For my MA thesis I designed a tabletop role-playing game, based around the fundamental design-aspects of accessibility and possibilities. The result was this unconventional RPG, set in a world overrun by massive walking islands and the anthropomorphic character that live on them.
Each of the five main races visualizes one of the five attributes used by the core mechanics: bears for strength, frogs for agility, foxed for charisma, tortoises for intelligence, and mice for perception.
The society is governed by three major factions, with the players belonging to a neutral fourth faction. Each walking island–org Gargan–has its own habitat and cultures, allowing for concise fields of exploration and adventure, with clear boundaries.
The game uses 5 unique dice for its action-mechanic. Blue action dice increase the chance of success; added based on the tested attribute. Green skill dice upgrade actions; added if proficient. Red defiance dice increase the chance of failure; indicate difficulty. White benefit dice and black detriment dice show advantages and disadvantages.
Dice show icons instead of numbers. Success-icons are counted against failure-icons to determine the outcome of an action. Advantage-icons are counted against hindrance-icons to see to what degree the action passed/failed, and there are some more icons that relate to exhaustion and the passing of time.
Art by Isabella Koelman.