Submissions open from 2026-10-01 16:00:00 to 2026-12-01 17:00:00
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Let's Speculate!

We're looking for tabletop games that don't just teach like a textbook, but fundamentally break new research out of academia and let it flow into their creative missions, systems, and worlds. We want players to imagine new futures through the roles they play.

These games do not inherently have to be science fiction, but should creatively apply the core ideas and themes of recent research to their work. How does a laser designed to create pharmaceutical medicines create a micro-civilization of mind-wiped botanists on its station? If human-made noise can affect the metabolism of creatures, how does a town use sound to affect where the basilisk roams?

Our goal is to keep education secondary to entertainment, while still giving players a look into the modern state of science and technology and how they might realistically or thematically shape the future. We want players to encounter new research because it makes the game more interesting, not because they are being asked to learn a lesson.

One of the requirements for this Game Jam will be to utilize recent real-world science and tech papers in your project's construction. 


How do you do this?

For deeper insight, I recommend reading Building Aliens From Scientific Literature and Integrating Science into TTRPGs: Dos and Don'ts.

Overall, it's mostly about hopping onto Google Scholar, searching for a random animal, plant, or concept, and seeing what looks interesting. From there, if the paper is accessible, read the summary, Google anything that's confusing, and pick out whatever sounds neat. You don't need to understand every detail of a paper. You're looking for that one interesting idea that makes you think, "I could combine this with this other thing and make something neat!"

Rewards

  • Featured Writing: The top three submissions will receive a detailed blog post on The Holistic Die. Past examples from the Help the Hive! Jam can be found here and here.
  • First Place: First place will receive
    • Cash: a $30 prize via PayPal, Venmo, or Zelle. To help keep science accessible, we ask that at least $30 worth of digital game copies are made available as free access community copies.
    • Game-Copy: A free, signed physical copy of the research-backed Xeno-ECO upon launch if the Kickstarter in February funds. 

Rules & Theme

The Theme of the Speculative Research will be announced at the start of the Game Jam. It will be specific enough to guide a strong part of the story, but open-enough to fit within any setting.

  • Research-Backed: Your game must strongly utilize at least two scientific papers, though more are encouraged.
    • Citations: Your submission must visually cite the sources for the papers used in your design.
    • Modern: At least two of your scientific papers must be from 2020 or after.
  • No NSFW Content: Keep your game family-friendly.
  • TTRPGs Only: No video game submissions. Entries must be tabletop roleplaying games (i.e. standalone systems, expansions, system-agnostic missions, and similar formats). There is no length requirement.
  • Creation Period: All work must be created during the game jam's timeframe. Please do not submit previously developed games.
  • No Bigotry: Absolutely no transphobic, homophobic, racist, ableist, or otherwise bigoted content.
  • Human-Made: No generative AI use in your work.

Judges

Kai Medina — Biologist, Teacher, and Creator of To Care is To Cairn, a game used to interview Archaeologists about their stories and as an educational tool in college-level classrooms.

Connor Wiklund — Environmental Scientist, spoke on the FanExpo Philadelphia panel, "Exploring the Unknown: The Overlap between Science and Tabletop Worlds."

Jesse Norrell — Published Astronomer and Atmospheric Researcher, TTRPG enjoyer.


Ranking

Submissions will be judged on:

  • Research: A minimum of two scientific papers is required, with additional papers earning points.
  • Strength of Research: How substantial and interesting is the scientific research being used?
  • Creative Application: How meaningfully does the game connect the research to its systems, themes, setting, or mechanics?
  • Fun: How enjoyable is the game to actually play? Is it visually stimulating?
  • Nuance: Does the game give players something interesting to think about or take away from the research, showing rather than telling?

Further Reading: