Saturday, November 7, 2026
The Fall of the King of Sota: Chapter Fifteen
I have a real problem with smarmy bullshit. so it was a kind of interesting week to follow up on, with this gigantic butterfly. So, I did what I could. And I think it worked!
October 30th through November 5th
The people flock around the giant butterfly, which talks in their minds with a calm, gentle voice: Maalijna, the ground listener. She is gentle, and kind. Children quickly learn to trust her, climbing atop her with no fear whatsoever. When asked to give rides in the sky, Maalijina always chuckles in a high-pitched mental trill: "Your mothers would never forgive me if I did".The mothers agree. And realize they love her for it.The "plague" ends immediately. Everyone attributes it to Maalijina.Around Newport's northern farms, however, things are far from calm. King Lucian collapses all the remaining tunnels between Newport and Montport, and heads back up to Montport, cooperating with Lady Marie's forces.Doing so results in not one, not two, but three violent deaths, the third one done by Seren, the Bearer of the Blade of Uriel. They were all confused, rushed, and thoroughly strange.A few animals in the northern farms die, with their heads crushed.The water in Montport is discovered to be poisoned. Maalijina promises to go there and purify the water there, too, when she's done purifying the ground around Newport.
November 6th- Chapter Fifteen
Friday, November 6, 2026
A Literary Trail for Crescendo: Out of the Silent Planet
The fact that it only occurred to me now to leave a literary trail for Crescendo is silly. I should have considered it sooner. So we'll go in chronological order... sorta. We'll start with the first book that actually woke me up as a child. Like, I still remember sitting on my couch in Aurora at 13, listening to Out of the Silent Planet and drawing and drawing the Sorn. There was something in the description of Mars that haunts me to this day. I recently returned to this book, and realized just how indebted I am to it, especially with Crescendo.
Lewis's prose relaxed me. I'm not sure why it is, but something about the way he writes, just in general, puts me into a flow state. Focused. Better. It's really wonderful, actually. And, for whatever reason, the way he narrates in Out of the Silent Planet scratches some itch in my psyche that I realize I eventually found solace in, with Wolfe.
Ransom's problem felt eerily familiar: a stranger in a strange world. Ransom had to contend with the fact that the things in his head were just as strange and real as the world he was now in.. and he realized there wasn't that much of an operative difference. Mind and world were something that Ransom had to handle with similar levels of dispassion.
The villains felt realistic. Their great evil was... being boring. They just wanted more money. More commercial opportunities. The fact they couldn't figure out just how wonderful and beautiful and tragic Mars was wasn't shown as terrifying, but as sad. Almost silly. The universe was big and awesome and the villains were just so... dumb. Not even in a way that wasn't menacing, just dumb.
Meeting true spiritual beings was unsettling, as it should be. Lewis described them as having a completely different center of gravity, and that fit. There was something strangely comforting in just how eerie the "angels" were. Somehow, you meet something that weird, that unsympathetic, and have it love you. And to have absolutely nothing in common with it, at all.
This eeriness, and how comforting it was, have stuck with me all my life. When life isn't like that, I find I miss it.
In so many ways, this book is the beginning. Ransom sitting alone under a strange sky, realizing that his own mind and the alien world required the exact same quiet dispassion—that is where the seed of Crescendo was planted. Not in tactical combat or spell lists, but in the terrifying, comforting encounter with a universe that is far larger than you are.
Saturday, October 31, 2026
The Fall of the King of Sota: Chapter Fourteen

I warned Jack, Pierre's player, that I was about to take the gloves off. And I did. It ain't gonna slow down till the end of the Book. I am making good on my word.
October 19th through 24th
Newport
Lillian and Silvy finished growing the lean-to that Abbadon had let them have into a full on mansion, more than big enough for the elves they had brought back. It's located outside of town (I will be updating the Setting Bible to include its location on the map)
Pierre La Forge attempted to whip up the people against the elves, but Lady Marie was able to squash his propaganda with her own. The attitude against the elves, especially after "Maurice" had been put captured, has begun to reverse.
