My Games

Friday, January 7, 2022

My "MRD" PCs

Should have included this in my last post after Sofinho kindly shared our interview, but reminder: MRD game jam is ongoing, and one entrant will have art and layout commissioned for their work. I've extended the deadline a bit further for the reason below:

I tested positive for covid. If you have not already been vaccinated and don't have a good excuse, fuck off. If you haven't gotten boosted yet, don't be lazy like I was, and go do it ASAP! Feeling mostly ok, pretty mild symptoms, mostly just feeling really tired. I was starting to schedule a bunch more interviews, apologies to those of you who were expecting to hear from me recently...

Anyway, on to our post of the week:

I'm usually a GM but I've been trying to be a player more in some drop-in games, and as part of that, I've had the opportunity to actually play MRD characters now, twice.

The first is from Mike's of (Sheep and Sorcery) Weirdways game, where I adapted the Crashing Rocket Nixie Poltergeist Form and took items from the MRD book, but applied to his game. We haven't quite finished that adventure yet but I'm really enjoying the character and the adventure as a whole.

Weirdways

Name: Mad(dison) Marceau

Questions

What are two locations you desperately want to go or things you need to do on the road?

Stand atop One World Trade Center.
Dive into the ocean from a lighthouse along the Oregon Coast.

What's different about you? Why don't you fit in?

Has numerous niche interests which they obsess over in bursts, and even within those niches, their sensibilities defy the norm still.

Are you a fantasy creature? If so, what kind?

A Nixie (sea fairy) who inexplicably also has wings.

Why do you have no money?

Has a tendency of finding great success... and then blowing it all up (sometimes literally).

Who is someone you know who you might meet on the road?

William Vita, the Eccentric Psientist.

Who, if anyone, owns the van? Who drives?

TBD

Why are your characters traveling together?

TBD

One of you has an aunt in the midwest who has told you that her house is haunted and she needs help. Which one of you is it? Why is she calling you?

TBD

One of you is dead set on going to Burning Man. Which one of you is it?

Seems like it could be Mad Marceau...

Aspect 1 (General Concept): Crashing Rocket Nixie

Aspect 2 (Something weird but cool): Their third eye expresses absolute terror

Aspect 3 (kind of like...): Harley Quin


Important Items

Nixie Sticks: Nobody's quite sure what's in them- what a rush! Just tear it open, pour on your tongue and come alive. Allegedly grants magic powers.

Rocket Kit: Your kit can make rockets, fireworks, and other sparkling and exploding things.

Weaponized Meme: Weaponized, Military-grade meme.

Gateway Chalk: Draw a door and it appears, leading to some previously visited location the user chooses. It must be redrawn after each use.

Bottle of Indigo Pills: Experience euphoria and third-eye awareness.

Soul Mate: One high calorie protein bar made by specially-trained Buddhist Monks. (this later got traded for an awesome magic unicorn horn using the top spinner below)

Top Spinner: Spin the top to train an ad-tech machine learning algorithm. Spins whatever you’re selling.

Discredit Card: Can wipe out any one debt—of any size including non-monetary debts.

The second was from a one shot with SageDaMage, where we actually were using MRD as the core system, but the adventure was a condensed version of Silent Titans beginning in a modern but mythical Wales. It was really cool to finally play Silent Titans, and I was glad how easily the two go together. Obviously I'm biased, but I think more people should try out using MRD with other weird modules like this ;).

Clerval Fritz
Former mergers and acquisitions specialist with a background in organizational psychology who became a senator. The acquisitions were scrapped for parts towards his esoteric ends, prematurely ending the dreams of many would-be entrepreneurs.
The last acquisition ended in an experiment gone wrong, a laser-light explosion, disturbing noises, and many, many dead. The fallout was contained and the story buried, but shortly afterwards Clerval, alongside his new Oracle Iolo, entered the world of politics.
Leveraging his corporate connections to secure non-competitive deals to acquire private resources, he intends to use technology, psychology, and metaphysics to birth a superorganism from the body of the government.
In a past life, he stored a PHYLACTERY in Wales, which he now intends to recover to use towards birthing the superorganism.  
Iolo (10 HP, the NS Pet Special Item): Pale blue furred ape-hominid with a missing eye, a notable scar at the back of its head suggestive of a projectile wound, and a skin graft over its mouth. It is bound in a restraining jacket and chains. It gnaws its mouth graft into bloody pulp to speak in profound gibberish (Wd6), after which the graft reseals in a process sounding like the mashing of raw skin and mid-coital fluids.
Pyramid Shining Brightly
NAT: 13
WIS: 14
PRO: 14
Karma: 3 
Career
12. Government, Politics, Public Administration 
Quirk
2. You are invisible when nobody is watching. 
Starting Karmic Attachments
1. You have a goal, and nothing will get between you and accomplishing it. Whatever it is, whatever must be done is always justified. At least one person suffered for being in your way and seek vengeance.
(In particular, the company sacrificed in the failed attempt at creating a superorganism, which also led to the creation of the SPECIAL SHINING LASER GUN and Iolo)
6. Your relationships are superficial and transactional. You have no real friends or loved ones, just people you want things from and want things from you in turn.
(The various aspirational entrepreneurs he's worked with, or Iolo) 
Reincarnation Ritual
1. Hold tightly to an item representing your value and rest.
(The SPECIAL SHINING LASER GUN) 
Poltergeist Features
0. POWER MOVE: You developed an intuition for manipulation through overt displays of power: a powerful handshake, biting apathetic humor or sarcasm. Pd8 but if attempted against somebody with higher PRO take Wd4.
4. PHYLACTERY: In a past life, an item of value to you was buried in a place of personal significance. So long as it remains undisturbed, PRO Damage against you is Impaired and cannot cause you to accrue Karma.
6. SPECIAL SHINING LASER GUN: An experimental gold and white limestone gun with a pyramidal shape at the muzzle’s end. It’s a fascinating story how you got it. Fires a Karmic force beam (Nd10) with a 1-in-6 chance of accruing 1 Karma. 
Special Items:
84. NS PET: Nature Spirit pet with animal intelligence, and usually one
Damage Die for one Ability at d6, 10 HP, and one utility special ability.
It has some behavioral quirk making it prone to trouble and frequently
imposes inopportune Karmic Attachments.
Usage Die: NA

