a series of still photographs projected onto a screen using light in rapid succession

Ada Press Games

Two videos, one cup

Hot isn’t it?


Last week people were having some quite annoying arguments about criticism in games. It might partly be to do with this long video essay.

I did watch all three hours of it in the end, and I think it’s pretty good. It’s entertainingly made, explained some boring things about the past of TTRPG design and highlighted a particular approach to game design which is a bit crap. It took a decent swipe at Root The RPG and for good reason as far as I can tell. It’s a book without heft and weight and seems to be there just for the Kickstarter.

Vi engages with the text of the work, and indeed, the meta-text that is the play that the text creates. Vi seems to suggest that there isn’t really a way of attributing play to the rules – at least, not in a very strict sense in the way a board game might – and instead this being something entirely (?) apart from the rest of our understanding of the game.

It poses the question of what can we even critique when it comes to games.

As someone who has provided a lot of criticism of ttrpgs over the years I can only add this: in all circumstances in games writing and reviewing we are reviewing play – the generated element, the vapour of action which rises above the board or above the table. And then we may look to attribute the parts of the rules or the text of the setting or adventure as to why play happened in the way it did.

It’s why, I think, it’s mostly GMs that review games, rather than players. Because they’ve read the text and they’re the only one implementing the rules and setting as written.

(Or because of the way it’s written. Because I think that’s one of the things that’s being discussed in Vi’s essay – that there is a belief out there that game rules are to be followed exactly and to deviate is to do it wrong. Which is obviously wrong in itself and those who believe that are usually socially maladjusted and not much fun to be around. It misses the point of games at all. There is a threshold where ‘taking it seriously’ does effect how fun the game is, but it’s got nothing to do with whether the rules are perfectly implemented. There is a misunderstanding in some of the hobby which assumes that people can’t make choices of play at the table and indeed, shouldn’t. It’s clear to me that every game is interpreted by those playing it, just as a novel is imagined in the mind or poetry is performed differently at home.)

I wonder what player side reviews of games might look like. The Rolled Standard reviews games after each of their actual play series – and maybe we get a glimpse of it there.

This aside, it turns out I love a three hour video essay when presented as thoughtfully as Vi’s. I only really would want this for bigger ideas which include the kind of roaming tour through a few ideas and texts. But it gave me chance to think properly about most of the things being said – which I can’t say is always true of things I enjoy on the internet.


Similarly, Tim Clare, who has a massive reserve of compassion, enthusiasm and interest in games has started his own YouTube channel. The first video, about Joraku, a trick-traking area control game sees Tim take us on a tour of this seemingly brilliant Samurai game with a deft hand. Tim manages to do something here that we rarely see in the gaming space which is intelligently and entertainingly explaining how to play the game while telling us why it’s good and how it’s personally effected him. Tim manages to make the understanding of the game’s rhythms part of understanding whether it feels good to play, or if it will bring about some change in you (which I guess is what we’re asking of all art, right? ‘Go on, change me, I dare you.’)

Tim’s channel with be worth subscribing to and sharing around, so if you have the means to boost one of the best voices in games at the moment, do!


Lads, my car is megadead. As such I would like to remind you that I am available for hire as a games writer, kickstarter consultant, or general writer-for-hire. I’ve doubled the money a designer made on their KS once because of my feedback on the actual page, which is pretty much my only sort-of testimonial at the moment. I’d love to write an adventure for your game, design a solo mode for it,

I also have games you can buy.


Next time I hope to write up some more thoughts around how games are themselves metaphors and how I link them to literary theory. Or I might send something fun instead, like the intro to our next game…

The Ballard Of Big Sexy Map

Slow Play

I’ve been doing science. On twitter.

I’ve been running a series of silly polls where I gather votes to complete the statement “every ttrpg should come with…”

I think this urge came from me thinking about whether every roleplaying game, like nearly every modern board game, should come with a solo mode as standard.