Montport
King Lucian was said to have found forbidden magics under the city of Montport, and destroyed anything connected to it. There's also rumors that King Lucian almost ate someone? The majority of the army denies any such allegations, citing the king's upstanding morals and his bravery. There was hardly a time when he *wasn't* running right at the front of his men, and the rest had to struggle to keep up.
October 25th-29th
On October 25th, hundreds of humans begin to die of what appears to be a plague. Doctors swear it isn’t
If you do not spend Fate Points, you will get a level 6 Ceaseless Vomiting Condition. It's a Mortal Condition. Seren, King Julian, Cato, and Abbadon are not affected. Everyone else is either coughing up the Fate Points to lessen or lower the Condition or you literally die. On October 27th, there’s a rumble, and a bunch of ground under Newport collapses in on itself, destroying houses and the walls. A spiderweb of destroyed earth goes away from Newport. Taxes on the elven buildings goes up. ADDITIONAL PROBLEM: the people who have survived have fallen into rancor, attacking each other or falling into despair. On October 29th, late at night an army of minotaurs appears, from Cleft Mountain in the west, claiming to be serving The King of Sota. Surrender or die.
October 30th, Chapter Fourteen
Friday, October 30, 2026
Crescendo Design Journal: The Weaver Has to Play
An introduction
Hitting the Books
Beliefs
The above example
I have made
a ton of changes to Crescendo over the years. It's a criticism leveled at me that I have no choice but to own. I like to tinker, what can I say? Game design is a hobby. It ain't my job. A lot of the changes are also what I think of as "periphery": stuff that goes around the core of Crescendo.
Here's the old formula for a single Chapter Session:
- A random event happens, drawn from the journals
- Players, one at a time, respond to this random event, using their Beliefs and the Setting's Myth to succeed at their actions. This is a verbal puzzle. You have to solve the metaphysical and material aspects of the problem in order to win.
- Players can roll dice to challenge what's going on. It always randomly resets the situation after rolling, whether you win or lose.
- The randomness is determined by everyone's journals, when they Hit the Books. This means that the randomness begins to converge after a long, long long time.
And, so long
as Crescendo was a 1-3 player game, without 1:1 time, this setup worked. A smaller game meant the story sorta meandered but was deeply meaningful. As the Weaver, I somewhat focused on Beliefs, but it was a small enough social environment that I didn't have to really focus on Beliefs. We could essentially run the Epic as a series of one-shots that have indeterminate time skips. Which was a really fun setup, and I loved doing it.But the goal has always been
to emulate the kinds of stories Gene Wolfe, Christopher Ruocchio, and C.S. Lewis tell. And something was missing in the above set up. It was close, but this is my hobby and I don't have a deadline, and therefore I can turn on the 'tism all the way up, and say "No, not yet." Wolfe isn't about characters who are only tangentially connected to each other, but who are connected even when they aren't in the same room, and they may not know it. This is shown the best in Book of the Long Sun and The Wizard Knight, where Wolfe puts his philosophy right up on his sleeve.
Enter the BROSR
and their discoveries in 1:1 time and interlude scheming. Immediately I knew this would fulfill the core conceit of Wolfe: everyone is the tip of an iceberg. Everyone is connected, and their actions affect each other all the time, they just don't know it. And this game tech would allow me fulfill that core conceit.So I committed to testing another two years after putting in 1:1 time and entirely player-driven scheming into Crescendo. I'm here to make a good game that emulates Wolfe faithfully.
And it works!!! It requires some more work from the players, but it more than pays back what they put into it. Players could take a great deal of effort and care and get amazing results out of Crescendo. The rules support the players as close to perfectly as one can get. This has been proven, over and over and over again. The players are really happy! Each session is part of a continuum of story that's going on around it, an iceberg of drama.
That, right there, is Wolfe in a nutshell. Disagree with me at your peril.
And yet, as we get
to the end of the first Book of The Fall of the King of Sota, I know, intuitively, that something is off. I have learned when to trust this feeling, and to know when to put it aside. I have the time to look at it, so I decided to let it through the gates.
And boy, did I get a mainline of intuition that was pretty self-damning.
Crescendo is based
very openly upon merging storygame and oldschool principles, especially the BROSR. I've never been quiet about that. And it works like it should: oldschoolers find the game focused on story in a way they appreciate, while storygamers like the structure and how it helps generate unexpected outcomes. The logic of Crescendo is extremely old school. The results are pure story.
