Monday, July 20, 2026
The Fall of the King of Sota: Chapter Five
Saturday, July 18, 2026
The Fall of of the King of Sota: Chapter Four
This. This right here. Is the steel chair session. People started getting used to the system, and it just.. it sang. Crescendo's mechanics are reactive to player action. They intensify it and push it back into the fiction, making things wild and unpredictable.
And in this session, for the first time, I saw those mechanics sing. They weren't just good or even fantastic. Crescendo actually hit a Platonic ideal.
Oikaya 13-17
Lady Marie’s forces, after three grueling days of fighting with the rioters, defeated them. The mob would have gotten Lady Marie, if not for the timely intervention of a young nobleman, named Eric. A rice farmer named Arriquard, along with Father Laurentius, who were leading the mob, were injured and went into hiding… at least until Fr. Laurentius reappeared and began preaching about the evils of the nobility, particularly Lady Marie and Mother Elise, who were employing long-forgotten dark elf rituals to gain immortality through drinking children’s blood. He then began to give generously to the poor and homeless.
Ghosts have been spotted in the ruins of New Sota City, post-riots. People are beginning to wonder if the town isn’t legitimately cursed.
On Oikaya 17, a bunch of stones dropped from the sky, killing some, injuring others.
Dice were rolled and nothing went the way we expected. Lady Marie didn't go down, she got stronger. Not a damn thing that we thought was going to happen, did.
Chapter Four (Oikaya 17)
I don't have words. I genuinely don't. Cal and I talked on the phone afterwards, and were just... totally babbling about it. You have to see it to believe it. Every second is utter craziness. It really can't be summed up. It is a Platonic ideal.
Next week is the first Storystein. And that is when we make RPG history, because nothing else even remotely like this exists, anywhere.
Friday, July 17, 2026
Demon City: Read Thru, Part Two
Welcome back! This week, we're continuing on with my read-thru of Demon City.
This game has found me in the middle of a really interesting transition, and it's relevant for this part of the read-through, so we're going to get into that first.
Yes, There is Objectively Good Design in TTRPGs
We have to get this out of the way, because apparently it's a controversial point. There's good game design, as an objective reality.
I will define what good design is for the purposes of this blog post:
Design that, when used properly, gives back more than it takes.
Random tables are objectively good design. They almost always give back more than they take. Obviously, it's possible for implementation to screw up a random table. Yes, it's possible to screw up implementation, but it's pretty hard to really screw up a random table. The point is, a random table takes a load off the GM that allows him to not spend so freaking much mental power during the game. It is objectively better to have a random table over not having one. Sorry not sorry.
There is also bad design:
Design that, even when used properly, takes more energy than what it gives back.
The entirety of F.A.T.A.L. is an example of bad design. Overcomplicated, bloated, and needlessly detailed... oh and it's also one of the most hatefully stupid games of all time. Hilarious to read, though!
1:1 PVP Is Superior
So, for the last month and a half I've been running a 1:1 PVP game, also known as a Braunstein. The players are all inherently against each other, and plotting against each other, Diplomacy-style. I don't plan situations, I just take their orders, make sure they make sense, and then adjudicate how everything collides together. Then, when the play sessions come up, I just focus on shaking things up as hard as I can, forcing the players to reconsider what they're doing.
And it is objectively the most fun I have ever had running a game. Just flat out. It's not close, it's not subtle. I don't plan. I don't push. I don't even think about the future. I manage. I just sit back, people fuck around, and they find out.
I have had a more meaningful time. You've got tape, right on this blog, of some campaigns I've run that are magical. Actual magic.
But I have not had a more fun time running a game, ever. It's awesome.
Yeah, I spend "just about" as much time adjudicating actions between sessions as I did prepping, if not more so, but it's not prep: it's play. It's not work, it's fun! I'm having a blast! I get regular installments of this completely unhinged fantasy EVENT. All for the low price of setting up the scenario and telling everyone not to play nice.
So, to recap, 1:1 PVP gets me more enjoyment for far less work, if not less time, and has pretty much redefined what I want out of a game.
