Joseph Arthur Ellis

@jarthurellis.bsky.social

Tech and game design at Plaid Hat Games. Anti-hate, anti-bigotry. He/him. I work on Forgotten Waters, Freelancers, Summoner Wars, Summoner Wars Online, and more.

Excited that Brumble Quest was successful enough in its Gen Con debut that we're working on the next one for 2027. I have 🎲✂️'d a lot of Brumble Games but my newest one is the pick. Follow me here if you want more info early! :)

Brumble Quest game cover. "The Point-Driven Party Game, by J. Arthur Ellis"

Is anybody who hangs out here in 🎲✂️ going to or know about the Community Playtest Night at #GenCon2026 ? Thinking about a design meetup with some of the folks I know, but maybe we should just go there instead ?? Looks like maybe they sold out and added a second set of tickets.

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Brumble Quest is an odd fit for the Plaid Hat catalog, a ten-minute prisoner's dilemma that plays with up to fifty people at once, although perhaps only with yardsticks or laser pointers. Despite its oddness, however, it's a near-perfect small-box production. My review: spacebiff.com/2026/07/20/b...

Delver’s Dilemma

Brumble Quest is a peculiar inclusion in Plaid Hat’s catalog. Unlike their other touchstones, whether expandable duelers like Ashes and Summoner Wars or comedy adventures in the vein of Forgo…

spacebiff.com

I'm designing a little poker-adjacent puzzle game. It's digital although you COULD play it with a 52-card deck if you were willing to do all the work. Base rule implementation is almost done, then will move on to animation/sound, modes, menus, etc. Will post progress in the 🎲✂️ feed if nobody minds.

screenshot of a simple protoype of a 4x4 grid with standard cards. Looks like a simple app.

I have done 🎲✂️ on a lot of games with asymmetric player powers, and I have NEVER regretted cutting down on timing windows early in the design phase. The fewer the better, and the more often the effects can be done by an active choice instead of a triggered effect, the cleaner it'll feel.

Is it possible to do good 🎲✂️ and produce a good game that you personally dislike? I don't think so. Every game I've made comes from what I want as a gamer. For example, I have no understanding of what people want out of a solo variant, so I should probably just stay away from such things haha.

Over the years, I've 🎲✂️ many Brumble Games and it has helped my design/developer skills immensely. Most of them will never be played by anybody besides my friends, but I heartily recommend doing small designs without a product in mind.

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So much 🎲✂️ discourse is about the tactics of game design, e.g. clever ideas, weird techniques. But most of what you need to be successful at game design is strategy e.g. a schedule for iterations, a system for getting honest feedback, a commitment to not calling it done until it's actually great.

Many hours later that post is still up, the photos are still up, and the only clarification is in the comments. Seems like they're happy to let less plugged in backers still take these photos at face value. Pretty scummy IMO.

🥧 suzanne 🥧@425suzanne.bsky.social · 3mo ago

If the factory provided this? YIKES. Also... it is pretty obvious instantly there are issues with the images. I'm really surprised it wasn't caught before being shared as progress.

post in comments from Steamforged: Hello all, the images were provided to us directly by the manufacturer. Production of 6 Siege is underway and is on track. We're investigating the images to determine whether the factory used AI during editing and will update once we have more information.

The thing that we all ACTUALLY want from AI is a sci-fi phone/computer assistant that we can just talk to casually and it opens files and moves folders around and does all that boring shit for us. So far the attempts, like Gemini on my phone, are beyond pathetic far WORSE than old google assistant.

There's just nothing like fresh eyes on a 🎲✂️ prototype. For ourselves (and the people playing with us regularly), we all have too much of what the game wants to be or has been in our heads. There just is no way to think your way out of it, you have to see what a new player sees.

My newest 🎲✂️ experiment: trying to design a regular-ass worker placement game. My games tend to have weird innovations in them, which involve a ridiculous amount of work and a lot of games that are dead ends. What will happen if I try something more contained?