What a Natural Eight Can—and Cannot—Do
After the work of choosing a method, counting dice and deciding whether the risk is worth taking, I still want the table to enjoy the throw.
Developer's Dispatches on design, history, systems, and other stories behind the P.A.T.H. Games title; P.A.T.H.: VIETNAM.
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After the work of choosing a method, counting dice and deciding whether the risk is worth taking, I still want the table to enjoy the throw.
There is a quick way to make me stop caring about preparation in a game. Let me make a careful plan, gather help and improve my chances—then quietly raise the target because the roll would otherwise be too easy.
Before I ask what a Soldier carries into Vietnam, I want to know what he was doing before somebody handed him the equipment.
There is a very familiar moment at a roleplaying table when the player looks at a small pool and begins negotiating. Could this count as help? What about the equipment? Surely being very determined is worth something?
“Can I roll for it?” is a perfectly reasonable question at a roleplaying table. It is also a question I want to answer with one of my own: what are you actually trying to do?
I have spent enough time moving numbers around a character sheet to know how easily the person disappears. You start with an idea for a young man, discover an efficient combination of ratings, and suddenly his entire chi
When I am working on a rules example, I have a useful test: could someone make this roll without me sitting beside them to explain what I meant? If not, I still have work to do. For P.A.T.H.: Vietnam (Pivotal Actions Thr
Earlier this year, after sitting on the idea for a very long time, I decided to give my own RPG settings a serious year of work. P.A.T.H.: Vietnam (Pivotal Actions Through History) was the project I kept coming back to.
This week I have spent a lot of time on what happens between the scenes. It is less photogenic than new art, but it matters: a parcel arriving, a tour surviving a reload, or a setting still doing what the player asked. I
I want to be able to put the tour down on one device and pick it up on another without wondering which version of the soldier will turn up. That is the standard I am working toward. A game asking for a year of someone's
I have been working on advancement, and the question that keeps me occupied is quite simple: what has this person actually learned? A year is long enough for someone to change. It is also long enough for a generous rewar
I have my own preferred reading pace and tolerance for noise, movement and flashing. They are not particularly useful defaults for everyone else. I want players to adjust the presentation and still have the same meaningf
I am trying to make the beginning easier to get into. There is a lot I want to explain, but wanting to explain it does not mean a new player wants all of it at once. The choice between a short briefing and the full induc
Ninety objects sounded manageable when I wrote it down. Then I started asking what each one looked like, how it was carried and where the player would actually see it. I still think this is worthwhile work. A list become
I have been working on the calendar again. There is the practical side, keeping the dates and the count toward home readable, and then there is the wall itself. Changing the picture when the month turns is a small pleasu
I found an original copy of A Pocket Guide to Vietnam and immediately wanted to spend time with it.
I thought the radio would be a piece of atmosphere. It has turned into programmes, fictional presenters, service announcements and songs. That is very typical of this project: I go looking for one small human detail and
I am giving the different supply routes their own habits because I do not want the whole tour to become one enormous shop. Drawing Army equipment, buying a comfort and asking someone for an unofficial favour ought to fee
I have folders of art now, which is useful until I discover I am reaching for the same familiar image again. The challenge is choosing a picture that belongs to this particular moment. A hometown, a wet camp and a letter
Should P.A.T.H.: Vietnam (Pivotal Actions Through History) be a web game, an itch.io release, a Steam game, an iPad app, or some combination of those?
It is 25 July 2026, four days after the OpenAI Build Week submission deadline.
I have been working on the sorts of fixes that are difficult to make exciting in a progress post. Nobody asks for a dramatic trailer about a button staying within reach. You certainly notice when it does not, though, so
The history is one of the reasons I keep working on this, and one of the reasons the work takes time. I want it present in the day without turning every scene into me standing at the front of a classroom. There is a pers
I want to write about stress, morale and trust without making three coloured bars do all the acting. The figures help me keep consequences consistent. The interesting part is whether you notice that someone has stopped s
I know some of this vocabulary well enough to forget it is vocabulary. That is usually a good sign I need to explain it. I want the Grunt's Dictionary close at hand so the writing can have a voice without making a new pl
The radio has become one of my favourite ways to let the outside world into a small scene. I can leave a soldier at his desk and still let news, a familiar voice or a ridiculous announcement change the feel of the room.