So This Game Found Me At An Interesting Juncture
The Host Advice
Worldbuilding Help
Campaign Pitches
Sketches
So Yeah.
Monday, July 13, 2026
The Fall of the King of Sota: Chapter Three
Chapter Three (Oikaya 12)
The Seraph Omega Rangers: Session 2
| "RISE" |
Saturday, July 11, 2026
The Fall of the King of the Sota: Chapter Two
Ransu 28 - Oikaya 9
The spice merchants are hiring thugs to kill each other (the same guys and the thugs are also city guards). The fruit seller’s sister is dead, her husband is on the run and her brother murdered the minstrel in the middle of a show. The money changer got taken away by the guards and hasn’t been seen or heard of since.corruption, greed, violence and paranoia have overtaken the market. All the merchants are plotting against each other, ripping people off and other terrible mischief. People in the city are furious with the price gouging, accusations and all that. They end up rioting and doing some lynching. The guards show up and kill a bunch of people.at the barracks shit winds up in the soup and the cook’s daughter is blamed. The cook gets beaten. Meanwhile the guards start getting more and more unhinged. Unit cohesion starts falling apart, they start getting rough with the citizens and paranoid. Some of the ones who took part in the market massacre are going mad out of guilt.a woman who is super gossipy spreads rumours that Father Laurentius is behind the market riot and the guys who are talking shit about the old kings and stuff. The guards are getting paranoid and extremely angry about itThe farmers outside the city are now having to defend their children from those same merchants trying to kidnap them for dark rituals inside the city.
The farmers and surrounding villagers are forming militias and some say they're planning to march on the city itself.
In other words:
Chapter Two - Oikaya 10
The girl is resurrected and restored! And Mother Elise and Lady Marie accidentally give a ton more fuel for the "eat the rich" fires going on!
This is our second full session with the proper 1:1 PVP going on, and it is absolutely. Instead of the game stalling due to traveling and everything else, we created this powerful and ridiculous series of events that were amazing.
Nobody saw it coming. It didn't take much work... well other than me designing the tools. But that's for another blog post.
Point is. This was awesome!
Friday, July 10, 2026
Demon City: Read Thru, Part One

Welcome back! This week, we're beginning of my impressions of Demon City.
Every once in a while I run into an RPG that's so coherent that it can only be called foundational. If you read the game, you will walk away with your tastes fundamentally altered. These are the kinds of games that need to be read and played, because they will actually change you, and that's the kind of game you want to play. Stuff like ADnD 1e, Burning Wheel, and Ironsworn, even if you wind up not liking them change the way you do things, and I am of the opinion that such things should be in your library of games.
Demon City is one such entry.
Also: if your favorite RPG (or something monumental like, say ACKSII) isn't on that list, understand I am trying to talk about things that fundamentally change how you interact with the hobby, once read and understood.
Also also: I'm not claiming to make a definitive list. If you need absolute certainty, go to Hell. You'll find plenty of certainty there.
So, why is Demon City so important?
1. The only actually gameable usage of Tarot, at least so far.
2. It utterly understands what it's trying to model.
3. Its mechanics are objectively correct.
Tarot Is Hard to Design Around
Demon City Utterly Understands Horror
Behold, the Lord maketh the earth empty, and maketh it waste, and turneth it upside down, and scattereth abroad the inhabitants thereof.
2 And it shall be, as with the people, so with the priest; as with the servant, so with his master; as with the maid, so with her mistress; as with the buyer, so with the seller; as with the lender, so with the borrower; as with the taker of usury, so with the giver of usury to him.
3 The land shall be utterly emptied, and utterly spoiled: for the Lord hath spoken this word.
4 The earth mourneth and fadeth away, the world languisheth and fadeth away, the haughty people of the earth do languish.
5 The earth also is defiled under the inhabitants thereof; because they have transgressed the laws, changed the ordinance, broken the everlasting covenant.
