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Game Philosophy

When to Roll the Dice

When to Roll the Dice

When to Roll the Dice: Finding Balance in D&D

Within the span of a single week, I found myself in two wildly different D&D sessions. In one, we didn’t touch our dice for two hours. In the other, we were rolling so often I joked we might trigger a speed trap. Both sessions were enjoyable. Both were valid. The question is though, when to roll the dice.

Two Sessions, Two Extremes

Session One: We had just returned to town. No fights, no skill checks, no saving throws. Just conversations. We were talking to NPCs, making plans, and catching up on the narrative. It felt organic, like real roleplay. But as much as I loved immersing myself in my character’s voice and decisions, something itched at me. My character is a charismatic, silver-tongued type. I am not.

It raised a question: When roleplay takes center stage, how do we reflect a character’s stats, especially when the player isn’t feeling on top of their game? Should we let their off-night derail the character’s abilities, or should we let the dice speak for them?

Session Two: A fast-paced adventure full of action, puzzles, and panicked problem-solving. The dice were out constantly. At one point, our strongest character rolled three times just to open a stuck door. The mechanical fidelity was high, but the narrative started to stutter.

Here’s the tension: Do we honor the mechanics at the cost of momentum, or let the story smooth over the bumps?

If you’re curious about what the official rules suggest, here’s a quick reference to the D&D Basic Rules — ability & skill checks.

When Roleplay Needs a Roll

D&D isn’t just about telling stories, it’s about telling your character’s story. When players are left to speak purely in their own voice, we sometimes blur the line between the player’s skill and the character’s. A shy or tired player might underperform their eloquent bard. A boisterous player might overshadow their quiet wizard.

Rolling a die can level the playing field. It lets a player say, “My character makes a rousing speech” and trust that their +6 Charisma will carry some of that weight. It’s a bridge between imagination and mechanics.

At the same time, not every line of dialogue needs a roll. A great conversation should flow naturally, but if the outcome matters? If there’s risk, reward, or tension? That’s when to roll the dice.

If you’re looking for a clear breakdown of how each skill works, check out the Wargamer’s guide to D&D 5e skills.

When Rolls Break Immersion

We all know the pain of failing a simple task. It’s funny the first time. The second time, less so. The third time? It might just kill the mood.

Rolling for the sake of rolling, especially for mundane tasks with little consequence, can grind the game to a halt. It’s like pausing a film every two minutes to check if the next line of dialogue is allowed.

So why do we do it? Because the rules say so? Because the DM didn’t set a DC low enough? Because it’s habit?

Sometimes, we need to step back and ask: What does this roll add to the scene? If it adds drama, tension, surprise, then that is when to roll the dice. If it adds nothing but delay, maybe skip it.

To explore how ability checks are formally handled, you might enjoy the 5e System Reference: Ability Checks.

When to Roll the Dice

Here’s what I’ve found works best:

  • Use rolls to resolve uncertainty. If there’s real risk or a story hinge point, roll.

  • Let roleplay flow unless the outcome is in question. Encourage players to act in character, but give them the mechanical safety net when needed.

  • Auto-success on trivial actions. Your rogue doesn’t need to roll to open a basic, unlocked door. Save the drama for when it counts.

  • Reward effort. A well-delivered monologue might earn advantage on a persuasion roll. A quiet player asking for help might get a re-roll or bonus. Support the player and the character.

Ultimately, it comes down to intent. Dice should amplify drama, not distract from it.

Final Thoughts

D&D is a game of choices, chance, and character. Sometimes the dice tell a better story than we could script. Other times, they just get in the way.

I don’t need to roll every five minutes. But I do need the option to roll when it counts, not just to succeed or fail, but to remind myself I’m playing someone else. And sometimes, that’s the best story of all.

Check out our Patreon

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Categories
Game Philosophy

Mystery Box Storytelling

Mystery Box Storytelling

 From J.J. Abrams to Homebrew RPGs

If you’ve landed on this site searching for mystery box storytelling, you might be thinking:

“Is this inspired by J.J. Abrams and his TED Talk?”

Yes, and no.