Years ago board game designer David Turczi told me that adding a solo mode to games made various crowdfunded games they had worked on fund something like 50% more than others. Whenever this change happened (2017?), it became industry knowledge and nearly every board game that launched on Kickstarter would come with a solitaire mode of some kind. It was simply expected. There’s a huge base of solo players out there, and this was recognised by the people who made games and wanted their money. People made solo modes for their game.

Not always well of course. Some solo modes were tacked on with little thought. The feeling of a studio request that the designer just whipped up in an afternoon to just get this game gone.

And I’m sort of advocating for this.

I’d like everyone to add a solo mode to their rpg as standard practice.

I’d quite like to see some of the bad examples. The version of ‘stick a high score solo mode in there’ in a eurogame translated for an OSR game. Or suddenly your ‘cosy adventure game’ is a dexterity game. Or you do a Dark Fort style ‘random mapping and encounters until you win/die’ despite most of the game being about finding clues. I don’t care, I just want people to get inventive because of this kind-of-weird demand.

Eventually, if we do this, someone will do something really good. Solo modes in board games are so much better than they were 3 years ago. We can do the same. We’ll find all sorts of weird answers to whether all ttrpgs can be played solo, and if not, it’ll be fun to try.


Before I talk about the results of the random polls science that I did on twitter, here’s just a note to say I have some reviews coming out:

In Tabletop Gaming magazine, I have a two-pager on the new Troika! softback and The Big Squirm.

In Wyrd Science, I have a very healthy review on UVG2E. Previously it was a therapy session, now it’s a game. Pick up the next issue to discover why.

I’ve got an essay in a book coming up. But I’ll talk about that more another time. Maybe you’re in it too! That would be cool!


Anyway, the results.

I ran the set of polls with a ‘winner stays on’ approach. The options were completely arbitarily chosen.

To start with BIG SEXY MAP was the favourite. Later overtaken by FREE DIGITAL VERSION (you know, like a free PDF why you buy a physical copy). Finally, the ultimate winner (which won four of the rounds) was STARTER ADVENTURE.

The wins for most of these rounds were substantial. These ideas were the only winners across the nine rounds. I think we need to consider all of these things as important when creating RPGs. Can you make a stripped down digital version – even if it’s just to CTRL-F it for the GM at the table. You need a starter adventure. You probably don’t need a big sexy map, but I think it speaks to the kind of people who buy our games.

To briefly cover off other answers that got some sort of votes included: GM TOOL KITS, NO AI & ECO CREDENTIALS, A RECIPIE BOOK, PRE-MADE CHARACTERS, 200 PAGES OF LORE, COLOURING-IN PAGES, A NICE BOX, BONUS OR CONCEPT ART, A PHAT STACK OF CHARACTER SHEETS, NICE-TO-HOLD-TOKENS, A REALLY GOOD INDEX, A PHILOSOPHICAL STATEMENT, A BIZARRE LOOT DECK, 30-50 FERAL MINIATURES.

If I was looking at this list and wanted to seperate the thing you could actually have (which were supported well) I’d suggest these are the secondary things you should be including as:

I don’t think we need all of this in every game, but this could be considered the nice-to-have list. These probably tell you that, also, people who play our games would like things to be easier.

And finally, here’s the stuff that got zero votes: CUSTOM DICE, STATS FOR A GOBLIN, TOTE BAG, BONUS OR CONCEPT ART, USEFUL GM SCREEN, A 5E CONVERSION KIT, CHEAPLY MADE COSTUMES.

I suppose we should take the following from this. Sometimes I put funny things in there. I’m almost certainly not talking to people who care about 5E. And sometimes custom or bonus stuff can just feel a bit like being cheated out of the simpler, more svelt, option.

Below are links to some of the polls which I ran. Feel free to share an discuss them as you wish (#sexymapwasrobbed). If you have enjoyed this ‘analysis’ and would like to share it with your newsletter audience, please use the ‘cross-post’ option in substack.

Otherwise, I will be back soon with some ideas around the concept of games as metaphors (where I apply my rusty English lit degree) and maybe some hints at the next game.

Thank you for reading.


