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Made in Scotland

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The Independent Creators Bringing New Stories to the Table

There is something rather magical about discovering a whole world of creativity happening right on your doorstep. Sometimes, all it takes is a wander around a convention, a little curiosity and a willingness to strike up a conversation with someone who is passionate about what they do.

That was exactly what happened to me at Tabletop Scotland. Among the many wonderful stalls and displays, I came across The Indie Connection, showcasing the work of independent game designers from across Scotland. It was a brilliant opportunity to discover some of the creative talent working within the Scottish tabletop gaming scene, and it introduced me to Tanya, who would go on to give me a fascinating insight into the world of independent role-playing game design.

As someone who was born in Scotland, I have a particular fondness for celebrating the creativity that comes from this part of the world. We have an incredible history of storytelling, imagination and artistic expression, so it should hardly come as a surprise that some rather wonderful things are happening within our tabletop gaming community. Yet, independent designers do not always receive the recognition they deserve.

I wanted to change that, even if only in a small way. So, I spoke with three Scotland based role-playing game designers, Tanya, Aram and Alex, to find out more about their creative journeys, the realities of independent game development and what makes Scotland such an exciting place to be creating games.

What I discovered was a community built on imagination, collaboration and a genuine desire to bring people together. There is plenty of creativity, a healthy amount of eccentricity and, perhaps most importantly, a shared belief that some of the best gaming experiences come from people daring to do something a little different.

Three Creators, Three Very Different Journeys

Every game has a story, but so does the person who creates it. One of the most interesting things about speaking with Tanya, Aram and Alex was discovering just how different their journeys into game design have been.

For Tanya, role-playing games have been a lifelong passion. Their interest began at an early age, developing into running gaming clubs throughout school and university. They became part of the Glasgow independent gaming scene, which experienced a particularly exciting period of growth during the early 2000s.

An important influence on Tanya's own creative journey was playing the Nightfall games during the 1990s. Nightfall Games, a Scottish publisher established in 1993, has a long history within the tabletop role-playing scene, perhaps best known for SLA Industries. It is lovely to see how the work of one generation of Scottish creators can inspire the next, with Tanya eventually developing their own distinctive approach to game design.

Mum Chums Roleplaying game displayed on yellow background

Tanya has remained closely connected to the independent gaming world ever since, developing a wealth of knowledge about the creative community and the many possibilities that role-playing games offer. Speaking with them, it quickly became apparent that this is not simply a hobby or a means of creative expression. There is a genuine fascination with what games can achieve and the connections they can create between people.

Their own catalogue demonstrates just how varied independent game design can be. From Be Seeing You and Solstice to Mum Chums and The Thunder Perfect Mind, Tanya's work showcases an exciting range of creative ideas. These are precisely the sorts of games that encourage players to look beyond familiar conventions and explore what tabletop role playing can become.

Be Seeing you roleplaying game booklet on a table

Aram's journey has taken a rather different route. Originally from France, he lived in Canada before eventually finding his way to Edinburgh. His professional background is rooted in video games, having worked on larger productions, including Dead by Daylight. This experience has given him an interesting perspective on game development, particularly when comparing the structure and resources of larger studios with the freedom and challenges of independent creation.

Today, Aram is the head of Knot Knot Games, where his passion extends beyond simply creating games. There is a strong emphasis on providing a welcoming environment where people can develop their ideas, share their knowledge and encourage one another. It is a refreshing approach to an industry that can sometimes feel intimidating to those just starting out.

Aram is also passionate about what he calls the Indie Revolutions, and hopes that another wave of independent creativity is on the horizon. His own ambition is to become an independent game developer full-time, a goal that reflects his enthusiasm for the freedom and possibilities of creating games outside the traditional studio environment.

Pocket party game art

Alex's introduction to role playing games began in Poland, where she created her own games in a style that many of us would now recognise as homebrew gaming. A summer camp centred around tabletop role-playing games helped establish a lasting love for the hobby, eventually leading her to pursue that interest through gaming clubs after moving first to England and then to Edinburgh.

