austin

here comes the boy

writer | storyteller | podcaster | ???

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in reply to @austin's post:

I was at that place with this proejct like... a year ago. And that happened many times and I got it to a place I was happy with and thought I was approaching a broader playtest release, which I need to do because of some other commitments tied to it. But, after some more limited playtesting, I hit a big knot in the design, so now this is one of those things I need to bash my head against until I fix it so that I can stay on schedule with its planned release.

That is the counter of the joyful free ideas, where you just have to squeeze blood from a stone. I wish you the best of luck! The only strategy common to every project I have is to talk it out as much as possible and let ideas out of your head so new ones can come in.

I've been here for months with my current ttrpg project and I've just recently found a way to slowly start unraveling it, but while the peripheral tangle is starting to make sense, there's still like a hard knot at the core that's resisting every attempt I make to pick at it. And it's like I can't even not think about it, because the feeling is there at all times, whether I'm actively trying to work on it or not.

Just have to push through it and find a solution, I guess, but these are the hardest parts of any project.