Malrex
So ... slow work day? Every day?
Funny you should mention that. I keep referencing “stuff we’ve been working on since 2017,” and this is basically what I mean.This is what it is at its best. I think we've pretty much talked out mechanics for the time being, but I, for one, wouldn't mine talking about supplement design more. I was going to say "module design", but I think there's also room to talk about setting design and other splatbooks.
We’ve wrapped up a gods book for our setting (and yes—priests for each god, because it’s 2e!).
Writing is done and waiting on layout for a gnome kit book (surprisingly fun, even if it’s the least-played race), plus dwarf and human kit books. Elves are still in progress, and I also want to tackle a half-breed book (half-elves, half-orcs, halflings, and dwarmen) which I think will be doable with the way we are organizing our setting.
At the same time, we’re finishing a setting book and an optional ruleset built to sit alongside For Gold & Glory.
So yeah—supplement design, splatbooks, kits, gods, settings… that’s the stuff we’ve been living in for a long time.
One thing I’ve noticed is that developing a town/region first—say, a gnome town—and really working out its factions, trades, and internal tensions makes kit design almost effortless. Once the social dynamics are clear, the kits kind of write themselves.
Is all of this necessary? Probably not—and that’s the point. It’s optional. But it’s been genuinely fun to develop, and it’s made our gameplay at the table better as well as sparking ideas for new adventures.