Will's Tabletop https://tabletop.willphillips.org RPGs and Miniature Wargames Fri, 20 Mar 2026 21:51:55 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://tabletop.willphillips.org/wp-content/uploads/cropped-twp-favicon-01-64x64-1-32x32.png Will's Tabletop https://tabletop.willphillips.org 32 32 Rattle and Rend Beta Rules Playtest Email list Signup https://tabletop.willphillips.org/2026/03/rattle-and-rend-email-signup/ https://tabletop.willphillips.org/2026/03/rattle-and-rend-email-signup/#respond Fri, 20 Mar 2026 21:51:52 +0000 https://tabletop.willphillips.org/?p=1659 Rattle and Rend’s current Alpha rules are only available via the Rattle and Rend Facebook group. Please join there to get a full look at the rules – and to join the 600 plus other players!

For the upcoming Beta release (late March 2026), I am launching an playtest email list as a second way to get access to the playtest rules. Signup below to join the list. You’ll be notified when the Beta rules are released – and get future game updates.

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Sign Up for Hexingtide Spring 2026 Online One-Shots https://tabletop.willphillips.org/2026/03/sign-up-for-hexingtide-spring-2026-online-one-shots/ https://tabletop.willphillips.org/2026/03/sign-up-for-hexingtide-spring-2026-online-one-shots/#respond Mon, 16 Mar 2026 22:24:41 +0000 https://tabletop.willphillips.org/?p=1652 The road to Hexingtide’s autumn launch is officially open. Thank you all for your continued interest and for sharing your scheduling preferences in the recent survey. Based on that feedback, I’m excited to shares dates and see how the current state of the game holds up in the wild!

👉 Sign Up for a Spring One-Shot Here

Playtest Dates

  • Game 1: Tuesday, April 21st | 7:00 PM – 10:00 PM CST (UTC-6)
  • Game 2: Saturday, May 2nd | 1:00 PM – 4:00 PM CST (UTC-6)

The Logistics: Both games will be held via Google Meet. Once the groups are finalized, I will coordinate all final details, links, and character prep via email. I’ll provide the five pregenerated “Iconic” Protagonists for Hexingtide, but you are free to create your own character if you would like!

Our Goals for These Sessions

While I’ve been pressure-testing these mechanics in my own home game over the last year, these sessions are about seeing how they work for you. We have three primary objectives:

  1. Playtest 4 (v0.4.6) Integration: These rules went live in November, introducing structured, Scene-based gameplay and refined math. You can read the full v0.4.6 breakdown here.
  2. The Starter Adventure Trial: We will be running a new 3-Scene Starter Adventure. If this flows well, it will become the official “First Taste” document I release to the public.
  3. General Feedback: As always, I’m looking for edge cases, friction in the rules, and the overall “vibe” of the Gothic folklore / horror / pulp adventure mechanics.

Seeking: A “Blind Playtest” GM

Later this spring or summer, I want to try something a bit more vulnerable: a Blind Playtest.

I am looking for one volunteer to read the rules and run a one-shot while I sit in as a silent observer. I won’t clarify rules or offer tips—I just want to see how my writing is interpreted by a Storyteller who isn’t me. This is the ultimate test for the clarity of the final book. If you’re interested in taking the lead for a session, please reach out to me directly.

Ready to play?

Slots are limited to keep the sessions focused. Please fill out the form below to claim your spot:

Click Here: Spring 2026 Online One-Shot Signup

I’m looking forward to seeing how your monstrous Protagonist navigates the gothic folklore meets pulp adventure world they are thrust into!

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Launching the Hexingtide Playtest Email List & Closing the Discord https://tabletop.willphillips.org/2026/02/launching-the-hexingtide-playtest-email-list-closing-the-discord/ https://tabletop.willphillips.org/2026/02/launching-the-hexingtide-playtest-email-list-closing-the-discord/#respond Sun, 22 Feb 2026 04:25:51 +0000 https://tabletop.willphillips.org/?p=1632 TL;DR: Hexingtide is entering its final development phase. The core rules in Playtest 4 (version 0.4.6) are stable. I am shifting away from Discord to a dedicated mailing list to work closely with a core group of testers and get the game finished by autumn 2026.

