Showing posts with label Role-playing. Show all posts
Showing posts with label Role-playing. Show all posts

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.

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

My brother-in-law, Kyle, the smartest most erudite person I know, tried to design a tarot RPG for years. He gave up on it. couldn't wrap his head around it. This is the dude who taught me almost everything I know, and whose methods of learning enabled me to go on and do my own things. And he couldn't figure it out.

I've looked at a few games that claim to use tarot cards, like His Majesty the Wyrm. I have not been impressed, at all. They're usuually used as limited number generator, as opposed to fully exploring using cards and images for randomness. There's nothing in these games that I couldn't do with a regular deck of cards.

And Demon City absolutely nails it. You have multiple decks, with cards traveling between them. The layered imagery of tarot is used to full effect, not to mention that Zak doesn't shy away from going full on esoteric when necessay. It's a fine line to walk, but I didn't miss a beat with what Zak was saying.

Well, except the Rider deck is demonic. Fucking burn that thing please.

Demon City Utterly Understands Horror

The thing people do not understand is that cities, as we have constructed them, are abominations. The instant nature stops being a sparring partner and becomes our play-toy, something has gone horribly wrong. And cities are this play-toy dynamic fully expressed. Modern cities are actually horrifying. And Demon City takes every effort to show that it understands this fact.

And it does it by quoting Isaiah 24:12... which becomes all the more poignant once you just look at the full chapter:

Behold, the Lord maketh the earth empty, and maketh it waste, and turneth it upside down, and scattereth abroad the inhabitants thereof.

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.

The land shall be utterly emptied, and utterly spoiled: for the Lord hath spoken this word.

The earth mourneth and fadeth away, the world languisheth and fadeth away, the haughty people of the earth do languish.

The earth also is defiled under the inhabitants thereof; because they have transgressed the laws, changed the ordinance, broken the everlasting covenant.

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.

The new wine mourneth, the vine languisheth, all the merryhearted do sigh.

The mirth of tabrets ceaseth, the noise of them that rejoice endeth, the joy of the harp ceaseth.

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 

Look, folks, I don't say this lightly, but there's literally nothing incorrect about these mechanics. I don't mean they're good. I don't mean they're bad. I don't even mean enjoyable. I mean, when I'm reading these, Zak presents solutions to problems that are so good that I immediately know how to fix other games.

On almost. Every. Single. Freaking. Page.

From the incredible initiative system to the downtime actions leading to advancement... all of this is simply correct. There's more than a few games I can think of that would benefit from having these systems be dropped in, with almost no modifications. It's a shame these ideas haven't spread that much. May have to fix that, with my.... miniscule reach. But it's not nothing.

In Conclusion, 


Demon City is not just another horror RPG — it is a foundational work that earns its place alongside the greats. It delivers the rarest achievement in game design: a system that feels inevitable once you’ve seen it. The Tarot implementation is the first one that actually matters. The horror vision is unflinching and thematically profound, rooting modern urban dread in something ancient and true rather than cheap jump scares. And the mechanics are so clean and purposeful that they expose weaknesses in other games while offering elegant fixes you’ll want to steal. 

You may not run Demon City forever. You may not even love every session. But after reading and playing it, you will design, referee, and think about roleplaying games differently. That is the mark of the truly important titles — the ones that don’t just entertain, but reshape the hobby inside you.

We'll go onto the GMing section next week! It is here I leave you. If I do not see you next week, I do not blame you. It is no easy road.

Friday, June 26, 2026

Story Might Be Bigger than Scripts, Bacon



The Dude Knows His Stuff... That's Part of the Problem


I have a pet peeve: when experts forget that their expertise comes at a cost. Bacon is, in comparison to me, clearly the expert in his domain. I’ve written some solid TV scripts. He has actually launched projects — a meaningful gap in experience. That said, I’m not disputing the internal logic of his argument. His conclusions follow reasonably from his assumptions. It’s those assumptions I want to challenge. Bacon gives an excellent breakdown of how story functions under singular authorial vision — the kind required by most novels, films, and many scripted games. That part is strong. The problems arise elsewhere.


What Is a Roleplaying Game?

The medium of TTRPGs
This needs to be established, apparently, because right here is where we'll find the error. TTRPGs have a vital difference from all other games, and if it is not addressed here, the rest of my article will make no sense. I am going to use the words Participants to refer to everyone at the table, GM to refer to Game Master (GM), and Player to refer to players.