The term “mystery box” became iconic after filmmaker J.J. Abrams gave his 2007 TED Talk, where he held up an unopened box of magic tricks from Tannen’s Magic Shop — still sealed decades later.

Mystery is the catalyst for imagination.” – J.J. Abrams

That box became a metaphor for storytelling itself: the thrill of not knowing, the allure of what could be inside. It was about potential, anticipation, and leaving things unsaid.

Abrams brought this concept into television with shows like Lost, crafting narratives full of puzzles and suspense. But while his work captivated millions, many fans felt that too many mysteries remained unresolved, like opening a series of boxes only to find them empty.

Our Mystery Box Origin: A Homebrew RPG

While Abrams’ mystery box started with a camera and a box of magic tricks, mine was born around a table, with dice in hand.

I grew up inside stories, playing tabletop roleplaying games (TTRPGs) with my dad, my brother, and later, clubs around the world. Storytelling was how we connected.

One of the most influential games in my life was a homebrew RPG system called:

Mind, Body, and Soul
Just three stats. No rulebook. Endless possibilities.

In that system, even the rules were a mystery, how each stat interacted with the world was discovered in play. It wasn’t just collaborative storytelling; it was a co-designed reveal engine. Every action was a clue. Every session was an evolving puzzle.

This approach to mystery, where meaning is uncovered through interaction, became the foundation of everything we now create at Mystery Box Stories.

Storytelling, Suspense, and the Right Reveal

Let’s talk game design.

In TTRPGs and narrative games, mystery isn’t just thematic, it’s a mechanic.

The biggest mistake? Treating every twist like a sealed box. In roleplaying, mystery has to move. It needs to deepen, evolve, and eventually, pay off.

If you keep too many boxes closed, you lose the table.
If you open them too soon, the magic slips away.

Here’s the sweet spot:

The best mystery boxes in roleplaying games are like Russian dolls.
You open one, only to find another nestled inside, and each layer adds complexity, history, and emotional weight.

This is the kind of mystery box storytelling we champion: not dead ends, but deliberate depth. Each reveal opens new doors, invites new questions, and strengthens the player’s connection to the world.

Why We Built Mystery Box Stories

So yes, we acknowledge the cultural weight of the term mystery box. But this project? It wasn’t born from Hollywood. It was born from the dice-strewn tables of TTRPGs, and a lifetime of story-driven play. 

Where Abrams used the mystery box as a metaphor, we’re turning it into a toolkit:

  • Narrative prompts

  • Playable systems

  • Collaborative worldbuilding tools

All designed to help GMs, writers, and players build immersive mysteries that actually resolve.

Because what’s the point of a box, if you never get to open it?

TL;DR – The Philosophy Behind Our Name

Mystery Box Storytelling is about more than curiosity.
It’s about telling stories that unfolds at the table, with just the right tension and timing.

Whether you’re a game designer, dungeon master, or just someone who loves collaborative storytelling, we’re here to help you build experiences that surprise, connect, and deliver.

Because mystery isn’t about hiding things forever — it’s about revealing them when it matters most.

Ready to Open the Next Box?

If mystery box storytelling excites you, layered mysteries, collaborative design, and the thrill of the unknown, we’d love to invite you to delve deeper.

👉 Join us on Patreon and unlock exclusive tools, early access to our content, behind-the-scenes design notes, and more.

It’s not just about supporting our work — it’s about becoming part of the story.

Because the best mystery boxes aren’t built alone.

Join us on Patreon

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Categories
Game Philosophy

Flavors of Failure in Dungeons and Dragons

Flavors of Failure in Dungeons and Dragons

How to Use Failed Rolls to Spark Storytelling Opportunities

What if failure was the most interesting part of your session? That question echoed in my mind after running A Stitch in Amber, a stealth-driven one-shot set deep in the Feywild. The dice worked against us—roll after roll came up short. The party struggled to move quietly, persuade allies, even land their blows. Instead of tension, we got stalling. It was the perfect storm of failure in Dungeons and Dragons. Instead of drama, we got frustration.

