t apply to you. Any of those are okay. I just thought I’d share to show what my process looks like and see if it helps anyone else.

My first piece of advice is to read. Read TTRPGs, novels, comic books, everything and anything in different genres. Figure out which kind of stories and settings you connect with. For TTRPGs, figure out what kind of rules or game systems you enjoy. Also, when reading TTRPGs, keep an eye on the formatting of the PDF or book. It could inspire your own formatting for your own TTRPG. The most important thing you need to write your own TTRPGs is experience with different game systems. You need to figure out what YOU like, because odds are if you like something, someone else will, too.

Developing a concept is important in creating TTRPGs. The first step to realizing your vision is figuring out what your vision is. I like to start broad. What kind of setting or genre am I interested in at the moment? Am I vibing with post-apocalyptic these days, or maybe a cozy, slice-of-life type of game? I decide on the setting or genre of the game as a loose concept and then I slowly add notes about what the game is actually about, such as goals of the game, how many players, what kind of rule system I (think I) want to use, is there any resource management like tracking Rations or Stress. Nothing has to be too detailed at this point. Just putting words of your thoughts and ideas on paper, even abstractly, is progress in creating your TTRPG.

Once you have a list of notes, it’s time to start with the details. This is around the time I like to come up with the lore for my setting. The lore doesn’t have to be extremely in-depth, not at this stage, anyway. Just write down something about the history of your game world, maybe list some major characters or sample characters. This is the time to figure out how the rules you want to use interact with the lore and the setting of your game. For example, Miracles are both pertinent to the lore in Colossus and to the rules system. Scouts use Miracles to perform feats of “magic” and psychic prowess, but they gain the ability to use Miracles by the same process that turns them into Scouts in the first place, by bathing in miasma. In Colossus, there are rules for how to use Miracles. Your lore and/or setting should connect to the rules of the game in some way.

You’ve probably already decided at this point whether your game is solo, group play, or co-op. Or you may have rules for all three in your game. I personally love creating solo games, but some of my games have rules for playing with a Game Master. Whether you’re creating a solo game or a group game, the important thing to work on with the rules at this point is balance. The balance of difficulty for combat and skill/ability checks in a solo game will look differently than the balance in a group game. In a solo game, you really don’t want to make the enemies you battle too overwhelming, unless you just want to make a hard game where combat is not always the best idea when facing enemies. You should also balance how much damage your character can do whether you’re playing solo or in a group. Now is a good time to come up with any skills, abilities, or powers the players can learn and/or use in the game.

After you balance the rules, now would be a good time for the first playtest. Just playtest a few combat or Ability/Skill Check scenarios. See if the balance is right. If not, go back to your rules and fix them, then playtest again. A common theme you’ll see here is playtesting is important at pretty much every stage of game development.

If your game has any items, now would be the time to make them. Come up with some magic items or helpful equipment. Decide on if you want to make any special weapons. How do the players acquire these items? Are they bought, found, or a reward after a successful combat encounter?

If you’re making a solo game, tables and oracles are important. They can also be important for group play as well. Tables can help emulate a Game Master if your game doesn’t use one. A Yes/No oracle is especially helpful. You could also create d100 or d20 lists of plot points, sidequests, events, NPC generators, monster generators, dungeon generators, and Action/Theme tables. When you are making a solo game, the more tables, the better. Tables can be fun to make, or they can be really difficult to make. I’ll probably post an article at some point with advice on how I make tables. Really, though, the best and most original way to make tables is to use your imagination to come up with ideas for them. The tables should be relevant to the gameplay and setting of your game. You can be as vague or as detailed as you want with them. For example, Ironsworn’s tables are very vague so that it can work with a variety of stories and settings. But Mork Borg’s tables tend to be very specific to the kinds of circumstances you’ll run into in its own unique world. You should decide how vague or how detailed you want your tables to be based upon the gameplay and setting of your game.

Now that you have the lore, notes, gameplay, tables, and have playtested extensively, you should put everything together in a first draft. I start with a Table Of Contents and list everything I need to describe or detail or explain in my game under the Table Of Contents. These are the headings for each section I plan to write about. I may add or remove headings and sections as I go, but I always start at the beginning, which is usually an Introduction chapter that explains what the game is about briefly and quick rules for gameplay and dice rolling. Then I go in order of the Table Of Contents, with explanations of the rules and settings and tips under each heading. I refer back to my notes constantly as I write.