I am aware, deeply, that non-GM'd games exist. I'm not using that paradigm at the moment, and I am very aware of the limitation. The point may be better to make without a GM, but I don't have enough experience to comment terribly well. I am also aware that I am generalizing. If you try saying "Yeah but this game", you will not be addressing my general point.

The General Flow of an RPG


A fictional setting and a game is agreed upon by the Participants.
The GM decides upon a situation to present the Players.
The Players decide how to respond to the situation, and inform the GM of their decisions.
The Participants, to varying degrees, decide what happens, using the setting and the game to generate prompts they interpret.
This creates a new situation, which the Players must address.



Yeah But (Generative Procedures)-


I know, I know, I really over-generalized. I'm trying to capture a very wide swath of design (although it's not nearly as wide as you think). The biggest thing left out of this is the use of procedures to generate prompts.

And this is where the video actually falls apart, right off the bat, right in the definitions.  The above flow is exhausting to maintain for most Participants... so we generate prompts using game mechanics. Like, for instance, OSR random tables, or PBTA moves, or even spending a currency (like in Amber) or class features. These are meant to provide fuel for the imaginations of the Participants. More to the point, these prompts are part of the base DNA of an RPG. You are playing with these prompts, because they are toys.

These prompts are then interpreted into a fictional event. Even if you're using something sub-par like a previously existing adventure to tell you what will happen next, you still need to interpret those events into what's going on at the table's conversation.

The essential action of a roleplaying game is the interpretation of mechanically generated prompts into a previously existing fictional situation.

And that creates a story.

Story Does Not Require Singular Authorial Intent




The oldest and most culturally potent stories we have — folk tales, myths, The Iliad, and The Odyssey — were profoundly collaborative. As Jonathan Shay showed in Achilles in Vietnam, the Iliad served as communal therapy for the trauma of war. These works were not drafted whole-cloth by a solitary genius; they emerged from a living tradition, shaped by many hands and voices over time, then later refined. Most pre-modern storytelling existed on a continuum — performed, adapted, edited by audiences and subsequent tellers. Explicit collaboration is the historical norm. Novels and movies, by contrast, are historically atypical: powerful, technologically enabled concentrations of vision, but not the default against which everything else should be judged.

TTRPGs are not a strange offshoot. They are a gamified, accelerated evolution of that ancient collaborative tradition. Procedural generation is innovative, but it is still building on the norm rather than inventing something alien to it.

On Video Games and False Comparisons


Comparisons between video games and TTRPGs often miss the mark. Video games — even procedurally rich ones like Minecraft, Breath of the Wild, or Dark Souls — are still authored experiences with bounded possibility spaces. They can borrow TTRPG-inspired techniques, but they remain fundamentally different in intent and openness. A medieval labyrinth and a spell are both magical in their own way, yet one is designed and the other is emergent.


But TTRPGs Have Design Intent!


Of course they do. Like spells or procedures, RPG rules and settings plant seeds with intent. A love potion might make someone fall in love — but with whom, and to what end? Joy or misery? The designer/GM sets the frame and possibility space; the table discovers what actually grows. The intent is story — not in the narrow scriptwriter sense, but in the broader human sense of shared meaning-making.

I agree that many storygames have deep flaws in execution. Still, a design that consciously pursues theme and emergence is doing something more aligned with storytelling’s deeper roots than pure blank-slate improvisation.


Ultimately,


Bacon isn’t wrong about how "traditionally authored" stories work. He is simply mistaking a historically recent, technologically enabled specialization for the universal essence of storytelling. The novel and the film are powerful because they concentrate vision. TTRPGs are powerful because they distribute it. Both have their place. Both can produce something transcendent. The tragedy is when fans of one feel the need to diminish the other to validate their preference. 

Story doesn’t belong to the solitary genius in front of a keyboard any more than it belongs exclusively to the table of friends rolling dice. It has always been, and will always be, something humans do together — sometimes with one person holding the torch steady, sometimes passing it hand to hand in the dark… or rolling dice to see who carries it next.

The real question isn’t “Which medium does story better?” It’s “What kind of story are we trying to tell, and which tools best serve it?” Everything else is just territorial noise.

Bacon understands torch. I just wish he’d remember how many hands — and how much chance — have carried the flame before him.



Friday, May 29, 2026

Dark Souls RPG Reflections

 

Welcome back! Good to see you! Today we go over my thoughts on the Dark Souls RPG, as I start contemplating the next campaign.