It reminded me of a problem I’ve long known but hadn’t fully wrestled with: when the dice say “no,” the story often stops. And it’s not just as a DM. Before running A Stitch in Amber, I was playing an artificer who encountered the perfect narrative moment—a mechanical musical book that needed repairing to unlock the next chapter of the story. It was tailor-made for my character’s abilities. Three rolls were called for. I failed all three.

What should’ve been a moment of spotlight and growth became a narrative brick wall. That moment stuck with me. Because this is the core issue: DMs need tools to flavor failure, yes—but system designers need to recognize that mechanical failure without narrative flexibility can break immersion and fun entirely.

Why Failures Feel Flat

In fact, this issue has been explored in depth by other creators too. Matt Colville addresses a similar point in his excellent video “Failing Forward”, where he breaks down how a game master can treat failure as an opportunity to make the story more interesting, rather than shutting down the action. His framing is a perfect companion to the techniques explored in this article.

In Dungeons & Dragons, most rolls are binary. Either you succeed, or you don’t. When you fail, the default outcome is usually silence:

  • You fail to pick the lock. The door stays shut.

  • You fail to sneak past the guard. You’re spotted.

  • You fail to persuade the noble. They say no.

It’s clean, but it’s rarely satisfying. Repeated enough, it grinds a session into a slog.

Players want drama, not dead air. So how can we reframe failure to keep the story alive? So how do we give them that—even when the dice are ice-cold?

Story-First Tools to Spark Creativity and Narrative Opportunity

1. Fail Forward

Instead of “you can’t,” think “you can, but…” The goal still happens, but at a cost.

  • You unlock the chest, but your tools snap.

  • You scale the wall, but drop your pack halfway up.

2. Partial Success

Even a failure can yield something:

  • You don’t persuade the guard to let you pass, but they reveal what worries them most.

  • You don’t silence your steps, but you overhear a clue before being noticed.

3. Consequences Over Blocks

Make failures change the situation instead of stopping it:

  • The rope doesn’t hold, you fall, making noise that alerts nearby creatures.

  • Your spell fizzles, but a strange resonance attracts a new magical presence.

4. Spotlight Characters

Failures can reveal flaws, quirks, or vulnerabilities:

  • The rogue trips, not just noisy, but muttering a curse that shows their impatience.

  • The cleric stumbles in persuasion, blurting out a personal belief that deepens roleplay.

d6 Tables of Flavored Failures

Sometimes you don’t have the energy to improvise in the moment. That’s where a simple tool helps: roll a die and flavor the failure with inspiration. Here are a few to try tonight.

Stealth Failures (d6)

  1. A sudden noise from the environment betrays you. A branch snaps, a stone clatters. The sound echoes unnaturally, drawing a creature’s curiosity, but not yet alarm. You have one action before they investigate fully.

  2. Someone nearby notices something odd. Not you, but a shadow or echo. They call out, alert but uncertain. You now have to stay still, hide better, or create a distraction.

  3. You stumble and drop something small, perhaps a coin or charm, that rolls into view, catching a glint of light. Someone begins to approach. If they inspect it, your cover may be blown.

  4. Your movement exposes another ally, drawing danger their way. They must act quickly or risk discovery. You remain hidden for now.

  5. You’re briefly seen, but mistaken for a harmless creature or servant. The observer is now alert and more likely to investigate oddities.

  6. Your clumsy step distracts the enemy, though you’re noticed, the shift in attention gives another player an opening or advantage.

Skill Challenge Failures (d6)

  1. You succeed, but it takes longer than expected. Time-sensitive consequences now loom.

  2. You succeed, but at a cost, a tool breaks, or a resource is consumed unexpectedly.

  3. You fail, but in doing so, uncover new information, a hidden symbol, clue, or secret you weren’t looking for.

  4. Someone witnesses your struggle, now there’s added pressure, scrutiny, or interference.

  5. You partially succeed, the door opens, but with a loud creak, or the path is revealed, but it’s unstable.

  6. Your effort shifts the scene, dust rises revealing old markings, a rock shifts revealing a cave, or the ground destabilizes.