Round 1: https://twitter.com/CjEggett/status/1684914723433623552

Round 2: https://twitter.com/CjEggett/status/1685196068772839425

Round 3: https://twitter.com/CjEggett/status/1685564437153894401

Round 4: https://twitter.com/CjEggett/status/1685929984299253760

Round 5: https://twitter.com/CjEggett/status/1686340875113127936

Round 6: https://twitter.com/CjEggett/status/1686731043448004608

Round 7: https://twitter.com/CjEggett/status/1687096345386233857

Round 8: https://twitter.com/CjEggett/status/1687531363723837453

Round 9 (final round): https://twitter.com/CjEggett/status/1688477698832605184

UK Games Expo, Or: How To Find Me And Learn To Love A Slug

Ada Press Games

I’m going to be at UKGE today. I am on the Talking about Books about Games panel at 11am in the Panda Theatre. Hopefully I will see you there, and if I don’t, maybe I’ll see you roaming the halls.

All the hot girls are asking their boyfriends: “would you still love me if I was a slugiraffe?” and if you don’t know what that is here are three great ways to get in the know and be able to answer your hot girlfriend…

  • Buy a copy from Beyond Cataclysm. They’re going to be at UKGE, so you could just pop over to their stand 2-944. I also contributed to Lucky For None, if you wanted more of my words.

  • Find Me At UKGE on Friday 2nd. Just send me a DM on Twitter or something. I’ll be bringing approximately 10 copies of the game with me. I am happy to barter a copy of my game for a copy of your game. Theoretically I would take cash too, but that’s a bit weird.

  • Be A Bit Weird. Buy the game digitally or physically using those links I’ve just dropped.

And that’s that! I’ll hopefully be able to update you on our next project in the coming weeks. I think it’s going to be a banger (as the kids and old people say).

Out Of The Industry

Ada Press Games

But not out out, it seems.

This is my first newsletter from outside of the games industry (or publishing, or magazines, or whatever). I assumed everyone would immediately blacklist me now that I can’t necessarily splash games across beautiful pages in a national magazine, but that doesn’t seemed to have happened just yet. Which is great!

We have a few new subscribers – all of which are handsome and delicious. You should check out the games page over here: https://adapress.itch.io/ . The Taming of The Slugiraffe might be why you’re here, but if not have a look.

We’ve sold two copies of this game digitally. We think that’s a bit mad, as it seems to have happened totally organically and isn’t linked to the originl crowdfunding in any direct way. Thank you if you’re one of those people who bought one of our games.

I’m going to be at UK Games Expo on Friday, I’ll be on the Talking about Books about Games panel, it’s on at 11am in the Panda Theatre. We’ll be working out whether it’s worth writing anything down about games at all. Join us to find out our verdict! If we decide ‘no’ it will become illegal to write about games, so it’s pretty nailbiting stuff for those in the industry.

Beyond that I hope to be able to wander the halls a bit. If you’re also wandering around at UKGE on Friday, get in touch, I might be able to play a game. Imagine that! My DMs are open on twitter.

These last couple of weeks on Twitter people have been saying weird things like ‘there’s no/little criticism in games’. These comments and the people agreeing with them are often people who don’t seem to be in the same game circles I am in where I consider the level of criticism to be quite decent (even if no one reads it). Importantly I don’t mention this as a way to say those people are wrong or otherwise, but just to highlight that there’s so many circles, groups, movements and distinct ‘communities’ within the hobby/industry and the overlap between each of these can be minimal or non-existant.

I wasn’t part of the Google+ era of TTRPG communitites, but I was on the platform and studying it (I worked in online marketing/comms/content/communities at the time). And all it was missing was a reason to be there. For some people they found their community (like in the TTRPG community, or for drone flying specialists apparently). It was a failure in the end because it thought it was twitter or facebook of the time – a kind of mass media that’s for ‘everyone’ or where ‘important stuff gets talked about’. Had it been seen as what it should have been by Google, an innovative way of sharing multiple community interests and been kept on as such, it might well have been the perfect thing for right now.

I’m sure that Google+ isn’t the answer to the disparate way that the TTRPG community is spread out, but its death has something to do with the way the community is so dislocated now. The answer is probably to just have a few too many books in your house and to talk to real people in the community around you. Whatever happens online is probably just for fun.