Join the playtest Circle here: hxti.de/signup

Choosing Focus to Reach the Finish Line

I have been developing Hexingtide for a few years now, and the project has reached a significant milestone. The core gameplay of the current playtest (v0.4.6), is rock solid.

As a solo designer, I have realized that the best way to get this game completed is to change how I approach playtesting. The “always-on” nature of a Discord server is great for some things, but it is not the right environment for the focused work I need to do right now.

To be honest, my start-and-stop development process over the last couple of years, combined with the burnout I have felt around the marketing and community building “hustle,” has seen the Discord server languish. It has become a quiet place, and the energy required to maintain it often feels like it is being taken away from the game itself. It is best to temporarily sunset the server and focus on moving forward with a smaller, active group of playtesters.

The Discord server may return in the future once the game is complete and a live, digital version is available for purchase. But for now?

To ensure Hexingtide crosses the finish line, I am closing the Discord server on March 1st to move toward a more intentional, direct approach with engaged, interested playtesters.

Why Shift to Email?

My goal is to have Hexingtide fully completed by this autumn. To hit that target, I need to spend my limited hobby time finishing the specific resources that will make the game playable for everyone:

  • Polish Core Gameplay Flows & Documents: This ranges from copyediting, art (my own and commissioned), high-level gameplay, and additional mechanics
  • Demo Adventure: A three to four scene “demo” designed to show exactly how the game flows
  • A Micro-Sized Bestiary: A collection of example threats, monsters, and mysteries
  • Finalizing Pregen Protagonists: Polishing the five Iconic Protagonists with more narrative depth and high-level variations

A mailing list allows me to engage with a smaller, more committed cohort of playtesters. It lets me send specific updates and test requests directly to the people who want to see them, without the distractions of a 24/7 chat cycle. This shift allows me to focus entirely on refining the rules and completing the minimum viable amount of extra resources and content to support the game.

What You Get by Joining

  • Direct Playtesting: Get first access to sign up for online one-shots and “blind playtests” where you run the game while I observe.
  • Early Content: Receive drafts of the upcoming Micro Bestiary, the Demo Adventure, and high-level play rules as they are finished.
  • A No-Hustle Update: I only send mail once or twice a month with project updates, feedback request, new resources & content, and rules refinements.
  • Playtester Credit in the Final Rules: My little way of saying thanks!

Stay Connected

I am not disappearing; I am just moving the conversation primarily to the email list – a space that is more sustainable for a solo project.

Outside of the list, I will be posting progress and dev logs on BlueSky and occasionally on Instagram. It is the best place to connect with me if you want to chat about the game or see what I am currently working on.

If you have stuck with me through the starts and stops of development, I invite you to join the list. Let’s get this game finished.

Sign up for the Hexingtide playtest mailing list here:

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Hexingtide’s “Iconic Protagonists” – Its Five Pregen Characters are Now Available https://tabletop.willphillips.org/2026/01/hexingtide-iconic-protagonists-pregen-characters/ https://tabletop.willphillips.org/2026/01/hexingtide-iconic-protagonists-pregen-characters/#respond Sun, 25 Jan 2026 21:43:34 +0000 https://tabletop.willphillips.org/?p=1604 As a part of Hexingtide’s current playtest iteration, #4, I’m releasing the five “Iconic Protagonists.” These pregen characters should help new players and GMs with both the game’s mechanics and as examples of the game’s intended tone and motifs.

Download the five pregen characters on Hexingtide’s Itch page here:
https://willphillips.itch.io/hexingtide/devlog/1329643/hexingtides-iconic-protagonists-its-five-pregen-characters-are-now-available

While this is a comparatively minimalist game, simplicity does not mean a lack of variety.  Your choices with the point-buy character creation will have an impact on gameplay, and for some, the open-ended “aspect” style of character creation can be daunting. For players who prefer the clarity of a pre-set list over the paralysis of a blank page, these pregens serve as a blueprint, illustrating how to translate a high-concept monster motif into a filled-out character sheet.

