Friday, July 24, 2026

Read-Thru of Wight-Box: Book One, Heroes

 


Okay, look, we gotta talk really quick.

Coz I screwed up.

I backed this day one. Was really excited for it. Went through all three books. And went, "Meh, I'll look at this later."

If the Basic Expert reads this, yeah, I slept on this.

Okay, crow's been eaten. Onward.

So, after a few months of just not looking at these three little booklets, I just picked 'em up on random. I'd not given up on the game, just it had been sitting there for an opportune moment. Well, this was that moment. I sat down, followed the directions, and made a character in... ten minutes. Like, a fully formed character. Ready to go. And a good amount of detail for something so fast, too!

That's absolutely crazy.

Some of the directions (like with elves) could have been clearer, but a quick internet search and pinging B/XE's Discord server answered them. It is essential to mention that they're friendly bunch, who put up with me pretty well! So, I was able to get my answers pretty quickly. One could argue that I shouldn't have to do that, but I've written enough rulebooks to know that is always going to be a thing, so you may as well have your community be friendly while you're at it.

For some reason, what was an otherwise unremarkable book stuck at out me this time. I've found that I have plenty of stuff where I have to put some intensive effort into setting up. I generally prefer it this way, to be honest. I like having some set up, because I like having thematic coherence; I find it fun. 

However, there's something just so incredibly pleasing about being able to sit down, roll 3d6 six times, and then make the best of it. It is a fundamentally different experience, but I am a glutton for collecting experiences, so, I am beginning to find that Wight-Box is scratching an itch that I didn't know I could have... with a bit of crunch and depth. Which Wight-Box has.

But no thieves, kthx.

And honestly? That’s fine. Because what Wight-Box delivers in return is something I didn’t realize I was missing: pure, unfiltered play. No sixty-page character backstory required. No session zero spreadsheet. Just roll your stats, pick a class, and go be a murderhobo (or a noble defender of the realm, whatever floats your boat). There’s a beautiful honesty to it.

I’ve spent years chasing elaborate campaigns, and thanks to Crescendo they my track record of successful launches are getting higher and higher. And that's great! But Wight-Box just hands you a little sailboat and says “the wind’s already blowing.” 

Ten minutes later you’re actually playing the damn game. 

And that's pretty nice.

The Fall of the King of Sota: Storystein 1 (1-5)

 



Last night the players saw the full scope of Crescendo 0e. The Storystein is a capstone event designed with one view in mind: force players to change their status quo. Players turtle and never really get their goals done, and it shouldn't be up to the Weaver to make them do it. And yet, turtling is really bad for gameplay and stories. So, what does the Storystein do? Force consequences. You either get what you want, or you don't, but stop pussyfooting around and move on.

This forcing of consequences then coalesces the narrative as you are playing, as opposed to after the conclusion of the campaign.

The set up is simple. Players provide a written case for why their case should be the only one to win. Their arguments are rated and given dice. After rolling initiative, the players begin to roll to see who gets what they want, one a time. The first person to succeed automatically makes everyone else lose.

Storystein 1 (Oikoya 23)





The status quo change is pretty profound. I am hooked. Let's do this. I can't wait for the next one!

Monday, July 20, 2026

The Fall of the King of Sota: Chapter Five

 


One of the things that is hard to communicate about Crescendo is not only how different each session feels, but how the game absolutely refuses to go according to your expectations. You absolutely cannot follow the rules as intended and not be surprised each session. There is nothing quite like the sheer level of tonal variety that Crescendo provides.

And this session showcases that reality really well.

The players and I thought this session would be an absolute bloodbath: the elf who keeps the evil within Cleft Mountain sealed away and the monstrous Abbadon, together in a session! That should not have worked out.

And yet.

This session brings out tech that I didn't even think may be necessary anymore: the direct challenging of Beliefs by the Weaver. Turns out, sometimes the players do manage to pull it together, and the Weaver has to be ready to make up situations that subvert and challenge their Beliefs/Debts.

ALSO: apparently I have a lot of homework. The players walked in with lore based off of what I had presented in the Setting Bible, in the first session, it turns out I may have more homework coming up. This was fantastic! People are understanding the bones of the setting well enough to riff of it and tell me what the setting does.

Chapter Five: Oikaya 19

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

And, of course, it all began in the Discord. At the end of Chapter Three, we had a mob march on Lady Marie's compound. It all looked gone for Lady Marie. 

And then this happened.

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)

And then this utter apeshit craziness happened.

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

Two months ago? I would have eaten this game up with a freaking spoon. Immediately. 

But Father Time is fleeting and cruel.

Now, I am absolutely not in the target audience of this book, not anymore. See, you have to convince me that leaving 1:1 PVP would be just as worthwhile as running it. And that is an ask. A real ask. Because I now got a system that automatically maintains moment, right through missed sessions and weird adult life schedules and other basic problems of "stop time" in RPGs, and I am absolutely happy with it. You have to really sell me on playing this game at this point.

The sections we're covering in the book today are the Host advice, worldbuilding help, actual pitches for campaigns, and some "sketches" to help the Host riff.

The Host Advice

Oh man, Father Time is so cruel. This should have stolen my heart. And two months ago, it would have. There's a distillation of all the different kinds of horror "plots", sorta like plot infrastructure for Hosts to use, without railroading players. And this section is brilliant. If you're not running 1:1 PVP.. you need to read this section. Like, you owe Zak S for this part of the book, alone. Zak breaks down different kinds of plot structures that players can move around in so thoroughly and well that it would be stupid to not get the book.