6 Therefore hath the curse devoured the earth, and they that dwell therein are desolate: therefore the inhabitants of the earth are burned, and few men left.
7 The new wine mourneth, the vine languisheth, all the merryhearted do sigh.
8 The mirth of tabrets ceaseth, the noise of them that rejoice endeth, the joy of the harp ceaseth.
9 They shall not drink wine with a song; strong drink shall be bitter to them that drink it.
10 The city of confusion is broken down: every house is shut up, that no man may come in.
11 There is a crying for wine in the streets; all joy is darkened, the mirth of the land is gone.
12 In the city is left desolation, and the gate is smitten with destruction.
13 When thus it shall be in the midst of the land among the people, there shall be as the shaking of an olive tree, and as the gleaning grapes when the vintage is done.
14 They shall lift up their voice, they shall sing for the majesty of the Lord, they shall cry aloud from the sea.
15 Wherefore glorify ye the Lord in the fires, even the name of the Lord God of Israel in the isles of the sea.
16 From the uttermost part of the earth have we heard songs, even glory to the righteous. But I said, My leanness, my leanness, woe unto me! the treacherous dealers have dealt treacherously; yea, the treacherous dealers have dealt very treacherously.
17 Fear, and the pit, and the snare, are upon thee, O inhabitant of the earth.
18 And it shall come to pass, that he who fleeth from the noise of the fear shall fall into the pit; and he that cometh up out of the midst of the pit shall be taken in the snare: for the windows from on high are open, and the foundations of the earth do shake.
19 The earth is utterly broken down, the earth is clean dissolved, the earth is moved exceedingly.
20 The earth shall reel to and fro like a drunkard, and shall be removed like a cottage; and the transgression thereof shall be heavy upon it; and it shall fall, and not rise again.
21 And it shall come to pass in that day, that the Lord shall punish the host of the high ones that are on high, and the kings of the earth upon the earth.
22 And they shall be gathered together, as prisoners are gathered in the pit, and shall be shut up in the prison, and after many days shall they be visited.
23 Then the moon shall be confounded, and the sun ashamed, when the Lord of hosts shall reign in mount Zion, and in Jerusalem, and before his ancients gloriously.
It is important to understand that the description of this city assumes that the people within it are rotten to the core, and have been abandoned so that the harsh and cruel world may take its pound of flesh.
Like it or not, this is modern horror in a nutshell: humanity fucked around, and now it's finding out. Horror is not about personal transgression punished, but the societal consequences of the rape of the natural world turned on its people.
Demon City understands this. Sharply.
The Mechanics Are Objectively Correct
In Conclusion,
Friday, July 3, 2026
Fixing Burning Wheel With Boot Hill
| Yeah that’s right: Revised |
Burning Wheel, at its best, is a game of raw aggression. You make your Beliefs and then the GM hacks at them in a frenzy that more than casually resembles sharks around a bleeding seal. If I got stuck on a deserted island and you asked me to pick one game, it would come down to Burning Wheel and mine own baby, Crescendo, and I don’t even know how that decision would go down. I would cry either way.
What the Hell Is Burning Wheel?
Traits are passive facts about you. Some of your Traits can net you Artha for acting on them in an entertaining manner.
Angry, Eloquent, Cautious
Now, in the Revised edition, you gain Artha immediately, by the GM. Later editions, like Gold and Gold Revised, move this reward to the end of the session. This is a mistake we'll get to in a bit, trying to address a much larger problem about Burning Wheel that we're going to address with this post!
This combination of BITs and Artha is a perfect storm of perfectly paced aggression. The GM is constantly after your BITs, you're trying to get Artha without getting totally screwed over, and when this game works it works, and nothing else compares, not even close.
Not even Crescendo, mine own baby which is the godson of Burning Wheel... but that's for another day. Crescendo is doing something different.
But
I haven’t seriously played Burning Wheel in five years.
Now, part of that is because I have been working my ass off on Crescendo. I have done more research and playtesting and soul searching on this one game than others would put into a dozen games. So that takes up time and brain space.