Beyond the numbers, these “Iconic Protagonists” also act as narrative anchors. They should communicate the intended tone of the game as examples along with the list of reference works in the introduction. 

Note: Future versions of the five Iconic Protagonists – and this document – will include an additional full page of roleplaying content for each Protagonist as well as both level 1 and level 3 character sheets.

Meet the Circle

These five level 1 Protagonists demonstrate diverse mechanical builds, showcasing various playstyles and Inhumanity Die sizes across the game’s Coteries: Artifice, Nature, Sorcery, Undeath, and Dogma.

Each is built upon a familiar monstrous or folklore motif, which should offer players a comfortable starting point to begin to explore the Minimalist Monstrous Roleplaying of Hexingtide.

While the game is setting-agnostic, these Iconic Protagonists inhabit the Ghoul Hills, a fictional petty German principality in the 1820s. It is a backwater steeped in disturbing mysteries and strange folklore – evoking the era of Mary Shelly’s Frankenstein, the Brothers Grimm, Edgar Allen Poe, and Washington Irving’s The Legend of Sleepy Hollow.

  • Legion, the Demoniac (d6 Inhumanity, Dogma Coterie): A young woman wrestling with a multitude of devils. Mechanically, she’s a surprisingly tough tank built to absorb the troubles that tempt her.
  • Fenric, the Werewolf (d8 Inhumanity, Nature Coterie): An apprentice millwright possessing an enchanted wolfskin. He is the most straightforward character – perfect for players who want to dive into the roleplay immediately.
  • Solomon, the Magic Mirror (d10 Inhumanity, Sorcery Coterie): A soul bound to silvered glass. Solomon offers a high-risk, high-reward playstyle with the ability to reset Portents and share Pacts with his allies.
  • Hemlocke, the Vampire (d10 Inhumanity, Undead Coterie): A desiccated aristocrat in porcelain masks. She is the Circle’s “glass cannon” – hitting harder than anyone else but possessing a dangerous brittleness.
  • Babbage, the Clockwork Scarecrow (d12 Inhumanity, Artifice Coterie): A mechanical innocent searching for a soul. With the largest Inhumanity die, Babbage offers massive power balanced by durable mechanics.

Why Pregens?

Hexingtide is a  game of Minimalist Monstrous Roleplaying. Because it is an original system – not a hack or a clone of existing SRDs – I wanted to provide diverse mechanical builds to show off different concepts and playstyles across the game’s central mechanics of Inhumanity Die sizes and myth-and-folklore-inspired Coteries. By using familiar monster motifs, I hope to give you a comfortable frame of reference while you navigate this brand new ruleset.

We need your eyes on these! Hexingtide is in active playtesting. Download the Protagonists, tell your own story with them, and tell me what breaks.

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Santa & Krampus: Hexingtide Pregen Characters for Christmas 2025 https://tabletop.willphillips.org/2025/12/santa-krampus-hexingtide-pregen-characters-for-christmas-2025/ https://tabletop.willphillips.org/2025/12/santa-krampus-hexingtide-pregen-characters-for-christmas-2025/#respond Wed, 24 Dec 2025 19:01:18 +0000 https://tabletop.willphillips.org/?p=1595 It is Christmas Eve, and I wish you a happy holiday season!

While I’m working on – and revising – what I aim to become the definitive, “iconic” pregen characters for Hexingtide, I wanted to briefly share a pair of other, example pregen characters in the hopes that it shows more of the variety of ways that Hexingtide characters can be built.

And what’s better on Christmas Eve than Santa and Krampus?

(I’ll be honest: had I thought of this in time, I would have also included some other touchpoints like the three Christmas Spirits from A Christmas Carol and figures like Jack Frost.