Once the first draft is done and all of your game’s information is in one document, go back over it a few times editing, adding, removing, and just reading it to make sure it all makes sense. This is the hardest part for me. After I finish the first draft, I like to wait a day or two to look at it again with fresh eyes to notice if I’ve made any continuity errors or grammar/spelling mistakes.

Once I’ve confirmed I’m happy with the draft, and I’ve playtested some more to the point I’m satisfied with how the rules work and are perfectly balanced for solo and/or group play, it is time to format the draft. I use Microsoft Publisher, but it’s going away in October and I’m currently on the hunt for new formatting software. If you have any suggestions, leave them in the comments. Anyway, I format the draft into software that I can easily create a PDF with. This is also around the time I commission art for my project. For art, you can use public domain art, draw your own art, or hire an artist. I used to use Canva and public domain art to make my book covers, but for my recent projects I have hired artists and it really makes a big difference in both sales and the overall vibe of my game books. However you get your art, make sure to leave room for it while you’re formatting your game book in Publisher or whatever other software you use.

Now would be the time to make any character sheets that you need. Again, I use Publisher for that, but you can also use Canva and transfer the character sheet into Publisher then make it into a PDF. I don’t have much advice for making character sheets. Mine aren’t great, they’re just useable. Maybe look at other games’ character sheets for inspiration on formatting.

After that, I like to wait a few more days and look over it all one more time before committing to it. Once I’ve done that, and playtested the game one last time, I transform the game and any character sheets into PDFs. Then once more I look it over as a PDF, both on my laptop and my phone, to make sure everything is correct and that it looks good.

Now it’s time to publish it. You can publish it on your website, on itch, or on drivethru. At least, those are the options I’m familiar with. Each website has its own process for publishing and will guide you along.

Anyway, those are my tips for creating and publishing your own TTRPG! I hope it helps and inspires other budding TTRPG creators. Like I said earlier, it’s not the definitive way to do things, but it’s my way, and it works for me. Whatever works for you, works perfectly.

Sunday, February 22, 2026

New Projects In The Works

 


Hi! I just wanted to keep everyone up to date with my current projects. I’m juggling multiple projects at once in varying stages of development.

The first project is Rift Town: MMUGS Edition. It’s an expanded version of my 2025 game Rift Town using the MMUGS engine. You can create your own rift town and fight to protect it from creepy monsters. This version offers tons more options and tables than the original. It’s been drafted and formatted. I’m just waiting on the cover art, and I still need to make the Character Sheet for it. If you know me, you know that creating Character Sheets is the bane of my existence. I’m just not very good at making them pop. I’ve thought about hiring someone to make them for me, but for now I’ll just make my basic Character Sheets and maybe in the future I’ll release updated versions of them.

The second project is Brightnight Academy. Last year I came out with Monster Heroes and supplements for it. Brightnight Academy is set in the Monster Heroes universe at an adventuring academy. It uses the MMUGS system instead of the Monster Heroes system. It includes more lore about the Monster Heroes world, twelve monstrous ancestries to choose from to create your character, and daily life in a magical adventuring academy. You can even graduate from the academy and become a mercenary/hero known as a Revenant and continue your character’s adventures from there. Brightnight Academy is currently drafted and formatted. I’m waiting for the beautiful interior and cover art, and I’m also procrastinating on making Character Sheets for it as well.

I have an idea for a sequel to Forever Witchy called The Witches Of Ruth that’s a standalone game which continues the story of Forever Witchy and its supplement, Beldam’s Bedlam. It’s currently in draft form. There are some things I still wish to add to it before I commission art for it and format it into PDF form. The rules are the same as Forever Witchy, but the story has been updated and there’s a new plotline for the player or players to follow, as well as tips for journaling and extra tables to roll on.

I’m ruminating on a kingdom management game that is as of yet untitled. In it, you play as a prince or princess who must run the kingdom for a full year as their mother/father the queen/king was cursed to slumber for a year by a spurned witch or warlock. I’m still planning out the lore and setting, as well as the management gameplay. I’ve never done a heavy resource management game, but I really like the concept of it and I’m looking forward to working on it in the future.

