Wednesday, 12 May 2021

Tiny Teddies Go To War ruleset cards!!!

 Melbourne convention staple and tradition Tiny Teddies Go To War is now available in card format and is COMPLETELY FREE FOR DOWNLOAD!

You can download the file here, print it out, cut it out, and get on your way to diabetic disaster before you know it!

Friday, 23 April 2021

The Sad Loss of ATGN

 This blog has been really quiet for a few years, primarily because I've been writing any gaming pieces that come to mind on Australian Tabletop Gaming Network (

Sadly, ATGN is coming to a close. I'm very grateful to ATGN and it's editor in chief Toby for being so encouraging and kind in letting me write for them. I'm sincerely moved.

So without that outlet, I'll hopefully some be returning to this space more. Certainly I'll need it to preserve some of my articles for posterity.

Otherwise, I'll be looking into Twitch...

Tuesday, 30 June 2020

Tiny Teddies Go To War rules update

For those of you who love edible tabletop games, the ruleset for Tiny Teddies Go To War we used last year at Pax Aus is now available for your print'n'play enjoyment!

Simply click on the link, muster your forces, and get battling!

We recommend inserting your cards into plastic slips to protect them.

Note: no scenarios included. Tell us your favourites :)

Some optional rules we like:

The Rambo Reroll: The last survivor of a Teddy Trooper squad gets to reroll all failed rolls. Avenge your fallen comrades, little fella!

Into the Fray: During the first Round all Teddy Trooper squads may double their Move. This gets the action happening much faster.

Reroll Pools: Each team gets a number of rerolls to use during the game. We like to use party poppers. Between three and six rerolls should do the job.

Update on my work

It's so nice to see that people are still reading roleplaygreenroom articles and I feel bad for not updating the site for ages. The main reason is that I'm now writing articles and reviews for Australian Tabletop Gaming Network which can be found at

I still want to update this blog when I have content that isn't appropriate for there, but it gets a lot more traffic than I can get on my own and I'm supported by a good team while also getting a small measure of credibility.

Please check out if you get the chance, where I still go under the ivan name. Or find me in real life where I also have the ivan name. To be fair, I'm just generally ivan.

Saturday, 2 March 2019

Fools Haven RPG Setting Kickstarter

Red Genie Games and I have just launched a Kickstarter for comedic adventures in the Vague World city of Fools Haven! Please check it out!

Check this link for more information!

Wednesday, 26 December 2018

The Two-Star Generic RPG Design Method

Want to make a tabletop roleplaying game but don't want to engage any creative thinking? Well the Two-Star Generic RPG Design Method is for you!

Yes, in twelve easy steps you too can create a completely uninspiring roleplaying game which is bound to earn at least a couple of thousand dollars on Kickstarter from a bunch of well-meaning gamers who don't know any better!

Best of all, the Two-Star Method is completely free! After all, you've already seen it a billion times.

  1. Create a core system. (For OSR games you may be able to get away with three or four core systems, depending on how far you wish to lampoon the genre.) The best place to put this core system is approximately page 207.
  2. Take the six Attributes from D&D, remove one or two, rename a couple of others, and add Perception and/or Luck to the list.
  3. Settle on a Skill list (though you may rename them Abilities if you like.) Link each Skill to an Attribute somehow and maybe even divide them up into multiple categories. Somewhere around twenty Skills is great, although if your game is made in the '80s you'll want about 200. Alternatively, if your game is trying to impress Jason Morningstar or Ron Edwards just leave empty spaces and let the players fill it in themselves after giving a few vague examples such as "Sharp As A Knife," "A Cat Has Nine Lives," or "Roast at 180 Degrees Celsius and Baste Every Ten Minutes." Don't worry; one day they're bound to respond to your comments on their blog posts.
  4. Adapt the Attributes and Skills to suit a bunch of different fantasy races. Elves and Dwarves are no-brainers. If you're going to have half-orcs you'll probably want to overlook the whole... umm... yeah.
  5. Decide whether your game is going to have classes. Either way, justify your decision by make snide references to another popular game that took the other route.
  6. Design a combat system. If you included combat Skills in step 3 you may think most of your job is done, but don't become complacent. Here's where you get to make a weapon chart and make sure your favourite weapon is the best (anything that you trained in for three lessons when you were nineteen is a bonus.) Also, remember to make grappling rules either useless or overpowered.
  7. You're now going to want to go back to character creation and include a bunch of subcategories to make combat work. Health points! Movement scores! Resistance modifiers! You'll have a lot of fun here. Don't forget to call them something like "Derived Ability Ratings, or your DAR for short." Oh, and now you'll need to remember whether to spell it "defense" or "defence" though if you aren't going to pass your game by an editor it doesn't matter much.
  8. Everyone wants versatility, so include a system to allow PCs some kind of individuality. Call these Feats, Quirks, Merits, Edges, or something like that. Only allow starting characters one or two at most, but make sure you include one or two hundred to choose from so that it takes the best part of an hour to read through them and decide which one you want. If this system becomes unwieldy, just claim that it was always optional.
  9. Add a magic system. Divide magic up into several types depending on flavour, but make sure to include necromancy, illusion, something for paladins, and something that casts fireballs. It might seem wise to include a game system where players can design their own spells, but not only is that rather advanced game design but it means you'll miss out on getting to pad out your gamebook with 200 pages of spells that you've designed. This not only makes your game extra expensive (ka-ching!) but it makes you look diligent and creative. Even better, you can market it as a bonus on your crowd-funding, and even add an extra hundred as a stretch goal!
  10. Throw in a list of stats for monsters. Orcs, wolves, dragons, zombies, liches, minotaurs, giant spiders, and ogres should start you off nicely. 
  11. Add a character sheet. Make sure anything that will be constantly updated, changed, or erased is in the centre of the page so that when it inevitably wears through the player will need to replace the whole thing and not just an edge or corner. 
  12. Pay good money for up to ten good pieces of art to put near the front of the book. Litter the rest of it with random sketches you got on the cheap from mates.

Oh, and a thirteenth step as a look into our advanced class:

13. Spend three and a half minutes on an index. Nobody will ever use it anyway because your rules explanations are just so clear and intuitive.

Thursday, 14 September 2017

The Spotlight

A little video showcasing a few of my nerdy toys and particularly a little lantern I call the Spotlight, which has become one of my favourite roleplaying tools. I may go into more depth in future if I feel inspired. Forgive my horrid cold, by the way.