Here’s Santa, though imagined more as a not-exactly-human toymaker and artificer than jolly old elf. Enough with a touch of the dark and monstrous to fit in Hexingtide:

And here is his counterpart, Krampus, as malicious and rancorous as you’d expect, but not without a humanizing element of two in his Coin of St. Nicolaus and fair-minded Impulse to fairly-doled out judgement:

You can download both at Hexingtide’s Itch.io page:

https://willphillips.itch.io/hexingtide

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At Long Last, Hexingtide Playtest 4 Is Here https://tabletop.willphillips.org/2025/11/hexingtide-playtest-4-is-here/ https://tabletop.willphillips.org/2025/11/hexingtide-playtest-4-is-here/#respond Mon, 24 Nov 2025 07:45:24 +0000 https://tabletop.willphillips.org/?p=1582 It’s finally here! I’m thrilled to announce that Hexingtide Playtest 4 is now available. It has been a long road since Playtest 3 dropped, and I’ll admit to battling major design block and burnout along the way. However, thanks to rigorous, bi-monthly sessions with my dedicated home group (thanks, gang), the game is in the most polished and rewarding state it has ever been.

Updates this year have been incremental, released as sections were completed. It wasn’t ideal, but sharing progress felt better than months of silence.

If you want to help shape what’s next, share your thoughts via the feedback form (hxti.de/feedback) or join the Hexingtide Discord server (hxti.de/discord). I’ll admit I’m not always at home on Discord – Elder Millennial energy – but I recognize that any future community depends on it.

What Documents are Included in Hexingtide Playtest 4

Everything you need to run the game in 8.5×11 inch US-sized PDF format:

  1. Hexingtide_0.4.6.pdf – The rules, themselves
  2. Hexingtide_0.4.6_Reference.pdf – Single page “cheat sheet” rules reference
  3. Hexingtide_0.4.6_Reference_XP_Costs.pdf – Single page summary of XP costs, helpful for building your Hexingtide Protagonist
  4. Hexingtide_CharacterSheet_0.4.6.pdf – As it says on the tin; second page is optional
  5. Hexingtide_0.4.6_Pregen_Babbage_Lvl1.pdf – the first of five pregen Protagonists

Download Hexingtide Playtest 4 on its Itch.io page:
https://willphillips.itch.io/hexingtide

1. What’s the Same in Playtest 4

  • The Powers, Portents, and Pacts structure remains the bedrock of character creation – the tri-part system just works. I did make a subtle, but important, adjustment to XP costs. They were previously too low, which meant players at Levels 3 and 4 weren’t forced to make hard, thematic choices about how to spend on their abilities. The increased cost makes progression more meaningful.
  • The Inhumanity die, the Strong and Weak mechanics, and the dual structure of Power Checks and Portent Checks remain intact. Roll 6 or higher for Power success and 6 or lower for Portent success. Strengths help your Power Checks; weaknesses complicate Portent Checks. This two sided relationship between your chosen Inhumanity die and the world remains at the heart of the system’s tragic, monstrous tensions.
  • The open-ended, “aspect” or “tag” based design is also non-negotiable. This approach is essential for supporting the broad, creative character concepts that Hexingtide encourages.

2. What’s New or Changed in Playtest 4

  • The most significant change is the growth in content and advice. Hexingtide is a brand-new set of rules – not a hack, not built on a familiar game’s SRD. Feedback made it clear that GMs needed more direction on design intent. The rules have evolved from an insufficient 12-page zine to 72 pages of guidance. Don’t worry, the spirit of “minimalist monstrous roleplaying” remains, but I now have comprehensive advice, design intent, and examples to make GMing a breeze.
  • The most important structural change is the introduction of structured gameplay procedures in the form of six specific types of “Scenes.” This gives GMs and new players instant rhythm, allowing everyone to immediately lean into the genre themes. These Scene types – Challenge, Exposure, Investigation, Temptation, Interlude, and Narrative – move beyond the overly-simplistic Power/Portent Check cycle of earlier versions to offer specific mechanical contexts that give GMs the tools to shape vignettes common to monster stories.
  • Chymoi have evolved – and been simplified – into Coteries. In previous playtests, the system of Chymoi based on the traditional Galenic humours – Blood, Bile, Phlegm, Black Bile, and Rot – was a piece of implied worldbuilding and the source of Strength & Weakness. In playtesting, it proved to be too nebulous and confusing. Coteries are a more straight-forward set of categories of monstrous archetypes: Artifice, Dogma, Nature, Sorcery, and Undeath. It’s been a huge improvement in play.
  • I’ve also evolved the concept of Strength and Weakness with the introduction of Snares and Shadows that tie into Exposure and Investigation Scenes. Snares express the reactions of mundane humanity you are weak to, including Terror, Insanity, Obsession, Disgust, and Mockery. Shadows reflect the darker corners of humanity where you hold strength: the Alien, the Carnal, the Grotesque, the Ruinous, and the Taboo. This ensures mechanical tension in every interaction between the monstrous and the mundane.
  • Impulses are the new method by which Protagonists earn XP. Impulses directly tie character advancement to the central conflict of the game: players create two Monstrous and one Human Impulse (or vice-versa) that serve as explicit roleplaying guides for earning experience, replacing simpler attendance-based rewards. This means Protagonists are only rewarded when they actively struggle between their inhuman nature and their mortal ties, making growth fundamentally rooted in fiction and dramatic choice.