I have been resisting the instant medal pop-up. A game can award something immediately and make the transaction very clear, but I want a little distance between the event, the paperwork and the public version of what hap
Today I am turning a recurring development problem into a tool of its own.
I keep opening the calendar while I work. A date can look quite harmless on its own; put a departure date at the far end and suddenly every week has a different weight. I want the player to have that small ritual too.
I want taking a photograph to be a decision. Someone buys or borrows a camera, uses an exposure and chooses what belongs in the album. I find that much more interesting than handing out a completed scrapbook when the pla
I keep two records because I want to know both what happened and what it felt like. Those are related questions, but they do not always produce the same answer. The Journal and Tour Log are my attempt to leave space for
I do not particularly want to build a game about managing a bank balance. I do want money to pull the character in different directions: something useful here, help sent home, a plan for later. That is the reason I keep
The part I enjoy about building the Catalogue is the moment a purchase stops being a purchase. I can list a watch, a toy or a camera quite easily. Working out who receives it, and what it says coming from this soldier, i
I have spent a surprising amount of development time on the arrival of ordinary goods. I like that the PX truck can give the day something to look forward to without anyone needing to win a battle first. Sometimes dry so
I have been separating the things you have from the things you can actually reach. A useful item back in the locker is still yours, but it cannot help you from there. That sounds obvious until a game quietly lets the who
Every time I add an interesting piece of equipment, I am also adding something somebody has to carry. That is a useful check on my enthusiasm. I want packing to involve a few uncomfortable decisions, because having every
I want the Service Record to answer a question quickly. Who is this person, how are they doing, and what do I need to pay attention to? There is plenty to record. My job is to keep the paperwork from becoming a second to
The Field Desk keeps growing because I keep finding another part of the soldier's life that needs somewhere to live. The trick now is making it feel like a desk I can use, rather than a filing cabinet I have accidentally
I chose Major and Minor as practical labels, then immediately ran into the problem with them: a minor action can be the thing you remember. I want the schedule to make sense without telling you that a letter matters less
Dividing the day into four shifts is one of those small decisions that keeps affecting everything else I build. I need enough time for work and danger, but also for a letter, a wash or an evening that passes without beco
I am spending time on the arrival because I do not want the first patrol to belong to a stranger I just assembled in a menu. There should be a road into this: home, training, the trip and the slightly unpleasant discover
I keep being asked what kind of game I am making. Fair question. I have spent enough time trying different versions that I ought to be able to answer it without opening six tabs. The clearest answer I have is this: follo
I'm returning to P.A.T.H.: Vietnam (Pivotal Actions Through History) prototyping with more focus.
I have been looking at the jobs that make everyone else's plans possible. A working vehicle, a safe route and a clear report are easy to take for granted until one is missing. These are three roles I want to feel useful
I like the RTO because the job puts you in the middle of things without handing you command of them. You carry the connection, hear fragments of a much larger situation and try to make a useful message out of it. I want
When I work on the Medic, I keep trying to get away from the familiar game habit of treating a person as a health bar with boots. I want you to know who is hurt, what you have available and why you are trying to keep thi
I nearly wrote these two roles as an equipment comparison. That would have been tidy, and it would have missed the part I care about. I want the weapon to change what the squad expects from you, including the awkward que
I do not want the Grunt to be the role you pick because you have not read the other seven. I keep coming back to the ordinary work: carrying, watching, digging, waiting, then suddenly needing to get something right. That
I am working with eight roles for the first tour. That sounds like a tidy list until I start asking what each person actually does on an ordinary Tuesday. Getting those differences into the day is much more interesting t
I have spent a fair amount of time looking at character screens and asking myself whether I have made a person or just a very efficient collection of advantages. The numbers are useful. I also want to know who is going t
I keep returning to the part before the uniform. A person has already learned things, disappointed people, found work, left work and imagined a future before I ever ask the player to choose a military role. That is the b
This is less comfortable than a feature announcement and probably more useful: I need to take a break.
I have spent months building variations and I still do not know which version of the idea deserves to continue.
Earlier this year, I decided to give this idea the time I had been promising it for years. I have been sitting on some version of it for nearly a decade, and experimenting with narrative systems since 2019. There was no
Part of today’s story reaches back to 2022 and 2023.
P.A.T.H.: Vietnam (Pivotal Actions Through History) did not begin this year. I have been sitting on versions of the idea for nearly a decade, experimenting with narrative since 2019 and giving it more tabletop shape duri
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