The Dark Souls RPG has a lot of promise. Like, the kind of promise I'm willing to hack around to accommodate. So I'm not pretending that this is a perfect game, but I'm not aware of too many games that do this one loop so well. It's half-baked, but the parts that are fully cooked are so good that I can't help myself.

The Way It Actually Works

Dark Souls is a d20 game that isn't about the d20, which is the biggest compliment I can give. D20's are swingy as hell, and this game adds in one wrinkle to the decision: Position (HP). If you fail the roll, you have to decide if it's worth spending Position to succeed. The d20 informs your decision, but it isn't the core decision. Provided the GM provides good information... you now have one heck of a dilema on your hands. Because Position is so fragile in surprise situations, how do you decide which tasks are worth succeeding or failing on? 

The decision wouldn't matter as much if it wasn't for just how brutal the damage is. Damage in Dark Souls is around double the damage of 5e, so screwing up rolls in this game can lead to insta-death very quickly. And there's that freaking Wisdom save whenever you die, that does random things to your character if you fail it.. .and you're almost assuredly going to. Each death changes you, for better or for worse, and you simply don't know what the consequences of death might be.

So the core loop, properly played, is this series of calculated gambles, to either allow the failure or to force a success. Position tells you how much leeway you have, and when you die, it changes you, making the next run different. It is a constant, low thrum of anxiety and dread.

It's awesome.

And there's nothing like it, to the best of my knowledge, in the TTRPG space. Not quite so elegantly built, as your Position is your health. Players have an immediate idea of what they're doing, when they're sacrificing Position. The tension is incredible. And if this one thing was the only thing in the game, it would be awesome. 

The combat spends for Position (extra damage and extra movement) are understated, but they're extremely useful, especially the movement one. Do not estimate how useful it is to have your speed doubled for a paltry amount of Position, especially if you have a reach weapon. It is for this reason I think the Dark Souls RPG is a grid and minis game: players have issue trying to figure out just how useful the movement spend is, unless they're looking at it and realizing "Waitasec, I can legitimately not be around for the monsters, and force them to come to me." Seeing it is better than any reminder. However, the core “how much should I spend before the GM utterly ruins me” is still quite present. 

This Game Has a Right Way to Play It

It is a mudcore dungeoncralwer. You're playing characters who are perpetually stressed-out, pushing their luck, and hoping they can bank up enough souls to level up at a bonfire, before dying. "Muh story" people really need to go find another game. It won't work like that.

HOWEVER.

The rest of the game has a hard time matching up with this loop. Some of it's perfect too. Some of it's... imperfect... and some of it's just outright bad. The fact that the outright bad has to do with the shit editing, making this a book I am forced to write in, is unforgivable. This is a pretty book and I have to mark it up. 

Steamforged, get ready for that rant. Coz it’s coming and I do not intend to be gentle. This is shameful stuff. 

The Souls System

The souls system, wherein XP and money are collected, is just on the right side of detail. The biggest change is that souls are spent to level up, resetting them to zero. This means that going from level 2 to level 3 doesn't require another 600 souls, but another 900. I cannot overstate just how profound an impact this one change has on the game. The stakes were clarified at the table so powerfully and simply, that almost this alone would have made a Dark Souls game. My players would laugh when they died, because the souls were gone, and they knew that they had screwed up. The punishment was so over-the-top and ridiculous that the players would laugh to tears... or at least I think it was laughter. They kept playing! The horrible punishment forced them to try to learn to navigate the environment. 

Skills

Dungeons & Dragons 3.5 Player's Handbook
Skills is a spot where the game rules definitely needed to be more fleshed out... to the point where I considered just doing the 3.5 skill system, or adapting it somehow. There was some guidance on how to adjudicate challenges outside of combat in the core book... but it's not a lot. Folks, this is mudcore OSR, and that's that. And the rules for adjudicating mudcore dungeoncrawl are... adequate. They're not terrible. But they're not good. I wanted crunch here, to support me as I played. Maybe you won't, but it came up a lot for me, personally. The "talk your way through the puzzle" sounds nice, until you have to do it a lot. I get exhausted of it. I'd rather have rules to look up and learn. "Find what works for you" is nice... until you have to do it all the time. And this game actually has the depth in its loop to handle crunch... and it doesn't have it. And it should.

The Organization of this Book Makes Me Angry

Of all the things that are a sin in this book, it's the absolutely abysmal organization that does it for me. It goes from "why isn't this table featured more prominently" to "THIS IS UTTER GARBAGE".