Her creative interests are deeply connected to history and folklore, something that shines through in her work. Alex draws inspiration from a variety of other media, including novels and the rich traditions of Eastern European folklore. Her game Wise Women is a particularly wonderful example of this. Inspired in part by reading a book about plant folklore, it demonstrates how an everyday interest can become the starting point for something much more imaginative.

Wise Women game art

Three very different backgrounds, three very different creative journeys, yet there is a common thread running through all of them. A love of storytelling and a desire to create experiences that bring people together.

More Than Just Rolling Dice

It is easy to think of role-playing games as a collection of character sheets, dice rolls and someone enthusiastically explaining why a perfectly reasonable action requires a rather complicated skill check. While these things certainly have their place, the real magic often happens away from the table mechanics.

When discussing what inspires their work, Tanya placed particular importance on human connection and disconnection. Relationships, the bonds we form and the ways in which those bonds can be broken all provide rich material for storytelling. For them, the most meaningful parts of role-playing games are often the transformative emotional moments that remain with players long after the game has ended.

It is an interesting way of looking at the medium. A memorable game does not necessarily need to involve defeating an enormous monster or saving an entire kingdom. Sometimes, it is a conversation between two characters, a difficult decision or a moment of unexpected understanding that makes an experience truly special.

Board games on a shelf in a bright room, with grey chair in front of shelf

Aram also highlighted the importance of collaboration, particularly between the Game Master and the players. Rather than viewing the Game Master as someone who simply directs the action, he sees the experience as a co-operative process in which everyone contributes to the unfolding story.

This approach gives players a greater sense of control over their characters and the stories they inhabit. Their decisions matter, their ideas can influence the direction of the game and the experience becomes something created together rather than something delivered to them.

Alex shared a similarly strong belief in collaborative storytelling, describing it as an essential part of making a game successful. For her, the interaction between players is not an optional extra. It is fundamental to the experience.

I think this is one of the most exciting things about independent role-playing games. They can challenge our expectations of what a game should be, offering experiences that are intimate, experimental, thought provoking or simply a little bit unusual.

There is room for all sorts of stories, and there is no need for every game to follow the same formula. Independent designers have the freedom to explore ideas that might not fit comfortably into a more traditional commercial release. That freedom is something worth celebrating.

Scotland: A Place to Make Something Wonderful

Table and chairs in a room with a decal on the wall depicting a robot hand holding dice

One of the questions I was particularly interested in exploring was whether working in Scotland presented any particular challenges or limitations for independent designers.

Thankfully, the answer was overwhelmingly positive.

All three designers spoke warmly about the Scottish gaming community, describing it as open, welcoming and full of opportunities to connect with other creative people. Rather than feeling restricted by their location, they have found a community that encourages experimentation and supports people who want to develop their own projects.

During my conversation with Tanya, I was fortunate enough to be given a tour of the Ancient Robot Workshop in Leith. I was genuinely in awe of this space. To find somewhere so well equipped and dedicated to creative development, so close to the centre of Edinburgh, was wonderful. Even more impressive was the team behind it and their commitment to supporting the wider tabletop gaming community.

Having previously written about Ancient Robot Games, I was already familiar with the community driven approach behind their work. However, seeing the Workshop for myself really brought home just how much this ethos extends beyond the shop and gaming tables.

The Workshop provides access to facilities, technology and support for people working on their projects. It is a fantastic example of what can happen when people recognise that creativity flourishes when individuals have the space and encouragement to explore their ideas.

It was genuinely impressive to see a venue dedicated to helping people turn their ideas into something tangible. Having access to appropriate equipment and a shared environment can make a significant difference, particularly for independent creators who may not have the resources to establish their own studios.

It also provides something that can be just as valuable as the equipment itself: community. Being able to exchange ideas, ask questions, share experiences and learn from others can help transform what might otherwise be a rather lonely creative process.