Thanks for reading.

We're on Board Game Geek, we're on Youtube, We're in your shed tangling up your garden hose

Ada Press Games

And there’s nothing you can do about that last one…

Hello once again.

This is a very quick update to say that:

1. We’ve got a Board Game Geek page now, please add the game to your collection, add any pics you might want to, leave a review if that’s of interest. You know, all that good stuff you can do on BGG!

2. We’re in a YouTube video! Check out Geek Gamers having a bit of a flick through the game. We’re at the end and that link should take you to just before our bit. Watch the whole thing if you’re interested in other solo games!

That’s it! If you do anything cool with the game, please let us know and we’ll let everyone else know too! Film it, talk about it, play it, set it on fire, whatever! Let us know!


Also, if you like Tunnel Goons, then please enjoy this twitter dungeon for your next session: THE GREEN DUNGEON. I was trying to do somethign simple and quick, but obviously I have failed at that! There’s too many words!


This is the next thing I am hoping to finish. It was just an attempt to do two things:

  1. try out the PUSH SRD, which is a cool little system

  2. try to make a game in google slides, as I remember hearing someone did that?!

Anyway, it will be free/pwyw and you should be able to get hold of it soon. Follow Ada Press on Itch to be alerted (I assume there’s alerts?) about new games!

Thanks for reading!

Post Mortem: Taming of the Slugiraffe

Ada Press Games

I believe we’ve finished our first project as Ada Press, so I think it is time for a look at what actually happened and to be totally honest about how it went.

I think our first project is ‘finished’. This was The Taming of the Slugiraffe, a solo pit-crawl game of mapping and survival. Before anything else, you should know that it’s available to buy digitally or review here, and buy in print here.

Later in this post I talk about looking for reviewers and critics, if you are one, do get in touch.

The initial goal of The Taming of the Slugiraffe was to see what it’s like to make a little game and see whether we could get it to Kickstarter, have it fund, and fulfil it.

For those that don’t know me, I am currently the outgoing editor of Tabletop Gaming magazine (which you should check out, even when I am checked out mid-May). It’s the UK’s biggest magazine about board games and roleplaying games, and during my time there I have dedicated substantial pages, time and resources to covering indie titles.

Part of running this campaign and making the game was to understand how crowdfunding really works, and what better way to discover that than to do it? So we did. Here’s how it started.

My partner and I both booked a day off work to sit down and create the bare bones of what would become The Taming of the Slugiraffe. She does the art, I do the words and design. This worked out pretty well honestly, with us both sitting there sketching quick ideas out and writing snippets to build up the idea of what this game would be. While I had the system already in my head (or rather, in a series of drawers, where I keep all my ideas like a pseudo-Knizia), it was through this afternoon of mucking about that we discovered our main character (a giblet) and what its goal was (catching a big slug thing).

The game was to be a light game of random exploration (a bit like Dark Fort, the MÖRK BORG precusor), brutal combat, and a Mausritter-style inventory system. I thought it would probably be 8 pages, 16 if we went a bit mad with the art.

We then set up the Kickstarter, wrote the page, added some pictures and eventually set it live during Zinequest August 2022 (the fake one that Kickstarter moved, remember that?).

I think I did a great job on the Kickstarter description, go take a look here if you’re interested.

I had looked at the money for this all already. A print run would be about £2 per zine at most. I included shipping and packaging on each item that could absorb pretty much any price hike, for example, it was something like $10 for shipping to the USA.

The general wisdom is to not include your shipping on Kickstarter, and instead charge people for it later when you know what it might cost. The benefits to this is you can charge less for your shipping, and hopefully pick up more backers this way.

For me, this was a negative as it was more admin. I didn’t want to get into the world of BackerKit and otherpledge managers. There wasn’t going to be add-ons or upsells to do, just the game existing, or not.