The biggest offender, by far, is the miserable lack of page references in the Locations section, combined with the utterly asinine monster organization. There's all these tables with monsters, with no page reference numbers. Nothing. You have to climb through, (and this is true of all THREE books) and figure out where the monster is. And, since the monsters aren't alphebatized, but are instead in "groupings" like "undead", "beasts", "denizens"... and I don't think even the monsters organizations are freaking alphabetized either. It's a nightmare finding monsters.

I have to write the numbers into the book in order for the most important section in the book (for GMs) to be usable! The book's poor organization requires it, and that pisses me off. This is a premium book, one I do not want to make marks in, and instead I'm having to scrawl page numbers because the editors were utter idiots. Utter. Fucking. Idiots. Steamforged really should be ashamed of themselves, but we know that that's not something the company as a whole is good at.

It's not any better with the items. The types of items are not necessarily intuitive, and they're not organized alphabetically either. This makes finding things... really really really hard. And I hate it. It's not an absolute deal breaker, but I'm more than a few months into using this book and I am absolutely not used to it yet. It takes me so much work to do what should be a simple look up, and I have no idea why they did it this way.

The Advice is Stupid

There are.... two...?  Two, I think. Lines of good advice in the book.

Do what you want with this game, whatever works for you, is bullshit advice. It indicates a nervousness about having a vision for your game.

The game is clearly mudcore oldschool. It's not a question. The mechanics, if played straight, produce a brilliantly flawed mudcore experience.

And about two lines of the advice serves this.

The rest is just "what do you want your story to be like" and "this game is yours" nonsense.

It is most of the advice in the books. All three of them.

There is no advice on how to make monsters. You have to go find other 5e products for that. Fortunately the monster design itself is pretty darn good, so you don't have to worry about this so much but... this is an outright glaring absence in the game's advice and design.

This Game Is Flawed

There is so much to recommend this game. It is a masterclass in getting players of any experience level invested. When we got done with our short little game, the players all immediately said they wanted to come back to it, after our Pathfinder 2e excursion. One of the players and I swap GMing duties, and you don't pass that kind of thing up. However, we're fully invested in this. I'm making a bigger map. Something we can chip away at as the months and years go on. I'm putting ideas together and I'm really excited. What so few games get right (the essentials), the Dark Souls RPG lands with aplomb.

However, the rest of the game is a mess. A shamefully hard to use mess. Like, the book is fundamentally flawed in its organization, to a degree that is an outright failure on Steamforged's part.

If you're willing to put in the work, you have one of the best experiences you'll ever have for a conventional RPG. If you don't... I really can't blame you, this book's organization is a shame before God and man.

Why Do You Care So Much???


This is a fair question! Why bother?

There isn't a rational answer and I won't pretend otherwise.

However.

I don't have to care if I'm being rational, and neither do you. And the answer may be interesting to you.

Some Things Just Fit


Dark Souls 3 preview: a grander sense of scale, but still familiar | PC  Gamer


Aesthetics are supra-rational. They are what rationality is derived from. For whatever reason, the visual and narrative aesthetics of Dark Souls is home in a way that no other pre-established setting is. And the game's mechanics for this TTRPG evoke that feeling for me: ruined grandeur, something beautiful turned to something rotted. Which automatically creates this need to make it right again, even if you doubt it can ever be done. For whatever reason this game evokes that sentiment out of me, and I am better person for experiencing it.

One day the flame will return, and all will be well.

Now, that may not be the reason to forgive a game its many flaws for you, but it sure is for me.

And it really does come down to that.

Here I stop. If you I do not see you next week, I do not blame you. It is not easy road.

Saturday, April 18, 2026

Dark Souls: Initial Report Session the Last

 


With their mission clear ("find the dragon and stab it with the magical spear, so you can whittle it down"), Hazbil and Fizbun come into a large room, filled with pillars and a vaulted ceiling. There's a wooden bridge at one end of the room, leading out into the utterly frozen wasteland, with another tower across the way. There's holes in the ceiling big enough for "their" dragon to poke his head and roast them alive.

I announced the DC for Stealth to go check out the wooden bridge: 24. Hazbil and Fizbun about burn out all their Position passing the check.

They get to the bridge, which is exposed to the cold that killed them almost instantly earlier. I make them a deal: they burn enough Position, they can cross the bridge, but it destroys their Stealth Check.

