An Improvised Blog

Assembly Devlog v.1.1

Patch Notes can be found down near the end of this post!
If you’re interested in checking the game out, you can find it here: The Assembly

Preface

I’ve been working on this too much and it needs to stop.

Recently, I participated in a Game Jam on Itch, the TTRPG Bookmark Jam hosted by Unknown Dungeon1. It was great, there were tons of entries, some focused on traditional mechanics or condensing dungeons into a compact format. Other games increasingly bent the nature of how one interacts with a book as they read it. This was a route I explored, drawing great inspiration from my practice outside of game design. Mechanically, it focuses on mutilating the text, similarly to the cut-up methods of Acker and Burroughs2 (I hate giving these bozos the credit, but canonically, it works.) In flavor, it’s loosely inspired by an insane DMT trip I had years ago, as well as Half-Life’s infamous G-Man3.

The Game

My first uploaded version was basic. You read, encounter characters, and recruit them as “Assets” to manipulate the story. I’ve always enjoyed the accidental slip of flipping a couple of pages ahead and glimpsing an event yet to come. Sometimes you’re too far in advance to recognize the seeds planted for it to occur. I wanted to emphasize this by bringing it into the game where these characters aren’t necessarily jumping forward in time, but instead being activated to access a later point in the story. For this, I ruled that each time the character is mentioned, it triggers this occurrence (I’ve labeled this occurrence as Interventions within the game). Although there may be another novel way to induce this effect, I like the idea of their mention being a trigger to echo further into the story.

Besides these basic mechanics of Interventions and Assets, I had incorporated a basic method of recruiting these Assets using a roll above system on a d20, the same die type used in most games, and the only die needed for this one. There’s an increasing difficulty rating I’ve labeled “Recruit Rating”. It begins at 10 and increases by 2 for each Asset you have on your Roster, maxing out at 20. It was only in editing this minor update recently that I realized there’s no need to reach 20, as you aren’t able to recruit another Asset if you’re already at 5. I’ve left this as I have also added some other mechanics that push & pull on the player’s ability to play the game itself.

Thoughts on Changes

One issue I found in playing the first version myself was the uninhibited usage of different Interventions. I felt a bit like I was able to make any change I wanted without worry of the book fighting back. That was an element I wanted to bring forward. While I love this for its ability to facilitate a crafty experience when reading, it was ultimately distracting me from the narrative and a coherent goal I would typically aim to create within a solo-play game such as this. To counter-balance this feeling, I’ve tinkered with some pre-existing systems and introduced a new one. Firstly, I’ve changed the name of the Asset Modifier to “Experience” because it’s a value that increases as an Asset intervenes in the story. This hasn’t changed much, as it’s still able to aid in recruiting new Assets when a preexisting Asset is referenced/mentioned on the page. However, it has an additional function in reducing the threat level I’ve named “Influence”. The new system of Influence acts simply: As you Intervene in the story, you have more Influence over it. If you have too much Influence, the story will notice. This was implemented to bring this back into a territory where you can lose. I don’t mean to limit a creative force when it’s ploughing ahead, so if anyone wants to ignore it, please do! However, I intend for this game to be an exercise that balances both a creative and strategic method. Influence has very little bearing on gameplay besides being a tool for locking the player out should they get messy with their gameplay. For this, whenever you finish a session of reading/playing the game, you roll a d20 and see if you’re able to roll above your Influence; if you fail, you’re done, “dismissed”. (YOU'RE FIRED) I have some future ideas for what happens after this failure, but I’m still figuring out the logistics of it (I may be biting off more than I can chew lol).

While I was happy with this addition, a fear of balancing began to brew. How does a player mitigate their increasing Influence on the narrative? How could I creatively allow them to reduce it? This is where the Asset’s Experience comes back into play. Previously, I had the conditions when Recruiting, wherein a failure would reset the Utilized Asset’s Experience and possibly Dismiss them from your Roster if they lacked Experience. Adding more to Dismissal as a tool, now whenever you Dismiss an Asset, you reduce your Influence by 1-3, depending on their Experience. I imagine this will allow players to cycle Assets throughout a story, dropping some as they phase out and picking up new ones as they’re introduced. While that balancing act rewards them for doing so, it incentivizes them to read for longer sessions, so they’re rolling less frequently.

Additionally, I will now refer to Asset actions at large (Interventions & Recruitment) as Utilizing. Any Utilizing of an Asset can grant them Experience. However, Assets can only gain Experience from Recruiting another if successful, Recruiting doesn’t risk increasing Influence.

I’m still testing some of these changes myself, so I may have other edits to come. I have made some other smaller edits that are less consequential to gameplay, such as changing some terminology and editing text for clarity/formatting.

This update will coincide with the submission of this game to the “Barely a TTRPG” Jam hosted by Jellyfishlines4, and the “Forever Open Source 2025” Jam hosted by Rev Casey5

With this, I will be publishing v.1.1 of The Assembly under the Creative Commons Attribution-ShareAlike 4.0 International License6. Allowing anyone to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes. If you remix, adapt, or build upon the material, you must license the modified material under identical terms. Sorry, not sorry.

v.1.1 Patch Notes:

New Additions:

Influence

Utilizing

Experience

Dismissal

Gameplay Changes:

Goal

Instructions

Interventions

Recruiting & Dismissal

License Change:

The Assembly © 2025 by Improvised Being is licensed under CC BY-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/4.0/

  1. TTRPG Bookmark Jam

  2. Cut-Up Technique

  3. G-Man Speeches 1998-2025

  4. "Barely a TTRPG" Jam

  5. Forever Open Source 2025 Jam

  6. CC BY-SA 4.0 Details