One thing I’m quite proud of doing is adding a retail tier to the Kickstarter. This meant that a retailer could pick up ten copies of the game really cheaply. It meant that Knave of Cups and Beyond Cataclysm will eventually have my games on their websites, which I think will feel like having ‘made it’.

We had an original funding goal of £100 to meet. I didn’t realise that all money pledged through Kickstarter would count towards this – i.e. my high cost shipping would help us meet this goal almost immediately. This is probably cheating.

I was also surprised that anyone cared, particularly. It’s a slightly dodgy position to be in: to be professionally writing about games and also ‘asking’ people to promote my Kickstarter. By asking, I mean I did some tweets on my personal account, replied to those ‘drop your project here’ threads, did my own and retweeted everyone involved.

I don’t really know how genuine some of the support was, but I assume mostly. Everyone in indie games is very nice (to a fault, I would suggest) and I think people did want to support the campaign. No one really knows who I am or what I do/did for a living after all. Some kind comments included that this was exactly the kind of project that they wanted to back at ZineQuest – a first time creator who didn’t know what they were doing.

We smashed our goals, and, despite what you’re always told about Kickstarters (you make money in the first and last five minutes) I picked up one or two people a day throughout.

In the end we has raised a very pleasing £1111.

We had £984.90 of that deposited into our account. That felt pretty cool.

We worked out we needed art for each token, and a map. We also realised we needed a real graphic designer.

We realised we needed that part when I showed my designer at the magazine what I’d done so far and he offered to help (mate’s rates, he felt sorry for us I think).

The game was also 20 pages in the end, rather than the expected 16. It’s not loads more, but it’s just something you think you’ve already worked out, which you just haven’t.

We worked as fast as we could. But there were delays.

We had a show at work – a huge and terrifying thing to put together.

My grandmother became ill and, eventually died. I’ll write about this another time. It’s important to know she was a very important person and she was the last thing holding some parts of my family together.

We were sick ourselves too, although we forget this.

The thing with trying to make a game in your spare time is that it really cuts down on the ammount of time you have to spending doing the things you need to do when they come up. You have a to make a choice between getting a silly a little game finished or looking after your three year old daughter, who is very sad about Nan dying. It’s an obvious and easy choice, but you still feel a little bit guilty about everyone waiting for the slug game.

Christmas came and went. We’d more or less finished things by the end of Feburary. We worked on revisions with our designer, who is a busy man.

Eventually the game went to print on 21st March this year. It went out to everyone who backed the game a week or so later. I worked out how to do those itch.io keys and emails, it’s cool there’s so much stuff to support your distribution. It’s all so usefully automated, once you know that it’s there.

The cost of printing came to around £180. Design was at a very charitable £100ish.

We pocketed aroud £450 after the costs of the Kickstarter, production and posting were taken into account.

We spent all of that on our first family holiday (four days in Centre Parcs nearby) since my daughter was born.

Was it worth it?

Yes.

We expected nothing and got to go on holiday, in exchange for mucking about with some words, inks and printers.

I think for those looking at this as a way to support themselves beyond helpful pocket money (if we’d had a big bill come in, then I think this would have been swallowed up by that, and we’d not get a holiday at all) should probably look to others for advice. The recent Batts piece on the remastered version of .dungeon might be useful, or just read Daniel Sell’s blog (which is where the most actionable parts of Batts piece can be traced to).

I did help one creator during their Zinequest Kickstarter rewrite their page however (we just got chatting, they asked!)

I’d be happy to offer that advice again, should someone need it. Their game was a quite jolly one with a good concept, clear artwork and direction, a good theme – and then the actual page text was a little confused and meandering. If I would offer any advice at all it would be to make your Kickstarter page:

  1. Really clear and obvious about what the backer is getting from the start. You need to say ‘this is a game which will make you feel like this, remind you of this, and take you on this journey’ before anything else. For example, we used the classic ‘meets’ formula, “It’s dark souls, but you’re a pikachu looking for a snorlax”. You might consider this a bit rubbish in terms of the quality of the writing – but it gives a very clear picture.