But Burning Wheel has some really severe flaws: ambiguous game set up, Wises, janky Artha rewards, Instincts, and “optional” rules that aren’t actually optional. As usual, I'm going to handle the concerns, It's my blog, cry about it in the comments!
"Optional" Rules
But.
Instincts
Janky Artha Rewards
Wises
Ambiguous Game Set Up
Enter Boot Hill
Conclusion
The fix is simpler than we think: steal from Boot Hill.
Let the GM craft one sharp opening situation loaded with conflicting interests. Hand out pregenerated characters with pre-written (or quickly customized) BITs that put the players at each other's throats from minute one. Then declare: No session happens unless the players are directly pursuing conflicting goals. The GM's job shifts from "invent endless opposition" to "facilitate, adjudicate, and reward the glorious chaos that erupts."
Suddenly the Duel of Wits and Fight! stop being scary optional modules and become the main event. Artha flows naturally from real stakes. Instincts matter because other players will exploit them. The table becomes a arena of raw aggression—the very thing Burning Wheel always promised.
I haven't seriously played Burning Wheel in five years. But reading this back, I realize I'm not done with it. I'm just done with the default way people run it.
If you're a BW fan who's been frustrated, try the Boot Hill Setup. Run it hard and mean. You might rediscover why this game, at its best, has no equal.
And if it still doesn't click? Well… that's why I'm building Crescendo.
Sunday, June 28, 2026
The Seraph Omega Rangers: Session 1
| "RISE" |
So Today
Why Did I Warn Them?
So What Happened?
The Crash Course
The Black/Phoneout
- All cell phones, regardless of carrier, were out. This meant a pretty big infrastructural outage. The fact that everyone was experiencing it meant that everyone for about a hundred square miles was isolated from the greater world.
- The power going out at the same meant that yet another big piece of infrastructure was down.
- An EMP blast would have been big and ugly and extremely noticeable. Nothing big and ugly and extremely noticeable happened.
And then there was a horrible grinding sound
Grind. Grind. Grind.
Saturday, June 27, 2026
The Fall of the King of Sota: Chapter One
So we got a limitation on these session reports: the players are still in real-time, plotting against each other, so I'm going to have be general. I will record my findings as non-spoilery as I can, even at the cost of "trust me bro". Someone wants further records, I can climb through my Discord DMs.
Ransu 21-27
So this was the first week where people started sending me orders. This was amazing to watch. More than half the players had moments where they went "Wait I can really do this?" and I simply said "Yes, and here's how long it takes for you to do so". There were multiple light bulb moments where players went "Oh wait I really do have total autonomy here".
It was a very strange moment. I have prided myself on player choice for years. Years. You can go through all the campaigns I have posted on this blog. They're all more or less "self-directed" campaigns with players. But... just handing them 1:1 time and making PVP inherently freed the players, and they've been having a blast.
So what did they do? So far? Well, we got Laurentius trying to cause an overthrow of the Church of Elpida with his own "proper" version, and all the aristocrats he's pissing off there. Of the ten people involved, he's dragged about half of them into his decision to publicly decry the Church and the nobility as robbers.
And then we got about the other half of the group, who decided that Cleft Mountain (which is definitely haunted) is the place to go to! Whether it be Montsers who want a lair, or Heroes who want to go climbing for lost lore in the middle of a total meltdown... yeah. They just decided to do a dungeon delve. Time to pull out Appendix A, or Veins of the Earth!
And I Shouldn't Have Been Surprised By This
Chapter One
Friday, June 26, 2026
Story Might Be Bigger than Scripts, Bacon
The Dude Knows His Stuff... That's Part of the Problem
What Is a Roleplaying Game?
| The medium of TTRPGs |
The General Flow of an RPG
Yeah But (Generative Procedures)-
Story Does Not Require Singular Authorial Intent
On Video Games and False Comparisons
But TTRPGs Have Design Intent!
Ultimately,
Wednesday, June 24, 2026
Saturday, June 13, 2026
Friday, June 12, 2026
Atop the Flowering Garbage Heap

Welcome back! Today, we talk about the total exhaustion of finding out there's yet more trauma to recover from.