What you may not know about me is that I’m not just a TTRPG creator, I’m also a fiction writer. I wrote a draft for a book years ago. It is set in a junkyard of dead worlds where four sisters seek to reach a place called Sanctuary, stalked by a familiar foe known as the skull man. I’m currently in the process of doing a final read-through of it and formatting it into a PDF. I plan to publish it on Drivethrufiction. In tandem, I’m working on a TTRPG set in that same fictional world that is to be released at the same time as the novel. This system will not use MMUGS. Instead, it will use a game system similar to my Colossus and Aethership games. I’m currently formatting and reading over the novel and working on notes for the connected TTRPG but expect me to heavily advertise them both when I finish them! It’s my main project I’m working on and I’m very excited!

I’m also in the process of gathering notes to create Colossus Second Edition, which will have all of the supplemental and main rules together in one book, plus tips for journaling and more tables and streamlined formatting. I also plan to commission a new cover illustration for it. Colossus is dear to my heart because it was the first TTRPG I ever made and released.

I have another game that I’m ruminating on that is tentatively titled “Psychic Cowboys” that will be about just that: psychic cowboys in a fantasy Western setting. I don’t have much information on it now, other than the concept is exciting to me and I can’t wait to finally leave my comfort zone and work on a Western-style setting.

I have more projects in mind, but so far that’s where they’re staying: in my mind, for now anyways. I have a lot to work on but I’m excited and up to the task. I’ll keep you updated on the progress of my projects and make special posts as each game is released. I just want to thank you all for your support, allowing me to work on my passions: fiction and TTRPGs.

As a side note, my MMUGS games (Mighty Marvelous, Cozy MMUGS, and MMUGS High Fantasy) are on sale on itchio and are available in a bundle on drivethrurpg. If you are curious about the MMUGS engine, this is a great time to take the plunge and try them out!

Thursday, February 19, 2026

New Cozy Game Available Now!

 


Hi everyone! I’ve just released Cozy MMUGS, a cozy farming and slice-of-life game set in a small town you create using the MMUGS engine. When you’re looking to play something with a little less intensity and create a more relaxed story, give Cozy MMUGS a try!

It’s heavily inspired by the video game Stardew Valley by ConcernedApe. It features farming, mining, taking care of livestock, and even raising a family. You can upgrade your house, map out your very own cozy town, and populate it with friendly townsfolk!

There are low combat or no combat options. Some people like combat in their cozy games, and some don’t. Therefore, I decided to include combat as an option when exploring the town’s only “dungeon”, the mines.

I also include tips for journaling your stories in your cozy town. There are tons of tables to roll on to generate events, characters, and more.

My goal with this game was to create something you can play when you want to relax and not want to have a world-ending storyline to commit to. The kinds of missions, or Jobs, this game has are simple. Grow a certain amount of a certain crop. Help a talking squirrel find its magical acorn. House sit for an old woman with a plethora of feral cats.

That’s not to say you can’t add drama or peril into your town. You could totally journal Cozy MMUGS as a soap opera if you wanted to. That’s the great thing about the MMUGS engine, it’s expandability.

You can find Cozy MMUGS on itchio and drivethrurpg. I hope you’ll give it a try and have hours and hours of fun in your own cozy town!

Sunday, February 15, 2026

MMUGS High Fantasy Available Now

 


Hi everyone! I mentioned in an earlier post that I was working on adapting my MMUGS system into different kinds of settings and genres. Today I released MMUGS High Fantasy, using the MMUGS system from my superhero game Mighty Marvelous and adapting it to a high fantasy setting.

MMUGS is about customization. In MMUGS High Fantasy, you create your very own fantasy world populated with your own fantasy species. You develop your own hex map full of locations, danger, and adventure. You can even create your own magic.

Of course, if you just want to jump into the action, sample spells and fantasy species are provided for you.

The theme of High Fantasy is prevalent throughout the book, just like the theme of superheroes was prevalent throughout Mighty Marvelous. Most of the mechanics work the same, although there are a few new mechanics to work with. There’s also plenty of advice and tips for getting started and what to do when you’re stuck writing the narrative.

At its heart, MMUGS is a creative journaling game. That can look like a detailed diary entry, simple notes, or a novelization of your adventures as you play the game. The important thing about MMUGS is that you create a cohesive story that you want to return to time and time again.