The dragon comes up behind them as they cross. They roll Initiative, and fail just closely enough to where they can burn the Position necessary to go before the dragon.... and thus roll for their combat Position. Hazbil has a higher Strength than Fizbun, so he lugs the spear right at the thing, and passes the thing pretty easily. With the spear that keeps the dragon's Position from resetting firmly lodged in it. Normally, I would make the rest of the campaign about them leveling up for this one boss fight. I certainly could have prepped that.

But the guy playing Fizbun really wants to run some Pathfinder, and I don't get people wanting to run games for me terribly often.

So.

We skipped that part.

We guessed it would take about eight tries to take the dragon down. The dragon began to disintegrate under the influence of the Flame. Fizbun, being a pyromancer, volunteered to take the Flame on, as he had some Flame resistance. But he needed help getting up the stairs to the Kiln. So they stumbled up to the Kiln, and Fizbun, the asshole who closed doors, fell into the Kiln at the top of the tower.

Hazbil looked down from the tower. The ice was starting to melt... and there was a ton of it. He would need to move fast if he wanted to get to the nearby mountains.


Thoughts on the System

By the end of this session,  the players had come to a different appreciate of the Position system. At any point in time, they could pass a roll. It was a question of whether or not they had the resources to do so. This means that the game becomes a series of rough calculate risks.

Or it could.

Could.

But, if you're not running the game as an old school mudcrawl.... this system just isn't going to work. Period. If you're not pitting the time against the Position of the players... there's no tension. The usual railroading 5e is known for just won't work here. You have to present real choices that require constant dice rolls for the system to function.

Will We Run This Game Again?

Fuck yes we will. It's not perfect (I made up the encounter dice), but my goodness it does mudcrawling so well, and I will happily draw up another map for it. However, I would do a few things differently:

Assign more random tables to different parts of the map. I only really used two, and that was a mistake. Players need more zones, where they can go and hide, or grind and level up. Things like that.

I would want to actually come up with a good boss fight "mechanic". Not sure how to do that, yet, but the core choices in this game  warrant some extra work. I think I would set up a BOTW/TOTK style map, with factions set up and whatnot. I can't really get other players to do faction play in the world, due to physical constraints, or I would.

I'll write a bit about Pathfinder 2e next. I have my own very loud and snooty opinions on that game, so we'll see how that goes.

Monday, March 16, 2026

Dark Souls: Fourth Session Report

 


Real Life Sucks

It's been a few weeks, because real life caught up hard, and we just couldn't play. Today we got:

Hazbil, level four knight
Fizbun, level three pyromancer

I pull up a new "location" from the Core Book: Archdragon Peak, page 269. I wanted to make the place feel different as they got close to the dragon. No, I haven't talked about the dragon yet, but I will in a minute.

Play!


Hazbil and Fizbun return to the door from last session, with the purple sign right in the doorway. Hazbil, as  has to burn Position to pass  the Wisdom Save that's permanently on him, to touch all bad summoning signs. With Fizbun granting advantage, Hazbil passes. They jump the sign and enter the room.

Standing across from them is a figure. "You are now in the Dragon's Keep, why should you stay?" Hazbil and Fizbun feel a compulsion to walk over the Purple Sign as they leave through the door they just entered. Both of them, knowing the summoned knight would get a free attack, burned a ton of Position to pass the save.

The figure seemed impressed at their resilience. "Very good, why should you stay?"

"And walk over the purple sign again?" both Hazbil and Fizbun asked, scoffing at him. He smiles at them, and vanishes. It's a Large Soul, 20,000 souls apiece! Hazbil and Fizbun went back to the previous bonfire, and are both now level 5! Hazbil has 3,400 Souls, only 10,600 to go! I cackle. The resetting of the souls counter is honestly amazing, especially since you lose the souls upon death.

There's a door, which they check: wooden, unlocked, not trapped. They open up the door, and burn the Position to make the Perception check: two wyverns, sitting on the roof! They manage to sneak into the large room, and take up positions. Fizbun realizes the wyeverns are immune to fire, so he decides they'll try and make a distraction, and then bottlneck the wyverns. He shoots off a fireball at a nearby pillar.

The wyverns look down, and don't see what made the fire. They jump into the air... and then land on the roof. Both Hazbil and Fizbun barely evade, getting back into the previous room. Fizbun runs up  the purple sign and touches  it, planning to lure the summoned knight into combat with the wyverns, who charge. Hazbil preps his greatsword, and  gets three swings. And he puts his back into it. He puts almost every bit of Position he can into taking out one of the wyverns. 

Hazbil barely bruises the wyvern, with three hard hits: 20+ damage a shot. And it just isn't enough.