Post Traumatic Stress Disorder (PTSD) is when the mind encounters something it can't make sense of, and it squirrels away a part itself that can't make sense of it, for protection. This part, this sub-personality, is then kept going through an unconscious but purposeful and constant expenditure of mental energy. This locked away sub-personality (now hitherto "Sub") is not a separate personality, although the Main and Sub's knowledge of each other is generally hazy.
Complex Traumatic Stress Disorder (C-PTSD) is when the mind encounters multiple somethings that it can't make sense of. The line between Subs and completely different personalities begins to blur, because the mental energy to keep the breaks up is much greater. Most of the time, the Subs take turns “helping” the surface personality, and sometimes take over. It is a wretched life.
Personality Disorder (PD) is when the mind encounters something so awful that it makes a completely different personality, only about that one thing, and then forgets about it. The two personalities then attempt to live independently of each other. It goes as well as expected.
The line between C-PTSD and PD is a lot hazier than you would think. At what point is keeping the Subs in tension harder than just allowing them to drift?
I am pretty squarely in that gray area. I have a laundry list of awful things that go as long as my arm. Literally. The individual counts are so high that it's actually disgusting. And I keep finding large parts of me that are so thoroughly buried that it's a marvel I find anything at all.
But there's sometimes I look at myself, and realize the wreckage.
Miles and miles of what was once a real, working, actual personality.
Not the fundamentally broken and held together by duct-tape... thing... that I run around in like it's a stolen car. It is hard, in those moments, to not fall into despair. You just... you see the damage. Years of mistreatment, codified and ratified and stratified into a mockery of stability.
The words "Lord Jesus Christ, Son of God, have mercy on me," stick in my throat.
There is nothing here, in this wreckage, that I would attribute to a good and kind and loving God. It's just... what's left. Chaotic rubble. There's nothing that I could imagine the Son of God recognizing as his own. "Mercy"? That word makes the ash in the air sweet. And don't even get me started on asking for anyone to have mercy on me.
For those of you who say God's mercy is boundless.. He will only take mercy on what you let Him. And I can't. I just can't. It's far beyond my abilities as a person. This broken misshapen husk of a personality is a mockery of God's goodness. I want it to burn. And yet, that is despair, the realization that I have judged what God has not.
But what am I supposed to do, in the midst of this? I have a conscience, do I not? Did not God make me to labor in the vineyard? And is this not a ruined vineyard? Aren't we supposed to clear away the chaff for the fire?
And trust me, I am that chaff. Do not doubt it.
It hits me just how fucked I really am.
What is there to do but sit and curse the day I was born? To beg God to strike my birthday from the calendar? To ask the sun to hide her face from that day, so that even if humanity isn't stupid enough to remove it from the calendar, they don't have to witness the sheer absurdity of my birth?
What else is there to do but sit? And ask God why He even bothered?
So, I look down. I don't ask for mercy. I can't bear to. It's too much.
And then I see it.
A hyacinth.
And I curse Wolfe, loudly, because I can never forget this line from Book of the Short Sun. It's burned into me, like a brand. I have literally had dreams of Wolfe burning it into me, and I flinch thinking about it. But friends are kind torturers. And Wolfe may be the best friend I never met.
"Though trodden beneath the shepherd's heel, the wild hyacinth blooms on the ground."
And it's coming out from between the garbage piles. Unasked for, unlooked for, unwanted, trodden, cursed by me... but growing all the same. With absolutely no regard for my pride.
I look up. I see an entire field of hyacinths. They're popping up between the cracks, but they're there. Mercy is coming, whether I want it or not. I feel, once again, Wolfe's chuckle from the dream I had, years ago: "You're a coward". I can't help but agree with him.
But the hyacinths are there.
So, weary, I get back up. I sway with the wind a moment.
And start clearing away the wreckage.
For the hyacinths.
Wherever you are, Wolfe, fuck yourself. I'm tired. How dare you find me worth saving.
