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Grit and Resolve

Expedition 9 – Discovery

Expedition 9 - Discovery

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, it helped me to see where I was and where I was heading.

My 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 Expedition process is what I have built to do exactly that.

It is not a polished, formal framework, but it is built on grit and resolve as much as process. It is a mix of the project management techniques I learned back at university, combined with years of personal trial and error. 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.

What I Achieved During Expedition 9

Looking back, I got a lot done.

  • I created the first journal entries.
  • I advanced the 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 process worked. The key thing is that I was able to shape it as I went, and, with grit and resolve, keep climbing. 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.


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Dragon of Icespire Peak

Grit and Resolve: A New Era in Survival Tabletop Games

Since the start of 2025, I’ve been immersed in something new. This endeavor blends my love for storytelling, game mechanics, and the raw, unfiltered nature of survival. It’s called Grit and Resolve, and it’s shaping up to be unlike any tabletop experience I’ve worked on before.

At its core, Grit and Resolve is a game about perseverance, about pushing through adversity not just as individuals, but as a team. It’s about the moments when everything seems lost, and the only thing keeping you going is the memory of why you started in the first place. In this game, you don’t just track stats. You track the weight of experience. You build resolve from every hardship endured.

The design has evolved rapidly over the last few months. I’ve reworked and refined a unique resource system that captures the tension of endurance: Grit, which represents the group’s collective stamina and resilience, and Resolve, the strength forged from hardship. Together, these form the backbone of a survival-driven narrative where every decision, every sacrifice, and every hard-fought victory carries lasting weight.

One of the most exciting developments has been shaping the way players interact with the world. There’s no omnipotent storyteller here—just a team facing the mountain, defining their own journey through shared decisions and dynamic storytelling. The game’s mechanics, from risk-taking to resource management, are designed to foster collaboration, tension, and the kind of immersive experience that sticks with you long after the dice stop rolling.

Grit and Resolve is still taking shape, but the foundation is set, and the first expeditions into playtesting have been both illuminating and inspiring. There’s a mountain to climb yet. We need to balance mechanics and fine-tune narrative integration. It is important to ensure every challenge feels meaningful. But that’s part of the journey. And just like in the game itself, the only way is up.

If you’re intrigued, you can follow along with updates here or over on Patreon, where I’ll be sharing insights into the design process, playtesting notes, and the stories that emerge from this adventure.

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

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Dragon of Icespire Peak

All is not as it seems

In this episode our intrepid adventurers followed the hulking form of what appeared to be a walking tree into the woods to recover Petunia, the forlorn prized cow of Big Al.

Who took her? and why? they do not know? With Azag’s quick thinking they were able to place a hunter’s mark on the tree before it got out of sight unable to match its gargantuan stride it disappeared into the distance, leaving an exhausting fog cloud slowly dissipating behind it.

As they gave chase the path before them twisted and turned and soon the trail went cold. Two clear paths laid before them but which one had their quarry taken, one path was lined with purple Monks Hood  and the other with pink Ragged Robin flowers.

They spent some time inspecting the plants and eventually Ko’ganoth sent some bolts of eldritch energy into the forest, as he did, he noticed something strange, the bolts seemed to pass through the Monks Hood flowers. With this realisation the veil was then lifted from his eyes and he saw that the Monks Hood was not real but some sort of illusion.

The party debated amongst themselves before picking the ragged robin path.

As they moved through the forest the terrain about them changed, what was once a deep forest with tall pine trees now turned to a hilly path with oak and elm trees, autumnal leaves spiralling from the sky small red breasted birds flittering between the branches stopping to chirp and sing as the party passed below.

They next came to a scene verdant and green, again two paths, again a choice of two flowers. This time one path was lined with white Water Hemlock, the other with pink Ladies Mantle and no other trace of their quarry had passed this way, suspicious of the scene the party all stopped and took their time to inspect each path, again ko’ganoth blasted at the scene but nothing seemed out of place to him this time, however Ava and Varis with their keen Elven and Half-Elven eyes, noticed something untowards and felt the path with the Water Hemlock seemed the better choice. The next path ran alongside a babbling brook, a light spray of water refreshed them as they walked alongside it.

Before long the path split again in 2, bright yellow Marsh Marigolds, dotted the path to the left or large pink Angel Trumpet plants with long pink flowers led to the right.  After a long debate between the allies, they decided the Marigolds represented the right path for them. As they continued along this path the once beautiful forest scene became a menacing boggy wetland. A magical darkness descended about them with the buzzing of small bugs and a low-lying fog pervading the area.

Had they made the right choice, where was the tree? and what had happened to Petunia?

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Dragon of Icespire Peak

Bringing Cryovain to life

Over the past year I’ve been running the Dragon of Icespire Peak campaign for some friends. We are using Roll20 for a virtual tabletop and Discord to provide the audio platform.

Before I even started running it, I decided I needed to further embellish the content provided with the adventure. I’ll cover some of my campaign building in a later post as I want to give an idea of where I am up to with my current work in progress right now.

To bring the story to life I’ve been providing sound design for the introduction to each quest. Not one to stop at one discipline  I’ve spent the last year making videos in Camtasia to build increasingly complex visuals to go with the audio experience.

This brings us to today, I’m now working on creating an animation of Cryovain landing in front of the players and breathing ice all over them as if it were the start of a huge battle with the dragon. I’m working my way through hours of blender tutorials to try and pull this video together. I hope to use the finished product as the opening gambit with the players to scare the willies out of them. 

Here is a little still image as a teaser for what is to come.

White Dragon Flying