The first wyvern sticks its mouth through the doorway and spits fire. Even making the save, Fizbun and Hazbil die immediately. They both wake up at the bonfire. Fizbun fails the Wisdom save, -1 to his Strength. Hazbil also fails the Wisdom save, gets a -2 to his Charisma

As far as Hazbil and  Fizbun can remember, there's two options: attack the lizards who stomped on them a few times, or go back after the wyverns. They have no idea that it's actually the same difficulty level... but I know! And I try not to laugh.

They sneak back down to the wreckage where the giant lizards were... and Fizbun fails the stealth check. The lizard charges, hits Hazbil, 1 shots him! Fizbun rushes up the stairs, getting away from the lizard and resetting time. Hazbil comes back to at the bonfire, and  gets a -1 to Initiative. Honestly, people are just laughing, almost helplessly, at the death spiral that's in this game. It's so blatantly unfair that my players are almost pissing themselves laughing at times.

They go back, get a sneak attack in on the lizard, getting two full rounds of wailing on the one lizard. They know if they let live, they die. They get it to 75 damage. Which is... not enough. It just isn't.

The lizard takes a quick breath in. Breath weapon. Dead.

Hazbil -1 Passive Perception
Fizbun -1 Wisdom

They realize they just don't have the firepower to go after the lizards... or the wyverns. Just as they're about to take a passage to the right, I reminded them they have another way they can go too: back where the scythe had come down and they'd gotten jumped by their first summon. They'd just run out of their without really checking the room.. They decided to retrace their steps, running past the lizards successfully. 

They meet another person named Ghorm, who has a spear he says can pin the target in time, and he has a target in mind: there's a dragon in this castle, who holds The Last Flame.  If they kill it, the frozen world outside will thaw, and they'll be able to leave.

After convincing Fizbun that being able to leave the castle is good idea, they decide to go for it! Unthawing the world sounds like a great idea, even to Fizbun.

Reflections

It's here where "encounter balance" starts to rear its ugly head: Dark Souls is about combat, and you have to be willing to let differing areas have different difficult levels. I didn't do this, so I thought I'd throw that time-sticking spear in to even the odds in finishing the adventure. When I next play, I'll put multiple tables into the levels, allowing for farming in certain areas, and risks to be taken in others. It's a learning process, but a very enjoyable one.

The Dragon's Fire: Book 3, Chapter 7

 


The Legend

Last chapter, with Jesse and King Melny... I knew the end was coming. You run enough Belief-based games, and it starts to become... apparent. And I knew it was time. The mechanics just... popped into my head. Melny was no longer a Hero, he was a Legend.

The Investiture

The Weaver announces that the Hero in question has been stripped of the status of Hero. The Player may change one Trait, as well as all Beliefs for their Hero. The Legend’s Traits and Beliefs may never be changed, ever again. The Scruples part of the Legend’s Hero Sheet is crossed out, with pen. No Scruples now apply to them, even from Magical Items; the Legend is free.
All Defy rolls a Legend makes are always made with the top two results. They never have to justify it. Ever.

Legend’s Fate Point Rewards

Legends don’t earn Fate Points like Heroes. Their existence is inherently a challenge to all around them.
Go through each Belief the Legend has:

Did you use this Belief to challenge and confront a Hero’s Belief? If so, write what you did, and why it was necessary. Take two Fate Points.
You get no Fate Points for breaking Beliefs. Nor do you get Fate Points for PVP.


The Prompts for This Week

Consulting my byzantine little series of charts, the following prompts were generated for me to write with:

War Bad

Generosity good

Grief complicated

Love bad

Eous ascendant

communication/air

Why, yes, I can more or less put together an entire Orthodox Matins/Orthos with only a few minor discrepancies, why do you ask?

The Undermaze

The undead swarm you. Below ground, they're an insubstantial purple flame. They can phase through walls. The magic swords are capable of cutting through them, but normal swords cannot. They never stop. They always seem to know where to go. They're joined by sickly-green shaggy men, led by a vampire who calls herself The Lover. Level 3 Exhaustion or Level 1 Injury (you decide what's hurt)

After three days of being hounded continuously, the three of you are taken in  by The Undermaze King- a gold encrusted gigantic figure. He feeds you and provides more provisions, but cannot defend you for long, as his scheming wife, who is still grieving the disappearance of their child, dislikes outsiders.

Raphael

Raphael’s Response (Injury choice):

Raphael takes the Level 1 Injury instead of exhaustion.