And nowhere is this more obvious than the role of the Weaver. When I first named the role, I thought of it as an old-school judge with a slight twist: it was his job to interpret all the journal entries read out loud during Hitting the Books. His primary job was to weave the random journal entries from everyone into something coherent. The general shape of the story was not the Weaver's business. So long as we were at this more intimate scale, that was fine.
But then
I added in 1:1 time, interlude play, and I opened the game up to twelve different people. I am currently running the game for nine. Which is absolutely crazy! I've never done anything like this for a storygame! Crescendo scales the additional players really nicely, and the interlude play sings with 5+ people. Some of the best gameplay I've ever had in my life has been in that in between PBP stuff. It's amazing to see how people cook up these situations, and it's been a real genuine pleasure to be the Weaver for these moments.
As it turns out,
scale matters. Crescendo's Hitting the Books mechanics, which create manageable chaos at 1-3 players, absolutely balloons at anything higher than three. Which means that what was originally a somewhat meandering story goes completely chaotic. The players are doing what they're supposed to be doing. The story should cohere, and the thematics, I found, were lacking in a specific way that I knew was not the player's fault. They have been going at 11 the whole freaking time, and it's been beautiful.
The fault should
be obvious: The role of the Weaver has not adapted to the new ludological environment. The players are not going to naturally cohere at the scale that Crescendo now operates in. The Weaver does not live up to his name, now. The Weaver originally was meant to be much more similar to an oldschool Judge.
With the increased scale and the addition of between session play, the Weaver has more material to work with. And it is his job to do so.
And it can all be fixed very simply.
Here's the new formula for the Chapter Session:
- The Weaver picks a player and uses the consequences of their actions during interlude play to challenge their Beliefs.
- The player uses their Beliefs and the Setting's Myth to respond to the Weaver. It's a verbal puzzle. You have to solve the metaphysical and material aspects of the problem presented by the Weaver.
- Once the player is done responding, the Weaver uses the consequences of their actions to challenge another player's Beliefs, possibly using SEEN and GOSS.
- Players can roll dice to challenge what's going on. It always randomly resets the situation after rolling, whether you win or lose.
- The randomness is determined by everyone's journals, when they Hit the Books. This means that the randomness begins to converge after a long, long long time.
- Once the session is done, it is wrapped up by Hitting the Books, to see how the actions of the session have created unexpected consequences.
The benefits
By making
Monday, October 26, 2026
RE: Why 4e Failed
Clandestine Turns: Initial Pitch
This is the Leadup
Get on With It!
Example of Play: The Clandestine Turn in Adventurer Conqueror King Imperial Imprint
Setting the Scene: The party—consisting of Sir Gareth (a Lawful Paladin), Vesper (a Chaotic Assassin), and Brother Thaddeus (a Neutral Cleric)—has just cleared the first level of a subterranean temple. They are bedding down for a standard 8-hour camp rest.
The GM calls for tracking HP and resource updates, and then announces: “Right, camp is set. Everyone step away from the table for your Clandestine Turns. Vesper, you’re up first. The rest of you, take a ten-minute break.”
Turn 1: Vesper the Assassin
Turn 2: Sir Gareth the Paladin
Turn 3: Brother Thaddeus the Cleric
The Aftermath
The break ends, and everyone returns to the main table.
Sir Gareth looks coldly at Vesper, his Lawful suspicions heightened, though he says nothing publicly yet. The player knows something is up, but can't put his finger on it. Not yet.
Vesper acts completely innocent, but has no idea that Sir Gareth knows a bit more than he's letting on to. She's got a weird document she lifted off the Paladin and a secret... pact with the Cleric.
Brother Thaddeus sits quietly, now tied to the rogue's schemes. He knows Sir Gareth is only going to sit on that forever, so he preps a few more offensive spells than he normally would. When that dude comes swinging, Brother Thaddeus will be ready.
The Note Passing
You didn't find anything, what a relief!
Sir Gareth smiles a bit ruefully, and doesn't say anything. Everyone else wants to know what it is. He ain't talking.




