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Ten Rules of RPG Design
  The Rules Every rule requires a reason.   The rules of the game dictate the stories that can be told with that game.   Everything you design should be in service of your goal.
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If you like Over the Mountain check out...
Princess with a Cursed Sword   - A solo journaling game
The Devil Would Be Proud (1E)   - A mephistophelic solo journaling rpg
Global Dragon Egg Conservation   - A solo journaling game about taking care of dragon eggs
Roommates: I'm Just Not Sure   - A Solo Journaling Game
Tavern at the End of the World   - A solo journaling game
The Empress and her Seer   - A solo journaling game
Village Witch   - A solo journaling game about a witch finding a home.
English Eerie Second Edition   - Rural horror storytelling for 1-4 players
Turn   - a slice-of-life, rural supernatural RPG about shapeshifters in small towns
Sigils in the Dark   - Solo journaling game and GM supplement.
Bumbling   - A solo RPG about bees
Whispers in the Walls   - a solo journaling game you play in the dark
If you like BALIKBAYAN: Returning Home check out...
Wanderhome (Full PDF)   - A pastoral fantasy tabletop RPG about traveling animal-folk and the way they change with the seasons.
Far From Home   - A game about immigrants and outsiders
Molotov College   - Super-powered Misfits Resisting the Doomed Future
Nasty, Brutish, and Long   - An RPG about Class and Revolution
Burnout Reaper   - a cruel and gory cyberpunk ttrpg
Village Witch   - A solo journaling game about a witch finding a home.
Venture & Dungeon   - two tabletop roleplaying games with a new perspective on the traditional high fantasy genre.
Your Care Is...: A Wanderhome Supplement   - A collection of playbooks for Wanderhome
venture   - a game of introspective heroic fantasy.
Cyber//Core; HACK   - A fast cyberpunk hacking TTRPG
Feathers   - a slice-of-life game of fallen angels and Belonging Outside Belonging
Village Witch Post   - A postcard game for a witch writing letters about her new home.