But, given that this wasn't two months ago? But was just read a few days ago?

Yeah.

I don't particularly need it. Which is incredibly weird. It's so well-written, and I could see adapting some of it, particularly the "dungeon style" plot, but this is fantastic advice for something I don't plan on doing that much anymore. It is, without a doubt, the best guide for "stop time" TTRPGs ever written.

Not close.

Worldbuilding Help

I loved literally every sentence in this section. The book breaks down how to access archives, how Uber drivers can be useful, and how the FBI actually works in a way that I find relevant. There's not a bad word in this section, other GMing guides should be legitimately ashamed that they don't think to put stuff like this in their games, and if they do, do it better. Kthx.

Seriously. Again, this is S+ tier stuff. Literally no notes.

Campaign Pitches

How the fuck is this section even better???

So, Zak breaks down how to make distinctive campaigns, with little modifications and hacks to the system to reward certain kinds of actions. If you're playing the game, just steal these ideas, outright. But if you're not, this section is a masterclass in manipulating the system lightly to provide a compelling campaign pitch to your players. Literally it's all perfect. This one section sells me on running Demon City by itself. I cannot praise it enough. There's about a half-dozen pitches in here, and they's even a Stranger Things kinda a pitch, and it's awesome.

Sketches

So, this one's a bit of a weird section, but it's essentially a bunch of just half-baked enough ideas that you can insert into a campaign. There's tons of ideas on how to weaponize crime in the interest of horror games. This section is worth revisiting, from time to time, to have it jog your imagination. Zak S literally rewrote how I think RPG books should be written, with this one section.

So Yeah. 


Demon City is an absolute masterclass in TTRPG design. Zak S cooked here. The Host advice is the best "how to actually run horror without railroading" material I've ever read. The worldbuilding section is criminally practical. The campaign pitches are pure rocket fuel, and the sketches section single-handedly raised my standards for what an RPG book should deliver.

If you're running traditional stop-time games—especially horror, mystery, or modern-day campaigns—you should buy this book yesterday. It will make you a better GM, full stop. Even if you never run Demon City itself, the ideas here will level up whatever you're doing.

But for me? Right now? It's bittersweet.

This game found me at the exact moment I fell in love with something else. 1:1 PVP has ruined me (in the best way). It delivers consistent chaos, player-driven drama, and zero prep guilt in a way that feels almost unfair to everything else. I still love what Demon City is doing. I respect the hell out of it. Parts of it will definitely leak into my Braunsteins. But the honest truth is I'm not rushing to switch back to traditional campaign play.

Father Time is cruel like that.

This was Part 2 of my read-through, focusing on the GM-facing material. There's still at least one more part to go. If I do not see you next week, I do not blame you.

It is no easy road.

Monday, July 13, 2026

The Fall of the King of Sota: Chapter Three


So, this was the first time we were able to have two Chapters in a week. It did not disappoint. We had a blast, as things in New Sota City and at Cleft Mountain completely fell apart. We're three chapters in, and almost all the initial plans have completely fallen apart, and everyone is scrambling.

Chapter Three (Oikaya 12)


This is definitely the session where the players discovered just how bad it was tanking Conditions. Since recovering from Conditions (which you have to do first) removes you from scheming between Chapters, the players from Chapter Two are almost entirely at the mercy of the events during Chapter Three!

But you need Conditions to advance your character.

Oops.

The Seraph Omega Rangers: Session 2

 

"RISE"

We decided that about two weeks had gone by. Jackson and Janet were part of a survivor group, who were raiding the nearby Whole Foods after dark, picking through the adjacent strip mall under cover of night to avoid the flying rock vultures. While there, they noticed that people with guns were hoarding the canned goods. When others confronted them, they brandished their weapons.

Jackson and Janet snuck off, morphed, and came out to talk to the people with the guns. They tried to talk with the gun-toters, who were terrified. But, when the green and pink Seraph Omega rangers chose to be gentle, they calmed down a bit and explained they were just trying move the cans into a nearby underground storm shelter. When the Seraph Omega Rangers asked if the others could share the cans, they were told that could be arranged. Everyone relaxed

Everyone minus two. Jackson and Janet realized that two people had just... vanished... while the talking had been going on.

They didn't show up again the next day.

Two more people vanished after the next foraging foray.

And the one after that.

This next time, Janet and Jackson noticed that George, an older man, had different colored eyes: they were supposed to be blue, and were brown instead. He also moved with an odd predatory grace, which was subtle but evident enough. Nobody else seemed to notice. George glided up to Janine, a 14 year old girl who had just lost her parents the other day, and seemed to be comforting her. But it wasn't actually George, and Jackson and Janet knew they couldn't leave Janine with George.

So Janet and Jackson followed, quietly. They took great care to not be spotted as George and Janine drifted farther and farther back. Suddenly George turned fuligin, the color darker than black, and began to wrap around Janine like a bedsheet. His body thinned, and his head grew and began something that resembled a pterodactyl's.

Jackson and Janet morphed immediately, and the surprised "Pterrordactyl" dropped Janine. Jackson and Janet knew that if they didn't hurry, the stone vultures that soared the skies would descend upon them in the dozens. Janet pulled out her pink ranger bow, and Jackson pulled out his green ranger lance. They stabbed and shot the Pterrordactyl, who died surprisingly fast, without a scratch to either ranger. They quickly demorphed, and Jackson picked up the unconscious Janine.. only to have the freaking stone vultures see them.

They barricaded themselves into the strip mall. And outlasted the stone vultures, who were trying to break in. When daylight came and the stone vultures left, they went back to their homes.

Hungry.