GREED is a diceless TTRPG where checks/attacks/interactions are dictated by a deck of cards. I developed this game over the course of three years, my first solo game design project.
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The goal in designing this game was to create an experience in which players have to take risks at every turn. Nothing is guaranteed in this game, from the next location to the enemies that are randomly encountered, all except the loss a characters mind.
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Overall this game was one of the most exciting projects I have completed. The design process (initial designs, refining, refining, editing, refining a bit more, and so on...) was one of the most fulfilling feelings. Holding the final product was a joyous moment, this is the first of many games I have in the works and its completion marks the beginning of my Game Designing journey.
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The biggest challenge in creating this game was maximizing tension, the innate horror of the inknown, and players' enjoyment. The rules of this game are built around the rules of blackjack, 21 being the maximum value of the cards a player could reach. instead of "HP" players have a set of chips that they can use to gamble which represent the player's sanity, lose enough and you go insane, lose them all and you become a monster.
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Gambling gives players agency in an uncertain situation however without "HP" to have enemies deal damage and risk death players have too much power. This led me to design enemies to force gambling as much as possible and manipulate the results to give players a sense of danger and risk.
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