  2. Provide a clear description of what the book gives them and how it’s going to achieve the above vision of play. For us, that was explaining the systems used and how they combined (start trying to survive, having to switch into non-lethal equipment)

  3. Don’t explain how the game works in any detail. No one really cares how the game works when they’re reading a Kickstarter page, and anything that reads like rules will turn people off. It’s chill, people are here for a dream, not why your D120 system is great. It might be, but we can work that out later.

That aside, I’d like to talk about this little wasteland beyond that we’re currently experiencing now. The game is out in the world with the people who back it (thank you, people!). We have set up a free website for selling the game for those who missed out (those links at the top).

Both my partner and I have worked in marketing before. It’s really boring and we don’t really want to be out there running adverts or anything for our games. We’re working on the next thing, we don’t want a business.

We wonder if we should take a stand at a convention to shift a few of the copies we have left. But I think that’s something you can only really do when you have a couple of games under your belt (and on your table). I’d like to have a table at Dragonmeet one year.

So, after the hype of the Kickstarter itself, and the relief of fulfilment, we wonder what to do next. It’s a bit weirdly empty, which I think is what people talk about when they publish a novel and the world doesn’t change. It’s changed for us, of course, and that is enough for now.

I have been sending out copies to reviewers who might be interested (and, in fact, if you are one, please let me know, you’re welcome to a PDF or hard copy) and I think that should be the extent of our ‘marketing’ or ‘outreach’.

I used to talk to a friend of mine about writing and how there’s this hierarchy of satisfaction from your writing. There’s the writing itself, and then being published, and then being actually read, and then reviewed, and then being studied and finally being taught and referenced.

A writer called Will Buckingham added to this with his notion that there’s a stage higher than this, which he experienced with one of the children’s books he had written. He was invited to a school because the children had been assigned the book for a project that term. The book is about a dog that goes to space (or something, sorry Will!). Each child was asked to create something around the stories within the book. And so he walked into a school hall filled with papier mache versions of scenes from his stories, models of the dog, or the spaceship, a moon landing or otherwise.

That, he said, was satisfaction from writing.

I think that games can offer something a bit like that. If someone can turn around to me in a couple of years and say “Oh, that silly little slug game, I played it 20 times, loved it. Laminated the pieces and tweaked the rules,” that would be the peak of writing satisfaction. For me, at least.

Thanks then, again, to everyone who backed the game. And thanks to you for reading this. I think it’ll be useful to look back at once we’ve done a few more.

Good Idea #2 – Tunnel Goons

Slow Play

10,000-Year Earworm to Discourage Settlement Near Nuclear Waste Repositories (Don’t Change Color, Kitty) by Emperor X, released 12 May 2014

the audiobook for everyone’s favorite generational worldbuilding game

In matters of sex, Philip Larkin was late getting away. On his 23rd birthday, he wrote defeatedly to Kingsley Amis: ‘I really do not think it likely I shall ever get into the same bed as anyone again because it is so much trouble, almost as much trouble as standing for parliament.’ His 2014 biograph…

Good Idea #1 – No Hexes, No Masters

Slow Play

No measuring tape, no hexes, no masters

I’ve recently had the pleasure of playing the new Adventures of Robin Hood (Kosmos) board game. I covered it back in issue 55 for Tabletop Gaming magazine.

I interviewed Michael Menzel for the piece. You can watch the public version of that interview (which was quite early in the process) below.

The Good Idea here is that instead of using ‘spaces’ for your characters to move through, or asking players to get the measuring tape out to show how far Robin or Little John has moved on their turn, the designers provides five meeples for each character. Of these, there are three with elcongeded bases that reach out right behind them.

To move players place these end to end, and then place a standing meeple at the far end to show their final position. There’s also a ‘sprinting’ meeple for moving even further.

The Good Idea is that there’s no abstraction on the board. No need for a graphical layer over the beautiful art. If we play games (now) in part to avoid the digital world and the deluge of data someone has decided is necessary, then this is an example of leaning in to the physical facts of board games and making the most of them.

The Good Idea here is an extension of the rule: “no plus one swords”.

Flesh & Blood Trading Card Game | The Adventures of Robin Hood | The One Ring