During the swarm, one of the sickly-green shaggy men lunges from the side while Raphael is cutting through the purple flame undead. Raphael shoves one of his companions out of the way and the creature’s claws rake across his shoulder, tearing through armor and leaving a deep gash.

He grits his teeth, wraps the wound tight with cloth, and keeps moving. The injury burns, but Raphael refuses to slow down while the swarm is still hunting them. 

When the Undermaze King takes them in, Raphael finally lets the wound be cleaned and bandaged while he eats and regains strength.

“Next time something with claws wants a piece of me, it can take a number and get in line.” 

Alistair

I take the exhaustion.

Three days I stood my ground, three days I fought. For three days I killed and slashed and maimed, until all I could see was blood and viscera, and then I killed more. I clogged the arteries of this world with the corpses of undead, and we are still alive.

King Melny

Despite three days of grueling fighting, I make sure to lead my friends in the best manner possible. I take exhaustion as I led my friends for three straight days.

Book 3, Chapter 7, Kaskusa 14 

 


There were obvious problems with the Legend's Fate Point design, namely that the scale of their actions needs to be rewarded, as Legends should have a "holy shit that was awesome!" category. Beyond that, this chapter was an amazing time. The Defies started early, and there's sometimes where someone decides it's time to fuck around and find out. And then the next guy realizes that the whole situation is cooked, and if they don't keep Defying they can't get anything done. It's not all the time, but every six or seven chapters there's this explosion of activity, where everything breaks and there's severe, long-term consequences. Or, as Ross says with a growing dread "I don't think Defying solves any problems".

We know, Ross.

Oh, we know.

Saturday, March 7, 2026

The Dragon's Shadow: Session 1


As I continue draft up the 0e version of Crescendo, I am now in a position to start showing off one of the central ideas behind the game: as something you can run alongside your already-existing game. So, I started a Shadowdark game, grabbing some folks off my Discord server, and here's what we got!

Session 1, Kaksusa 6

Reflections

So the timer on the torch is the single most brilliant mechanic I think I have ever seen. By popular concept it shouldn't work. But it does. Which means that the popular understanding of design is wrong. What a shock! It's almost like you have to design for the players at the table first!

Friday, February 27, 2026

Shadowdark

 


Welcome back! Today I am writing about choosing a game, particularly Shadowdark. 

I think one of the hardest things to admit when you're looking at games is that they are meant to address desires and logistical needs. As a designer, I frequently forget that my games are built to address my needs. This is a very difficult thing to remember, because as you design you start to view the object as its own thing, and start to modify it to address needs other than yours, while you use it to continue to satisfy your own. There's a difference between liking the design of an object and actually having it address your desires and needs.

So, here's what my desires and logistical needs are.

My desire is to have two kinds of games running, one to satisfy and synthesize two competing urges into the same setting. 
1. To have game with a ton of emotional depth, where it is safe to do so. This would be a small, somewhat insular group. 
2. A large living world table, ala Noonan’s living campaign model. This would allow me to run for whomever was around, without any fear of people not being able to commit. 

Crescendo satisfies the first desire quite admirably. I mean, I designed it to. Burning Wheel MIGHT do, but Crescendo is far more flexible, by several orders of magnitude. Its inherently chaotic sessions also create natural shake ups that could ripple into the larger table. Overall, Crescendo does well as a “beating heart of the setting” sorta a game. 

But what about the second?

See, that’s what has been tripping me up. Instead of simply listing out what I logistically need and being ruthless about it, I have engaged in mooning over how cool all these games are, which lightens my wallet considerably, but doesn’t actually accomplish a stable table. 

Here’s what I need:
- Something familiar enough to my 3.5 days so that I can just skate by. I do all my innovation in Crescendo. I have no interest in bending particularly far for the other game. I paid my dues to originality and then some.
- A game with extremely low entry. Literally fifteen minutes of character creation at most, and then off to the races. 
- Emergent depth. As the game progresses, people who stick with it find there’s actually mechanics to sink their teeth into. It doesn’t have to be super deep, but as time goes on people can naturally develop new goals and their personal narrative evolves. 
- Worldbuilding and mechanics I can adapt Crescendo to without spending tons and tons and tons of time in order to produce for both tables. 
- Something that encourages the kind of loud, over-the-top, party attitude I actually enjoy quite a bit. 

Once I lay that all out, it’s just obviously Shadowdark. 