High Fantasy is one of my favorite genres. It’s not really restrictive; the possibilities are endless. Magic, romance, peril, betrayal, complex themes, deep character studies…All of these are possible in a High Fantasy setting.

MMUGS High Fantasy is built from the ground up to be played solo, but you don’t have to adventure alone. You can bring along mercenaries and retainers with you as you delve into dungeons or fight dastardly Minions.

Also introduced in this game that wasn’t in Mighty Marvelous is currency. You have to pay your mercenaries and retainers something, after all. There is also equipment for you to purchase that may enhance certain Skills.

Hopefully you will have fun with MMUGS High Fantasy. I certainly had fun writing it and playtesting it. Be on the lookout for more MMUGS genres and settings in the future.

Also, a big shoutout to everyone who has bought Mighty Marvelous! Thank you! As of this writing, I’m in the top 100 of drivethrurpg’s Most Popular Under $5 tab on their website and app! I’m really excited to see what the future holds!

You can purchase MMUGS High Fantasy for $4.99 at itchio and drivethrurpg.

Mighty Marvelous Zine 1 Released

 


I released the first zine in a series of zines that add mechanics and supply tips for playing Mighty Marvelous!

In the first issue, I introduce sidekicks, both how to have one for your Hero character and how to play as one. I also introduce super pets, super teams, and advice for group play with a Game Master for Mighty Marvelous.

There are generation tables for sidekicks, the pets, and super teams.

I decided since it was such a small zine (it clocks in at 18 pages), I would just design the cover myself. I don’t think I did too shabby. But all of my main, core products from this point on will feature professional art on the covers.

I use fiverr to work with artists. It’s so easy and convenient! I can see each artist’s portfolio and read a little description about them, and message them from fiverr to discuss what I need in an art piece.

I tried being an artist once, but art is an all-encompassing lifestyle. You have to really have a passion for it to truly pursue it. My greatest passion has always been creative writing. I can still draw a little bit, but nothing spectacular. I have a great respect for professional artists.

Anyway, just wanted to pop in and let you know Mighty Marvelous Zine 1 is out and it’s PWYW on itchio and drivethrurpg! Go check it out and as always, let me know what you think of it.

I plan to publish more zines for Mighty Marvelous in the future.

Wednesday, February 11, 2026

Mighty Marvelous Just Published

 


Great news! I just published my new solo TTRPG about superheroes, Mighty Marvelous, on itch.io and drivethrurpg! The game uses my universal system, MMUGS which you can read more about here. It is an easy to learn game system, perfect for beginners to solo TTRPGs. Despite having 25+ Skills to manage in Mighty Marvelous, rolling the dice and interpreting situations is easy, and a new character can be made in a matter of minutes. You also create your own hex map of a city, adding up to sixty different locations, three different categories of enemies, Lairs, your Base, and more. There’s also a ton of tables to roll on to get your inspiration flowing. Sample Villains are provided, but with the Villain Generator in the book, it’s easy to make your own Villains and Archenemy.

The gameplay is inspired by Ironsworn by Shawn Tomkin, Kal-Arath by Castle Grief, and Loner by Zotiquest Games. There’s a big journaling element to the game. The point, after all, is for you to forge your Hero’s story, triumphs and failures, and have a tale you would like to reread over and over again. Journaling in the traditional sense is not necessary. No need to write a novel, unless you want to. Mighty Marvelous can be played in the theater of the mind, or you can just jot down notes. The book provides all kinds of options, and even a prologue to give you an example of how to start the game.

I’ve always heard that getting started playing solo games is the hardest part, so I include tips in the book for how to start your own heroic journey, as well as tips for ending it.

I hope you enjoy Mighty Marvelous for years to come and be on the lookout for more MMUGS game settings, as well as Mighty Marvelous zines set to be released later this year.

Tuesday, February 10, 2026

What Is MMUGS? My New Universal Game System

 

Hi and welcome to my blog! Today I want to talk about my universal game system called MMUGS.

MMUGS, which stands for Mighty Marvelous Universal Game System, started out as a project of mine called Mighty Marvelous. Mighty Marvelous is a solo TTRPG where you play as a superhero. It is due to be released soon, hopefully within the month. Using a system I cobbled together with rules from Ironsworn, Loner, and my own imagination, I’ve created a game where you can play as procedurally or as narratively as you want.