4. What’s Next for Hexingtide

  • My goal is to bring attention back to the game with an eye on playtest feedback (hxti.de/feedback). The game is in its best state – more playable, easier to GM, and mathematically sounder – but I need to verify that and to build a community around it.
  • The immediate next development steps include finishing the remaining pregen characters (in addition to Babbage the clockwork scarecrow) and writing a starter or demo adventure. I don’t claim to be a strong adventure writer, so while this will be a learning experience, it’s necessary to show GMs how to stitch the new Scene mechanics together.
  • My long term goal is to pursue publishing or crowdfunding for 2026’s Halloween season. The current 0.4.6 rules are fully playable, but the final single volume will include a complete Resources chapter (currently stubbed-out) with pregen characters, starter adventure, enemies, and random result spark tables – all of which will help support new GMs.

    4. How You Can Help

    • Review the rules and share your thoughts through the feedback form and/or Discord server.
    • Consider running the game for others or sharing it with your TTRPG-playing friends. Visibility is the major hurdle for new, standalone indie games.
    • I’d love to see a larger ecosystem for Hexingtide composed of additional adventures, drop-in-and-play Scenes, individual threats and monsters, and pregen character ideas. If you’re a TTRPG designer/writer and that’s of interest, I’d love to chat.
    • Lastly, if you create content online and want to highlight indie rules light monster systems, I would be excited to collaborate.

    In Closing

    Thank you for your interest and patience. I hope Hexingtide’s Playtest 4 helps you tell the monster stories you want to play.

    My goal is for gamers to recognize Hexingtide as a viable rules-light alternative to the World/Chronicles of Darkness lines, Curseborne, and those monster motif games built on 5E, PbtA, and FitD SRDs.

    With your help and feedback, I think that can happen!

    Download Hexingtide Playtest 4 on its Itch.io page:
    https://willphillips.itch.io/hexingtide

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    500 Playtesters in the Rattle and Rend Facebook Group – Plus a Brief Update https://tabletop.willphillips.org/2025/11/500-playtesters-in-the-rattle-and-rend-facebook-group-plus-a-brief-update/ https://tabletop.willphillips.org/2025/11/500-playtesters-in-the-rattle-and-rend-facebook-group-plus-a-brief-update/#respond Sun, 16 Nov 2025 01:07:36 +0000 https://tabletop.willphillips.org/?p=1571 The Rattle and Rend Facebook Group recently crossed over 500 members.

    In the immortal words of Theodore “Ted” Logan: Woah.

    A Brief Update (aka What Update?)

    Over the past few months, I’ve run the occasional playtest game of Rattle and Rend to find edge cases and determine what needs to be added or edited. The good news is the core gameplay feels pretty damn solid.

    Looking at the Rattle and Rend Beta, I see three primary additions:

    1. 1pt “Dregs” Group – to enable horde-style warband lists.
    2. Powerful Terrain Type – grants benefits to Groups within it (mechanics TBD), thereby encouraging more of the forced movement game
    3. Drives, a warband-level mechanic – adds narrative flavor and impacts pre-game setup and deployment.
    4. Simple campaign system – nothing complex, nothing that requires careful bookkeeping, nothing that expects players to make changes to individual minis – focused on giving players options with a growing (and changing!) campaign-level warband roster

    My focus has been on another tabletop gaming project, my TTRPG of Minimalist Monstrous Roleplaying, Hexingtide (also available on Itch). I’ve recently finished a major and long awaited playtest update of those rules. Once I finish the marketing plan for that update, I’ll be returning to Rattle and Rend.