This is something that Aram is also passionate about through Knot Knot Games. His work in building a supportive community creates opportunities for people to develop their creativity and encourage others along the way. I would love to see this community continue to grow, potentially developing into a physical creative space of its own in the future.

There is something particularly special about these kinds of environments. They help make game development feel accessible, rather than something reserved for people with years of experience or an impressive collection of expensive equipment.

Tanya was particularly enthusiastic about the opportunities available to aspiring designers today. With access to professional grade software, welcoming creative communities and people willing to share their knowledge, there has never been a better time to start making a game.

That is an encouraging thought. The barriers to entry are gradually becoming less intimidating, and the willingness of experienced creators to support newcomers helps ensure that knowledge is shared rather than guarded.

Of course, having the opportunity to create a game does not necessarily mean that the process is easy. Aram offered some particularly valuable advice about the importance of flexibility. Ideas evolve, projects change direction and the creative process itself can have a significant influence on the finished result. Designers need to pay attention to the relationship they develop with their projects and recognise when an idea needs to change.

It is easy to become attached to an original concept, particularly when you have invested so much time and enthusiasm into it. However, sometimes the best results come from allowing a project to develop naturally rather than trying to force it into the shape you initially imagined.

Alex also raised an important point about recognition. While Scotland has a positive and supportive creative community, there is still room for greater acknowledgement of the work being produced by independent designers.

Many of these creators are developing games alongside full-time employment and other responsibilities. Their projects are passion driven, often requiring considerable amounts of time, energy and dedication without the financial backing of a larger studio.

Yet the quality of the finished work can be every bit as impressive as that of more established names, and sometimes even surpass it.

I think this deserves more attention. Independent designers should not have to be backed by a major publisher or supported by a large development team to have their work taken seriously. The creativity, craftsmanship and dedication involved in producing these games should be recognised in their own right.

The Future of Independent Role Playing Games

Table and chairs in front of bright window

Looking towards the future, there are plenty of reasons to feel optimistic about the tabletop gaming world. There is a growing interest in role-playing games, with popular culture continuing to introduce new audiences to the hobby.

Shows such as Stranger Things have helped bring tabletop gaming into the mainstream, while Critical Role has demonstrated just how compelling collaborative storytelling can be when shared with a wider audience. The renewed enthusiasm surrounding traditional role-playing games, particularly Dungeons & Dragons, is certainly welcome. More players discovering the joys of tabletop gaming means more opportunities for people to explore the wider hobby.

However, there is perhaps a little frustration in seeing so much attention directed towards the familiar names while independent games remain relatively undiscovered. Tanya echoed this sentiment, particularly in relation to the enormous audience that Critical Role has attracted. It is fantastic to see so many people becoming interested in role-playing games, but it would be wonderful to see some of that enthusiasm extend towards the independent designers exploring the medium in their own ways.

After all, there is so much more to role-playing games than the titles that dominate shop shelves and popular conversation. Independent designers are bringing fresh perspectives, new experiences and different approaches to storytelling, helping to make the hobby more diverse and exciting. Hopefully, as more people discover the joys of tabletop gaming, they will also become curious about the smaller games and creators waiting to be discovered.

Of course, no discussion about the future of creative industries would be complete without acknowledging the rather enormous elephant in the room: artificial intelligence.

AI presents some interesting possibilities, but it also raises important questions about the future of creative work. There is a risk that an overreliance on generated content could undermine the very thing that makes independent games so special: the human imagination and personal experiences behind them.

Tanya was particularly concerned about the impact of generative AI, believing that it takes away from human creativity and could create a whole host of problems that people will eventually have to spend time correcting. They hope that this is simply a phase that will pass rather than something that becomes permanently embedded in creative industries.

Aram shared a similar outlook, explaining that he has little interest in playing games made using generative AI. For him, much of the joy of tabletop gaming comes from the human experience behind it and the work that goes into bringing an idea to life.

