All The Things Under Heaven and Earth
Monday, July 13, 2026
The Fall of the King of Sota: Chapter Three
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