Léonard Remartini

Finding Passion

A long list of TTRPGS projects

Original Design on Old Ideas

Throughout the years, I’ve conceived many TTRPG adventures for friends, yet never opening a D&D playbook for inspiration:

-On every campaign a new original system for the current adventure.

-Every adventure, a new curated soundtrack of different artists.

It was the start of my journey through Designing Game System, and something I still do on my spare time to this day.

Here are but a few of these adventures:


Mixing different genres, Akashic was an inter-dimensional cosmic adventure based on the manga series “Tsubasa Chronicles” as well as a mix of other franchises, where the players travelled through various universes.

It’s system was particularly interesting because intangibles things (Such as emotions, friendships, memories, one’s fate, etc.) could be used as a currency to exchange and acquire powers or other things. These exchanges were link to a set of universal rules that transcended each individual world and their magic systems.

Nitpicks: Attempted to gamify the adventure to too high a degree. There was large skill-trees, skill points to spend, a literal completion list of things to collect in each visited world.

Some thoughts on it written here:



Dreamkin was a short adventure using an original world and magic system based on using parasitic dream worlds that encroached into the real one. It's a story of fighting off both nightmarish monsters, and the human hearts who conceived them.

This was a particularly interesting system where all statistic where also followed by a specialty that forced played to approach and manipulate the field in various ways to gain an advantage. And because of the themes conveyed in the story of loss and facing fears, the climax was particularly enthralling.


A pure horror adventure with an original Sanity/Mental Health system that forced my close friends to play as themselves in a horror setting inspired by a series of Lovecraftian tales set into real world locations.

A good use of music and ambiance during play sessions and a unique horror mechanic that left players wondering in a meta way it's inner working and rules made it all the more mysterious.


SP4C3 was a long science-fiction adventure inspired by the Borderland universe, setting 2 teams of 3 players against each-others in a race for Bounty. It was designed from the start for PvP. It's soundtrack and story still echoes as a very classic for me.

While the initial setting wasn't incredibly original, it evolved over the years into it's own thing and it's almost constant PvP made it for an campaign unlike any others with a climax of galactical scale. It's final epilogue session happened in a rented church with a whooping 10 players at the table I had to manage.


An overly ambitious idea.

A time-travel mystery set in a school building, with paranormal events and many plot-twists. 2000 students, 150 of which were written NPCs, with lists of what happens at every minute of the day for all of them, on parallel timelines.

It was a very complex thing that was only achievable at the time because it was only thing I had to dedicate my time and life to and could never be repeated.


My first adventure. The stats and mathematics were poorly balanced and the setting was a very simple one, though it did have a few twist. The players were 1700s pirates on the run, finding a lead to a mysterious tower where they learn of how their world isn't actually historically accurate. It is but a second world built anew atop the remains of an ancient civilization of modern humans.

Players had secrets roles, special dice resources, and powers and the many narrative twists made me and my players into TTRPG players for life.