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- Blades in the Dark
- Witchgates uses the core dice mechanic of rolling a pool of D6s with possible partial successes and consequences. Many other components, such as progress clocks, flashbacks, and elements of Stress were also adapted from Blades in the Dark.
- Burning Wheel
- Inspired the player-managed XP acquisition.
- Dungeons and Dragons
- Inspired many fantasy thematic elements and the comprehensive list of classes and spells helped litmus test the spellcasting and character creation capacity within the game.
- World of Darkness – Mage the Awakening
- Inspired the Free-form magic spell creation system, health mechanics, and many thematic elements. Many of the Arcana are adapted from Mage the Awakening, and although the final variation of casting spells turned out very different from that system, it still served as the foundational inspiration.
- FATE
- Inspired many of the more abstract mechanics and is the first game that led me to a narrative-first and justification based development philosophy. The use of scene Aspects and spending Fortune to create scene elements are core mechanics adapted from Fate.