Bringing It Back to Amber

If I could rerun A Stitch in Amber, those repeated stealth failures wouldn’t have been dead ends. Each could have made the Feywild feel more alive:

  • A snapped twig echoing through amber caverns.

  • A dropped trinket glowing faintly, drawing fey insects.

  • A guard alerted, not by sight, but by the sweet tang of pollen drifting in the air.

These details wouldn’t erase failure, but they’d turn it into story.

Creativity Over Calculation

Failure in Dungeons and Dragons isn’t a dead end, it should be creative fuel. When players and DMs embrace it together, failed rolls become a shared invitation to improvise, react, and reveal. They’re story seeds, not walls. With just a little prep, or a handy table, you can turn disappointment into drama and hesitation into heat. When you shift your mindset from punishment to potential, every roll, win or lose, adds to the tapestry of your game.

Let the dice misbehave. Your story doesn’t have to.

And if you’re ready to go deeper, Part 3 of this series will walk you through “A Stitch in Amber”, a one-shot adventure that uses everything we’ve explored here. With built-in failure flavor and story-first tools, it’s designed to keep the drama alive even when the dice aren’t on your side.

While I work on the final part, If you haven’t already check out my post Stealth in Dungeons and Dragons it’s where I started this journey, where the dice failed me and my interest was spiked.

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Game Philosophy

Stealth in Dungeons and Dragons

Stealth in Dungeons and Dragons

Wrestling with Randomness in TTRPGs

Last night, I stepped in to DM a low-prep one-shot session focused on stealth in Dungeons and Dragons. Our regular DM was out, and I had little time to cobble something together that needed to last about three hours. I sketched out a loose mission with flexible challenges and kept the approach as open as I could. There were a few rails to keep the plot moving, sure, but I made sure to leave room for real player agency — I’ll add a link to the actual adventure once I’ve polished it up a bit with my lessons learned from running it.

The adventure I ran was called A Stitch in Amber, a Feywild-themed infiltration one-shot for Dungeons & Dragons where players had to rescue a kidnapped mapmaker from the web-laced camp of the Mantid Matron. I created a series of encounters that gave the players the choice to use stealth, deception, or combat to achieve their goals. Each time, they chose to start with stealth. But if I’d relied purely on the d20 dice rolls, there was no way they could have pulled it off.

One early challenge involved retrieving resin “goop” from a bubbling pool. The idea was to coat themselves in the stuff so they’d smell like hive members and blend in — a classic scenario involving stealth in Dungeons & Dragons.

Then came the rolls.

The players kept failing their stealth checks. Suddenly, they triggered a trap and were completely exposed. It was meant to be tense, but instead, the dice made it feel clumsy. Not because the players chose wrong, but because the system offered no grey area. This is one of the common pitfalls of stealth in Dungeons and Dragons: the risk of a single failed roll derailing the entire plan.

And just like that, the story shifted into combat. Not because anyone chose violence. But because randomness left us no other door.

 I’ve Always Known This Was an Issue…

Honestly, I’ve always known the D&D d20 system has a bit of a fragility problem, especially when the dice aren’t in your favor. That single-roll pass/fail mechanic can be brutal.

But last night reminded me how awkward it can feel when a compelling idea or a thoughtful player choice is shut down by one bad roll.

It wasn’t a failed plan, it was a failed number.

And in a narrative-driven tabletop RPG, that just feels clumsy.

Rethinking What Failure Looks Like in Dungeons & Dragons

Dice are great at creating uncertainty, but they don’t always serve the story when they act as a hard binary gate. Especially in a one-shot or fast-paced arc, failure needs to be more than a dead stop.

What could I have done instead?

  • A failed stealth check means you make it in, but a clue is missed, or you’re spotted later.

  • The rogue succeeds, but the fighter lags behind, creating tension or a split path.

  • You’re not discovered, but you leave signs, and now someone’s on your tail.

These are all ways to preserve tension and keep stealth in Dungeons & Dragons from feeling like an all-or-nothing gamble.

That shift, from pass/fail to cause/effect, makes failure a storytelling tool, not a dead end.