Familiar but well-done rules. So some reading required, but not really. Dionne's work isn't revolutionary. That's fine by me. I don't want revolutionary, I want something that I can intuit enough to where I can just run it and be surprised a few time and then readjust fire.

I also found that I could hack Shadowdark's basic stuff to fit my setting really easily. It took me a half hour to write my own setting’s level 0 character funnel table. Not even that. And if anything I made mine faster than what’s in the core book. People can just walk up to the table, shrug and say “what the hell”, and start playing. 

Shadowdark has some surprising spots for depth down the road, especially if you adapt Living Campaign/BROSR principles, like 1:1 time and Braunsteins. You can use the pieces to do some really impressive stuff, if you know what to aim for. The fact that there’s a bunch of 3rd party stuff that fleshes this out (which I was literally given) doesn’t hurt. 

Is it perfect? Nah. No system is. The lethality can scare off the wrong newcomer, and if someone really wants narrative-heavy zero-to-hero arcs with minimal risk, they'll bounce. But for what I need—a reliable, low-friction engine that supports a big, breathing world while leaving room for Crescendo to be the emotional heartbeat—it's damn near ideal.

So if you've been staring at your shelf (or your itch.io cart) wondering why none of the "cool" games quite fit your actual life and table, try doing what I finally did: write the ruthless list first. Then see what matches.

For me, it was Shadowdark.

And here I pause. If you do not show up next week, I don’t blame you. It is no easy road. 

Tuesday, February 17, 2026

Demons' Blues: Book 1, Chapter 4

Demons' Blues: Book 1, Chapter 3

Demons' Blues: Book 1, Chapter 2

Demons' Blues: Book 1, Chapter 1

Demons' Blues: Hero Creation

 

a

The Dragon's Fire: Book 3, Chapter 4


Sononn 9-15

Sota City

The Ascension Rite Argenti absolutely purge all Ferren Descension Rite traces. Descension Rite clergy who will not switch their allegiance to the ecclesiarchs of the Argentum Empire are driven off, and the worship spaces are reconsecrated. Some of the Ferrens respond by fornicating with whores in the reconsecrated places, defiling them. All Ferrens have their cut in half, with the penalty for Ferren desertion increased to public drawing and quartering.

Raphael

Raphael didn't rage. He smiled.

While the Argenti priests were busy chanting and repairing sigils, he strolled through the freshly reconsecrated  grounds, like he was inspecting a new throne room. He game a slow, amused clap.

"Creative", he murmured. "Desperate, but creative."

Then he had the whole place scrubbed clean again. Not in anger. In style. Silver braziers relit. Banners hung higher. Incense thicker than before. If they wanted spectacle, he'd give them something worth kneeling to.

When the pay cuts were announced, Raphael didn't stiff beside the officers. He leaned. Arms crossed. Watched the Ferrens swalow their pride like fine wine. He caught the glaring. The ones pretending not to. The ones thinking about running.
"Desertion? Drawing and quartering? Publicly? Oh," Raphael said to no one in particular, "now this is getting interesting." That night he doubled the guard- not dramatically. Just a few quiet shifts of power. Loyal Argenti in key corridors. Supply lines sealed tight. Sanctums locked down like a vault. Not because he feared rebellion. Because he wanted to see who was bold enough to try.
And if someone did?
Well.
Raphael always enjoyed a little bit of curiosity.

Undermaze- Sota Cluster

A creature calling itself Legion possessed a bunch of minotaurs and attacked the reamining unpossessed minotaurs. They were pushed back and killed. The remaining minotaurs were seriously injured, and were unable to travel. The nearest cluster was many miles away. There was nothing to eat, and King Melny was just... gone.

Alistair

I use my healing sword to get anyone injured healed enough to start an evacuation effort.

Undermaze Proper

King Menly outraced stray queenslings, some of who were possed by Legion. Lultiple monsters came at King Melny over the next few days.

King Melny

Meny killed and ate what he had to, raw. If possible he would kill kill everything possible to find a way out. Unfortunately, this gives Melny Hallucinations 01.

Chapter Four- Sononn 16 to 17

Cal still didn't have internet, and Jesse was unreachable (probably passed out, given that he stays up pretty late to play with us). So we went... and. Well. Tasha did something just completely and unreasonably epic.


Reflections

We got a shorter wait time between sessions, and it didn't disappoint here either. We got to do something really epic (which is Tasha's bread and butter), without having to worry about how we got there during the session... because we had already gotten there.

1:1 time is awesome. It just is. I'm hooked.