In MMUGS there are three types of dice rolls: the oracle roll, the Skill Check, and the Ability Score Check. Let’s look at the oracle roll first.

To perform an oracle roll, you use two d6’s of differing colors. One color will be your Yes Die, and the other color will be your No die. When you have a yes/no question that needs to be answered, such as “Does the Villain flee?” or “Do I encounter anything on this hex?” you simply roll both dice, and whichever is higher is your answer. Here’s where it gets interesting: If both dice end up as the same value, you answer the question with a Yes…but. That means there’s a caveat or twist. On your character sheet is a Twist Tracker. If you roll the same values five times, a major Twist happens in the story, something big that affects the game world or your character.

The second kind of roll is the Skill Check. Your character has a list of Skills, such as Athletics, Persuasiveness, Repair, etc. Each Skill has a Skill Level from 0 to 3. Each Skill starts out as Level 0, represented by a d4. Level 1 is represented by a d6. Level 2 is represented by a d8. Level 3 is represented by a d10. You roll whatever die represents your Skill Level to perform that Skill. This die is called the action die. You roll the action die against two challenge dice, represented by two d12’s. You add any modifiers to the value of your action die’s roll and compare it to the individual values of the two d12’s. If the value of your action die plus modifiers is equal to or higher than the challenge dice, you succeed at what you are trying to do. This is called a Strong Hit.

If the value of your action die plus modifiers is equal to or higher than just ONE challenge die, you score a Weak Hit. You succeed, but with a twist, a “but”, a cost, or a caveat.

If the value of your action die plus modifiers is less than both challenge dice, you Miss. You fail at what you are trying to do and must either quit or try something else.

The third kind of roll is the rarest roll in the game: the Ability Score Check. You only use this when a Skill won’t work in the situation or you can’t answer a question using the oracle roll. In order to perform an Ability Score Check, you roll a d20. If the value of the d20 is equal to or less than the Ability Score you are trying to Check, you succeed. Any higher, and you fail.

MMUGS allows you to create custom Skills. You should not need to roll an Ability Score Check very often.

In combat or intense scenes, you use Skill Checks. They work a little differently in combat and intense scenes. You choose whichever Skill you want to use for the situation, whether it’s a superpower, Persuasiveness, a Weapon Skill, or Intimidation, and roll a Skill Check like normal. If you score a Strong Hit, you damage the opponent for 1 HP. If you score a Weak Hit, both your attack and your opponent’s attack miss each other. If you score a Miss, you are hurt. You then roll for enemy’s damage.

There are three types of enemies in MMUGS: Minor Enemies, Major Enemies, and your Main Enemy. Minor Enemies are worth 1 XP each and cause damage for d4 HP. They are encountered in groups of d4. Major Enemies may or may not be named. Think of them as Bosses. They are worth 2 XP and cause damage for d6 HP. Your Main Enemy is the toughest enemy in the game. They are your nemesis and return time and time again to try to foil your hero’s efforts. They are worth 3 XP each time they are defeated and cause damage for d8 HP. All Skill Checks performed in the same scene as your Main Enemy have a -1 modifier.

All enemies are the same mechanically, but narratively they could not be any more different. Depending on the enemy, they may use different tactics, weapons, or even magic. It’s up to you to describe battles in the fiction.

The purpose of MMUGS was for me to create a game system where I could write a cohesive story that I would want to read time and time again. I wanted a system that could work with any genre or setting. Creative writing is a passion of mine, and I wanted a game system that would complement that, with just enough structure that I wouldn’t get stuck on what to do next.

Mighty Marvelous will be released soon, within the month. I’ll post a new article when it is released on itch.io and drivethrurpg. I’m also in the process of editing MMUGS High Fantasy, which uses MMUGS to make fantasy settings and characters. Mighty Marvelous will also have zines released throughout the year that add systems to the game and tips for more dynamic stories. I’m working on editing the first zine now.

I have ideas for a Sci-Fi MMUGS, a post-apocalyptic MMUGS, a cozy MMUGS, and even more genres for the system. I’m really inspired by it, and I hope you will be too.

Thanks for reading and be sure to check back regularly for more updates on all of my projects!

How I Write My Own TTRPGs (And You Can Too!)

  Hi! I’m an indie TTRPG developer and I’ve been working on TTRPGs for about a year now. I just wanted to share my process and what I’ve lea...