    A Request for Playtest Feedback

    My goal is to get the Beta release for Rattle and Rend out by the end of 2025. Ideally before Christmas. I have notes written down and drafts of the above updates… but I need your feedback!

    If you’ve had the chance to run some games of Rattle and Rend, please share your thoughts:

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    Eight-Page Hexingtide Gameplay Chapter Preview (and Why I’m Moving at George R.R. Martin Speed) https://tabletop.willphillips.org/2025/10/eight-page-hexingtide-gameplay-chapter-preview/ https://tabletop.willphillips.org/2025/10/eight-page-hexingtide-gameplay-chapter-preview/#respond Tue, 14 Oct 2025 22:12:33 +0000 https://tabletop.willphillips.org/?p=1561 After far too long in the crypt, I’m thrilled to finally share the next major preview for Hexingtide’s upcoming Playtest 4: the Gameplay chapter.

    Written primarily for the game master (or in Hexingtide’s parlance, the Storyteller), here is an excerpt of eight pages detailing the game’s structured, procedure-driven approach to running scenes, pacing sessions, and shaping horror-folk adventures. The full chapter is shaping up to be around 12-14 pages.

    Download the eight-page Hexingtide gameplay chapter preview on Itch, here.

    Scenes & the Order of Play

    For those familiar with the Trophy line of games by Jesse Ross – Trophy Dark and Trophy Gold – you’ll notice the influence in conceptual approach.

    Trophy inspired me to embrace a procedure-focused gameplay loop that uses structured Scene types to reinforce theme and tone. Hexingtide‘s six Scene types (Challenge, Investigation, Exposure, Temptation, Interlude, and the RP-focused Narrative) use clear player and Storyteller procedures that align the fiction with the mechanics.

    Previous playtest versions of Hexingtide were much more open-ended when it came to adventure and monster design and instruction. Minimalist, after all. What I’ve heard is that the lack of guidance was frustrating to would-be GMs. Thus, this change in rules writing.

    This structured approach requires a full table to buy into the approach and go along with genre tropes to work the best. Think collaborative writer’s room in intent. The approach isn’t a fit for all tables and preferences, and that’s okay!

    But for those that like the approach, I hope the result is a rules-light system that feels anchored and purposeful, helping Storytellers run gothic, folkloric tales that unfold like a tragic fable, fever dream, monstrous melodrama, or spooky pulp action.

    Challenge Scenes

    Also included in the preview is specific guidance on running Challenge Scenes full of dangerous Threats, be they other oddities, dangerous environments, or occultic curses and chaos.

    Y’know, monsters punching monsters.

    The Challenge scene is the most complex and iconic of the scene types – allowing for both players and the GM to take turns and engage with the core mechanics of the Inhumanity die, Powers, Portents, and Pacts.

    If you understand how to run these, then running Investigation Scenes and Exposure Scenes will be a breeze.

    Dude, What’s Taking So Long?

    I announced I was working on Hexingtide in earnest once again in June. I released the updated character creation and core mechanics preview at the start of July, and then…

    Pretty much crickets.

    What’s up?

    Designing, writing, editing, and layout has taken longer than I’d hoped. It’s been hard to sit in front of my keyboard or design journal and just… get going.

    Yes, I know. I sound like George R.R. Martin. I feel like it, but without the HBO and publishing royalties. That’s lame, I know.

    But it’s not been weeks of nothing happening. The work has matured through steady playtesting with my home group – showing me what works, what doesn’t, and what to improve or add.

    My goal has always been for Hexingtide to feel intuitive and drenched in monster story motifs that doesn’t get bogged down in dice math or tactical sprawl.

    All that regular gaming has informed this preview.

    It’s is about all clarity and usability. I’ve poured focus into examples, tone guidance, and repeatable steps so new Storytellers never have to wonder, “What do I do next?”