Dice, Drama, and Pacing in Tabletop Roleplaying Games

Dice can also mess with pacing, especially when they kick off combat scenes you didn’t intend, or stall progress during key story moments in your TTRPG session.

If a single roll suddenly throws you into a long tactical slog, you’ve gone from mystery to math without warning.

That’s fine when it’s intentional. But when it’s accidental? It’s frustrating for everyone.

Tools for Story-First Dungeon Masters

If you’ve ever felt the dice betray the vibe, here’s a few ways to keep the story in your hands:

  • Fail forward. A failed roll should introduce complications, not end the scene.

  • Reserve rolls for real stakes. If failure isn’t interesting, skip the dice.

  • Use failure as future setup. Missed stealth could mean consequences two scenes later.

  • Stay flexible. Let the players’ intent shape the outcome, even if the method changes.

These techniques help smooth the rough edges of stealth in Dungeons & Dragons, keeping gameplay cinematic and player-driven.

The Dice Aren’t the Plot

That one-shot wasn’t a disaster. The players rolled with the chaos (pun intended). But I walked away with that old familiar feeling: I gave the dice too much control.

The dice can color the world. Twist it. Complicate it. But they shouldn’t close doors the players were just beginning to open.

So next time I’m running a game around stealth in dungeons and dragons I won’t let the story die on a d20. I’ll make it veer. Linger. Echo.

Because the real game? It’s in the telling.

Where to Next

If you want to dig deeper into this topic check out my follow up to this article Flavours of Failure in Dungeons and Dragons

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Grit and Resolve

Expedition 9: A Fictional Mountaineering Journal of Silence, Storms, and Summit

Expedition 9: A Fictional Mountaineering Journal of Silence, Storms, and Summit

Why I Wrote Expedition 9

I wrote Expedition 9 to explore what it might feel like to climb a mountain.

Not just the physical mechanics of it, but the emotional terrain: the fear, the trust, the exhaustion, the silence that presses in when the summit is still days away.

This story became a fictional mountaineering journal, told through the voice of Kahlia, a climber navigating Ama Dablam with three teammates, Jack, Adrian, and David. Their expedition is imagined, but the challenges mirror those faced by real mountaineers.

While researching this piece, I found myself pulled into stories like the 1996 Everest disaster and the bottleneck of K2, where climbers queue beneath a towering serac. Those accounts shaped the emotional atmosphere I wanted to capture, not fact for fact, but feeling for feeling.

Expedition 9 is part of Grit and Resolve, my broader creative project about endurance and uncertainty. It’s fiction, but it’s also a mirror: a way of imagining the kinds of questions that only mountains,or stories,can ask.


Inside the Journal

Told as a fictional mountaineering journal, the story follows a full ascent—from the quiet arrival at base camp to a summit push in freezing silence, and then back down again through something heavier than gravity.

Kahlia’s team faces:

  • A glacier that groans beneath their boots

  • The infamous Yellow Tower, where they must carve their own route

  • A storm that shreds their camp and forces a descent

  • A near miss that shakes the whole expedition to its core

But there’s no dramatic victory waiting at the summit. No flag. No fanfare.

Just breath. Cold. Presence.
And the quiet realization that the mountain doesn’t care whether they make it.


What Comes After

The final entry brings Kahlia home, not to a hero’s welcome, but to a quiet hut, a fire, and a mark on a map. It’s not closure. It’s something slower: reflection, gratitude, and the haunting sense that the journey isn’t over.

This fictional mountaineering journal became my way of exploring how we change when we come up against something vast, and how we carry that change back with us.


Read the Full Journal on Patreon

If this resonates with you, you can read the full Expedition 9 journal, entry by entry, on my Patreon.

Right now, Patrons get access to the complete story, just sign up for a free account. 

This is an ongoing experiment in storytelling. If you’d like to follow where it leads, I’d love to have you along.

Read the Full Expedition 9 Journal on Patreon

What Comes Next

I thought this story would end on the summit.

But now there’s something else waiting: a shadow on the western flank of Aoraki, a cave in the ice, a note from someone who thinks Kahlia still has more to discover.

Expedition 10 is already forming on the horizon. And it won’t be about reaching the top.
It’ll be about what’s buried underneath.