Fine. I'll see you at the Gate.
Properly.
Asshole.
A wind not of my making blows. The hyacinths dance. I stop and stare. My heart does something against its will. I stare, for a long time, at the colors moving through the wreckage. But they can't move quite perfectly. Some of them don't move. Not yet.
Someone really needs to move the wreckage. Maybe that someone is me. We'll see. I get to work.
“Your heart is full of fertile seeds, waiting to sprout. Just as a lotus flower springs from the mire to bloom splen-didly, the interaction of the cosmic breath causes the flower of the spirit to bloom and bear fruit in this world.”
Friday, June 5, 2026
The Real Problem of Storygaming
So I've been on Twitter for awhile now.
No, come back, trust me, this is going somewhere.
I got involved in the RPG space on Twitter immediately. It's been a lot of fun, and I've actually learned a lot about design. A lot of people, it turns out, are grappling with the same issues I've been seeing. I don't agree with them 100% of the time, but it actually feels like something closer to a conversation than what I would have had before Twitter. Now, by and large, the folks on Twitter are right-wingers who like oldschool gaming. I am a storygamer with some rather deep-seated feelings of resentment against storygaming, so I engaged in some conversations and boy did some stuff get cleared up.
I define storygaming as:
Playing a game that makes a story. As in, by playing the game, a coherent narrative emerges, which the players can derive actual aesthetic enjoyment from as its own object, both in real-time and post-game.
Storygaming can be a roleplaying game (as in, there's people who are strictly playing a limited role), or in a more meta way (which I'm going to define as a storytelling-game). This is similar to how you can have a wargame proper, or a wargame that is a roleplaying game as well (see ODnD).
Storygaming solves a problem that old-schoolers don't want to acknowledge: NOT ALL OF US WANT TO PLAY DUNGEONS AND DRAGONS, SORRY NOT SORRY.
The problem isn't that storygaming exists. That's like blaming wargaming for roleplaying games's problems. Which is absolutely absurd. The problem is far more fundamental.
The central problem of most storygames is that it assumes that simply telling a story is extremely comfortable for adults, who are the majority audience for games. Without an infrastructure to attach to, what should be a very intuitive experience gets awkward, forcing one person to step up and help guide everyone through a process they don't even really know how to do anymore.
Yes, to the storygamers who are currently protesting, I am talking about the average person.
"bUt StoRyTElLinG iS NaTUraL"
Yes, it is, but not in the context of a collaborative game. Most people tell stories to others, and don't consciously collaborate. Most games give events that people craft a narrative with afterwards. Storygaming itself promises a story that you can make, and recognize, in process.
That's so fucking cool.
It's also the farthest thing from "natural" in the world. It's a really cool thing to do, but let's not pretend that collaborative storytelling outside of a liturgical or party context is natural.
How Do We Make This More Natural?
There's four ways to address this: more focused rules for narration, mechanical support, ritual, and increased objectivity, without sacrificing thematic depth.
Narration Rules
Mechanical Support
Ritual
Increased Objectivity
The Good News?
That’s exactly what I’ve been chasing with Crescendo. The Myth and Heart system gives players clear boundaries to play against (and sometimes against each other). The Weaver isn’t a dictator, but they’re also not a vending machine. The world has weight. Failure can be beautiful. And when it works, the story that emerges feels earned—not because we forced it, but because we had enough infrastructure to let it breathe.
The RPG space on Twitter (and beyond) is full of people who love this hobby for very different reasons. Some want the thrill of exploration and danger. Others want something that feels like a story worth telling afterward. Both are valid. The real failure would be pretending these desires can’t learn from each other.
So here’s my pitch: stop treating “storygame” and “OSR” as rival faiths. Start stealing the best ideas from both sides without apology. Give narration focus. Build mechanical engines that reward good play. Add ritual that helps everyone get in the zone. And for the love of all that’s holy, let the world say “no” sometimes.
The result might not be pure storygaming or pure old-school. It’ll probably be something new, a little messy, and a lot more fun.