    That isn’t to say it’s a draft. It’s very much still a draft, and I’d love feedback.

    To everyone who’s been patiently waiting for Playtest 4: thank you. I promise, the work continues (even if I’m writing at a “Half-Life 3 confirmed” pace). The full release Playtest 4 release is getting so close and will include full rules for running the game’s six Scene types – everything a Storyteller needs to run a game of Minimalist Monstrous Roleplaying for themselves.

    Next Steps

    I need to finish the remaining pages for Investigation, Exposure, Interlude, and Narrative Scenes. The Temptation Scene content is complete – and mostly survived first contact with my players.

    There’s some additional revising and editing happening in the character creation and core rules chapter that’s mostly complete. A chief example is definitively settling on the easier to create and run concept of behavioral / roleplaying “Impulses” for XP rather than the more fiddly “Arcs” (inspired by Heart and Spire).

    When that’s complete, I’ll also clean up the rules cheat sheet.

    The character sheet’s been updates and I’m mostly happy with the pregens – will share those soon, too.

    When that’s complete, I’ll call Playtest 4 ready to go.

    Unfortunately that means it may not – it won’t – release in time for Halloween. So no spooky, on-theme online playtests or actual plays. C’est la vie. I’m not worrying much about it right now.

    After Playtest 5: a ton of bonus content for a Resources chapter that may sit in limbo for a final release. Playtest 4 really should be feature complete for the core, playable game – short of any playtest feedback.

    More soon, and until then: keep your lanterns lit, and your Pacts close.

    Want more monster action from Hexingtide?

    Download the playtest rules at https://hxti.de/itch

    Join the growing Discord community at https://hxti.de/discord

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    Hexingtide Playtest 4 Pregen Characters Update https://tabletop.willphillips.org/2025/08/hexingtide-playtest-4-pregen-characters-update/ https://tabletop.willphillips.org/2025/08/hexingtide-playtest-4-pregen-characters-update/#respond Mon, 18 Aug 2025 02:47:18 +0000 https://tabletop.willphillips.org/?p=1555 Tonight, I’m focused on a crucial, and often underrated, part of the game design process: the pregenerated character. For a game built on a brand-new ruleset, pregens are the fast track to the fun. When you hand a player a pregen, you aren’t just giving them a sheet of stats. You are giving them a key to the game’s core experience. They get to immediately embody a classic monster archetype and dive into the narrative.

    (Often times, I’ll consider character creation an entirely separate thing to playtest – a session all of its own.)

    This also gives me, the designer, invaluable feedback. I get to see my mechanics in action without the distraction of character creation. This helps me pinpoint where the rules might be clunky, where the balance might be off, and most importantly, where the game is truly exciting.

    Playtest 4 Pregens

    As I work on the next playtest release for Hexingtide, I’m revisiting the pregens I’ve shared in earlier versions. The default setting has moved back nearly a hundred years: from the pulp-inspired 1920s of Call of Cthulhu to a more Gothic early 1800s inspired by Shelley, Stoker, Poe, and Irving.

    So previous pregens like a telekenetic Iron Lung and Succubus Flapper don’t exactly fit.

    With the next release, I’ll be rolling out an initial set of five pregens at both Level 1 and Level 3 (those Level 3’s are aspirational on my part: my home game is getting into those levels, but I need to pressure test the higher-level experience more widely).

    The goal is to represent each of the five Coteries: the Undead, Nature, Sorcery, Dogma, and Artifice. I also want to showcase the different sizes of Inhumanity Dice (d6,d8,d10,d12).

    My design philosophy for this initial set is to use classic, instantly recognizable Halloween tropes to let players feel right at home with the game’s core theme. This first set will be the “Classic Halloween” collection:

    • Undead: The Vampire
    • Nature: The Werewolf
    • Sorcery: The Witch
    • Dogma: The Demon-Possessed Innocent
    • Artifice: The (Clockwork) Scarecrow

    Here you see how the sausage is being made – a very boring looking spreadsheet I use to ensure a balance in how the XP is spent between the five:

    Future, Additional Hexingtide Pregens

    I’ve also been developing a second set of pregens, which I’m tentatively calling the “Gaelic-Gothic Folklore” set. My hope is to provide a more unique flavor of monster for those who feel the tropes are played out – while still adhering to the Coteries and Inhumanity Dice goals.