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Game Philosophy

Victory Points Are Overrated

Victory Points Are Overrated

Why I’d Rather Tell a Good Story

For me — victory points are overrated.

Hear me out: it’s when the fun starts to drain out of the game.

There’s a moment in almost every board game when the table goes quiet. Everyone’s squinting at their cards, plotting out six turns in advance. Engines are optimizing. Economies are humming. And all of it — every calculation — is in service of one thing: victory points.

The tension in the room doesn’t come from suspense or story — it comes from the silent pressure to play perfectly.

And that’s fine. Sometimes.

But me?
I’d rather raise an army of zombies and send them into a glorious, doomed battle just because it looks cool.

Because sometimes, I’m not here to win.
I’m here to tell a story.

When Games Forget to Leave Room for Fun

A lot of modern games are beautifully designed. They’re sleek, strategic, and endlessly deep. However, somewhere between the asymmetric powers and the perfectly balanced victory tracks, something gets lost.

Player interaction turns into point denial.
Conversation fades into calculation.
Fun becomes efficiency.

At the end of the game, even if you win, you don’t always feel like you experienced something. You just outscored your friends.

That can be satisfying. Even so, it rarely feels meaningful.

Why Collaborative Storytelling Hits Different

Now let’s flip it.

Imagine a game where your choices don’t just earn you points. Instead, they shape the world.
Where the spotlight moves from player to player, not just to take turns, but to tell parts of a shared tale.
Where you remember what happened, not because it gave you a bonus, but because it made you feel something.

That’s collaborative storytelling.

It’s not about scripting the perfect scene. Rather, it’s about leaving space for everyone at the table to surprise each other.
It’s about creating something messy and brilliant together.

You Don’t Need Shared Backstories or Scripted Drama

This isn’t about forcing players to roleplay or write essays about their characters’ childhoods.

The best connections happen during play.
For example, it might be a quiet moment during a snowstorm.
Or helping someone up after a failed roll.
Or making a wild, ridiculous choice just to see what happens next.

Some of the strongest bonds in games come from shared moments, not pre-written ones.

You Also Don’t Have to Choose Between Story and Strategy

Mechanics and narrative aren’t enemies. In fact, they can complement each other beautifully.

Some games, like Grit and Resolve, find clever ways to tie resources to storytelling. Want to help a teammate? Spend a point. Want to change the stakes of a scene? Use your character’s traits to justify it. Because of this, the mechanics support the story rather than crowd it out.

Even in a crunchy game, you can still leave space for drama, laughter, and strange little side quests. You can still pause to say, “You know what? I know it’s not optimal, but this is what my character would do.”

And those are the moments everyone talks about afterward.

So Maybe I Don’t Win the Game

Maybe I lose track of my engine.
Maybe I don’t min-max the way I should.
Maybe I miss the victory by five points.

But maybe I built a weird traveling circus.
Maybe I made friends with a ghost.
Maybe I made a choice that made the whole table go quiet.

And that, to me, is the win that matters.

The Real Point of Playing

At the end of the day, games are a reason to gather. They’re a way to connect. A way to escape the world and enter a new one together.

If that means sacrificing a little strategy to make room for surprise, creativity, and connection, I’m all in.

Because I’ll forget how many points I scored.
But I won’t forget the story we told.

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Expedition 9 – The Grit and Resolve Creative Expedition Process

The Grit and Resolve Creative Expedition Process

What is the Grit and Resolve Creative Expedition Process

 

Over the years, I have worked on all sorts of projects, and if there is one thing I have learned, it is that nothing works perfectly. What I needed, more than anything, was a way to make sure I kept moving forward with grit and resolve. The Creative Expedition process is what I have built to do exactly that.

 

It is not a polished, formal framework, but it is built on my own grit and resolve as much as a process. It is a mix of the project management techniques I learned back at university, combined with years of personal trial and error throughout my career. The process draws from Agile, but also from my own habit of thinking in longer cycles. It is something I am still fine-tuning, but it has already proven its value by keeping me engaged when things would otherwise have drifted.