Alex was equally sceptical, raising concerns about the ethics of generative AI and the way it takes away from the incredible work produced by human creators.

It is difficult to disagree with the importance of these concerns. For me, one of the greatest attractions of independent role playing games is knowing that they have come from somebody's individual creative vision. There is a person behind the ideas, the writing, the mechanics and the stories. There are experiences, influences and perspectives that have shaped the finished product.

That human element matters. It is what makes creative communities valuable and what gives independent games their distinctive character. Technology may change the way games are developed, but I hope the desire to create something personal, meaningful and original remains at the heart of the process.

Another important consideration for the future of the gaming industry is the people working within it. Interestingly, all three designers also identified unionisation as something they believe will become increasingly important.

The recent controversy surrounding Rockstar Games has brought this conversation into sharper focus, particularly here in Scotland. In November 2025, Rockstar dismissed a number of employees, with the Independent Workers' Union of Great Britain alleging that the dismissals were connected to attempts by staff to organise collectively.

The situation has highlighted wider questions about working conditions, employee protections and the power imbalance that can exist between workers and large gaming companies. While the circumstances of the Rockstar dispute are specific, the underlying concerns are relevant to an industry that relies so heavily on the creativity and dedication of its workforce.

For Tanya, Aram and Alex, unionisation is an important part of what the future of gaming should look like. As the industry grows and the pressures of development continue, having a collective voice and greater protection for workers will become increasingly necessary.

It is perhaps an unfortunate reality that an industry built around imagination, collaboration and bringing people together may need stronger collective organisation to protect the people who make it possible. However, ensuring that creative workers are treated fairly should be just as important as celebrating the games they produce.

There is also enormous potential for more diverse voices to find their place within the hobby. As interest continues to grow, so too does the opportunity for designers from different backgrounds to share their perspectives. More experiences, more stories and more ways of approaching the medium can only enrich the tabletop gaming world.

A Little More Recognition, Please

After speaking with Tanya, Aram and Alex, and getting a glimpse of the work happening within Scotland's independent gaming community, I came away feeling genuinely inspired.

What struck me most was not simply the quality or variety of the games being created, but the people behind them. Their enthusiasm, generosity and willingness to support others demonstrate exactly what makes a creative community thrive.

There is something rather wonderful about a group of people who are not simply interested in making games for themselves, but who actively want to help others do the same. Whether through shared creative spaces, gaming communities or simply taking the time to offer advice, this generosity is helping to make independent game design more accessible.

I also came away with a renewed appreciation for just how much talent exists within Scotland. From Tanya's exploration of human relationships and emotional storytelling to Aram's commitment to collaborative creativity and Alex's fascination with history and folklore, these designers demonstrate the extraordinary range of experiences that role-playing games can offer.

I started this article because I wanted to shine a little light on the work being produced in my birthplace. Having spoken with these three wonderful creators, I am even more convinced that it deserves to be seen, shared and celebrated.

So, the next time you are browsing for a new tabletop adventure, perhaps take a moment to look beyond the familiar names. Seek out an independent designer, explore a smaller publisher or try a game that challenges your expectations.

You might discover something unexpected.

And if you happen to find yourself at a Scottish gaming convention, keep an eye out for the independent creators sharing their work. Stop for a chat, ask about their games and give them the opportunity to tell you about the worlds they have created.

You never know. You might just discover your next favourite game.

After all, Scotland has never been short of storytellers. It seems only fitting that we should have a few more creating adventures around the tabletop, too.

About the Author

I'm Kirsty, a Zatu Games blogger and writer based in Edinburgh, Scotland. I'm incredibly proud of my Scottish roots and love embracing gaming in all its forms, helped along by the wonderfully welcoming community and places such as Ancient Robot Games. I have a particular soft spot for independent gaming and love championing the talented designers and passionate creators behind these projects. For me, the tabletop gaming world is about so much more than the games themselves. It's about creativity, connection and being part of a community that makes everyone feel welcome.

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