    This set functions the same as the classic ones but provides a more distinctive aesthetic.

    • Undead: The Bog Body Revenant
    • Nature: The Red Cap
    • Sorcery: The Wicker-Man
    • Dogma: The Lingering Shade of a Long-Lost God
    • Artifice: The Cursed Executioner with Beheading Axe and Hangman’s Rope

    However, these ​just might not​ make it in the rulebook.

    Why? My long-term goal is to tie these pregens to specific setting snapshots in the final game. My current concepts look like:

    • ​The Ghoul Hills:​ Classic Gothic, European folklore and adventure
    • Ectotropolis: Contemporary-ish urban fantasy
    • ​Dead Men’s Moon: ​Near future sci-fi horror – ghosts in spacesuits and sorcerer-psychics gone mad

    But even with these plans, nothing is set in stone. Your input is vital to this process.

    What kind of pregen characters would you be most excited to play? Are there any specific monster archetypes you’d like to see that aren’t on this list? Or, are there any other settings or genres you’d want to play an RPG about monster stories in?

    Want more monster action from Hexingtide?

    Download the playtest rules at https://hxti.de/itch

    Join the growing Discord community at https://hxti.de/discord

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    Hexingtide One-Shot, this Saturday Aug. 16th in St. Louis, MO! https://tabletop.willphillips.org/2025/08/hexingtide-one-shot-this-saturday-aug-16th-in-st-louis-mo/ https://tabletop.willphillips.org/2025/08/hexingtide-one-shot-this-saturday-aug-16th-in-st-louis-mo/#respond Tue, 12 Aug 2025 16:58:02 +0000 https://tabletop.willphillips.org/?p=1550 Looking for something new to play this weekend? Hexingtide is a spooky, rules-lite RPG where players take on the role of monsters inspired by folkore, literature, and pop culture. This Saturday, you can try it with the game’s designer at Rock Hill Miniature Market’s RPG Demo Day. No experience needed, just bring your curiosity and a taste for gothic adventure.

    RSVP on Facebook: https://www.facebook.com/events/3343531999156403

    🕯 The One-Shot

    Rural Central Europe, sometime in the 1820s. The quiet village of Biterbrunn is uneasy. Strange shapes haunt the tree line. The harvest offering has been refused. The air is heavy with superstition… and something far darker. Here, monsters take on the role of investigators and adventurers, peering into mysteries that ordinary folk dare not face.

    🎲 What is Hexingtide?

    A rules-lite homage to monster tales from folklore, pulp adventures, and comics, Hexingtide draws from the adventurous tone of Mike Mignola’s Hellboy, the vampires & werewolves of World of Darkness, and the iconic Universal Monsters. Fans of Old Gods of Appalachia, Mary Shelley, Bram Stoker, Edgar Allan Poe, and the Brothers Grimm will feel right at home. 

    Its collaborate, rules-lite, procedure-focused rules make gameplay snappy and fun.

    👥 Who Should Play

    If you love:

    • Gothic horror and folkloric mystery
    • Quick, streamlined rules
    • Adventures that could have stepped off the page of a pulp magazine or classic horror comic
      …then you’ll want to grab a seat.

    No prep is required! Pre-generated characters will be ready, and you’ll be playing within minutes.

    📅 Event Details

    When: Saturday, August 16th, 2025
    Time: 10:30am – 1:00pm
    Where: Rock Hill Miniature Market, 9755 Manchester Rd, St. Louis, MO 63119
    Google Maps: https://maps.app.goo.gl/4sUBCAU35FYRQ5rp6
    Part of: Monthly RPG Demo Day series
    Facebook Event: https://www.facebook.com/events/3343531999156403

    Playtest rules are free to download now at hxti.de/itch, and you can join the community on Discord at hxti.de/discord.

    Seats are limited, so arrive early, settle in, and get ready to join the ranks of monsters who walk the haunted hills of Hexingtide.

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