The Climb as Design: How Fiction Keeps Me Moving

For Expedition 9, the focus was on a mountain climb. This was both literal and metaphorical. In the fictional journal that runs alongside the project, the characters were climbing a mountain. In the real world, I was developing an indie game system about climbing a mountain. That journal is a key feature. It helps me visualise the journey, reflect on the work, and give shape to what might otherwise just be another series of task lists. Having the up and back structure of the climb also helped me make sense of the phases of the work. Even when I did not hit everything on the first try the Grit and Resolve Creative Expedition Process helped me to see where I was and where I was heading.

What I Achieved During Expedition 9

Looking back, I got a lot done.

  • I created the first journal entries.
  • I advanced my core game system, shaping it towards how I want it to feel.
  • I made and sent out a postcard, giving something tangible to people who are following along.
  • I started building a web presence, laying the groundwork for sharing the project more widely.

Challenges Faced

Of course, it was not without challenges. Scope creep, a common challenge in agile and creative project management, remains something I need to get better at managing. I still have not found the Expedition process’s equivalent of Agile’s way of controlling scope. This project ended up being a lot! Developing the game, creating marketing materials, and so much more, and all of that while still holding down a day job.

Lessons Learned and What’s Next

Still, the Grit and Resolve Creative Expediton Process worked. The key thing is that I was able to shape it as I went, and, with grit and resolve, keep going. It gave me enough structure to make sure things kept moving, even when life got in the way. It helped me finish this stage of the work.

Expedition 10 is already taking shape. I want to refine the process further, especially around task management. I want it to help me break work down better and keep scope under control. That is the next step.

Because, like with any climb, the most important thing is not doing it perfectly. It is just making sure you keep going — with grit and resolve.

 

Get More from Grit and Resolve on Patreon

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A New Era in Survival Tabletop Games

A New Era in Survival Tabletop Games

Building Something Bold With Grit and Resolve

Since the start of 2025, I’ve been deep in something new.

It’s a blend of storytelling, game mechanics, and the raw, unfiltered tension of survival. The project is called Grit and Resolve, and it’s unlike any tabletop experience I’ve designed before.

The Heart of It

At its core, Grit and Resolve is about perseverance. It’s about pushing through adversity not as lone heroes, but as a team. When everything feels lost, when the cold sets in and your options run thin, the only thing keeping you moving forward might be the memory of why you started.

In this game, you don’t just track stats.
You carry weight.
Every struggle adds texture to the story.
Every setback carves out space for growth.

The Core System: Grit and Resolve

The mechanical foundation of the game rests on two shared resources:

  • Grit, which represents the group’s collective stamina and resilience.

  • Resolve, the strength you gain through hardship and reflection.

Together, they create a rhythm of tension and recovery. You gamble with Grit to take on challenges. You spend Resolve to survive what comes next. The push-and-pull of these two forces makes every decision feel meaningful—and every victory earned.

No Storyteller, Just a Shared Climb

One of the most exciting parts of the project is its approach to narrative.

There’s no all-knowing storyteller guiding the game. Instead, the players create the world together through shared decisions, vivid prompts, and an unfolding journal of their expedition.

This design invites:

  • Real collaboration

  • Strategic tension

  • Emotional storytelling

And it does all of this without relying on a traditional GM. Your group becomes the narrator, the crew, and the heart of the story—all at once.

Where We Are Now

We’re early into playtesting, but the journey so far has been incredible.

Every session teaches something new. Every challenge adds another layer. There’s still plenty to do—mechanics to tighten, narrative edges to smooth, and balance to refine. But that’s the nature of the climb.

And like any good climb, the way forward is steep, uncertain, and full of potential.

Want to Follow Along?

If this sounds like your kind of adventure, you can follow the development right here or over on Patreon, where I’ll be sharing:

  • Playtesting updates

  • Behind-the-scenes design notes

  • Story seeds and character prompts from actual games

  • Plus… a few surprises


The Ascent Has Begun

This is the start of something big.
A different kind of tabletop experience.
One rooted in hardship, built on trust, and shaped by the stories we tell together.

The climb has begun.
Let’s see where it takes us.

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