The Profound Gibberish of Iolo
1. Drip drip walking down the blue lane one wonders why the sky hurts so and when the moon will just fall already GOD DAMNIT!
2. How am I supposed to LIVE LAUGH LOVE under these conditions!?
3. You fuck! How dare you bring such invisible joy to the souls of children not yet born into the indigo universe!
4. Clouds crying sunshine bring delirium to the prairie dogs who would otherwise kill themselves out of religious fervor. All hail the cloud emperor in his wondrous nudity!
5. In a moment of clarity, the man wonders what it all means. And then he poops.
6. I'm already spinning in corkscrew motions and rubbing my concave tummy and now you ask for the caviar of dragons?! Give me a week, ya rascal ;).
7. Turn on the telly I'm getting bored of this program and I can't find the mute button.
8. Are you bored? Afraid? In love? Insert other emotion here? Are you sick of these pesky emotions? Try life. Life! For those sick of being slaves to their own impulses. Life! It's like death, but not! Call 1-800-LIFE.


Saturday, January 1, 2022

Alone in the Labyrinth: Weird & Wonderful Interviews

Max: I actually first learned about your blog in my very first interview, with Semiurge, who gave a brilliant summary of Pariah and what makes it so interesting. So it feels good to come full circle and finally interview you!

Semiurge: To go back to Pariah's setting, it's hit home a bit of what is conventional wisdom for osr settings that didn't previously land for me. The post-apocalyptic, social order has broken down sort of stuff. But in kind of the opposite direction, pre-civilization rather than post-civilization. Smaller cast, smaller world, no big powerful states to exist in the shadow of. More room for weirdos and weird doings.

Sofinho: I remember that interview well. I really enjoyed playing with Semiurge. hope we can get the campaign up and running again one day.

Max: While there are other prehistoric settings that either lean into "realism", or on the other extreme "cave man" aesthetics, or alternatively rooted in specific cultures, Pariah is to my mind unique in that it takes an understanding of the reality of that time, but uses it to create something Weird, or demonstrate the Weirdness of neolithic life. How did this idea come to you?

Sofinho: My first degree was in anthropology (confession: I only lasted one year before dropping out) and the programme was structured around a very broad base covering physical (or biological) and social (or cultural) anthropology, to give students a taste of the subject's possibilities.
It gave us a strong overview of a lot of topics ranging from primatology, human evolution, anthropology as applied to contemporary medical contexts, urban anthropology and (of course) we discussed contemporary indigenous cultures a lot.
For context this was in the UK in the 90s, but it was an incredibly international course.
Anyway, I was young and not nearly as clever as I thought I was and was really struck by the complexity and variety of cultures, past and present, irrespective of technological "sophistication".
Oh my god what a long-winded response.
"What inspired this rpg"
"Well, let me take you back to 1998 and talk about the entire human race"

Max: Haha no, I asked a very open ended question, this is a great response!

Sofinho: To answer your question succinctly, this idea came from the notion that human culture is always complex, regardless of subsistence strategy, "development" (technological/cultural/whatever) is not a linear progression or a railroad... but I also wanted to capture that notion of conflict between settled/transient or nature/culture but also individual/community. So PCs belong to one world (forager/gatherer-hunter) but have been exiled and now have to find their place in a new world, making a choice between settlement (neolithic) or wilderness (animist)
If that's not too long-winded.

Max: You could not have given a better response as far as I'm concerned, this is wonderful, I really appreciate your insights here.
I took a physical anthropology class in undergrad as well, and while I never pursued it further, I did think it was very interesting!

Sofinho: Yeah our ancestors were something else!

Max: The parts of the book that stand out to me the most, are the Realms, Magic, and Entheogens, and the way they all interact. Prior to Pariah, I would have thought of the Neolithic era as being overly limiting in scope for my tastes, but you show, as Semiurge said, how there's a form of infinite possibility there, but from the opposite direction of e.g. post post apocalyptic science fantasy, which used to be one of my favorite genres (I've recently gotten a bit bored with it but that's a separate conversation).
Focusing on the Realms in particular, I look at for instance There and Dusk, or Dawn and Moon; I think a lesser setting would have condensed these and taken a more generic and literalist approach. It's not just "The Dark Realm, The Land of the Dead, etc.", it's There. That's so much more powerful to me, and the nuances between that vs. Dusk or even Sun. 
How did you come to define these realms?

Sofinho: Yeah that's difficult because I'm not 100% sure. I think there's an element of the sephiroth in there- you could map moon to Yesod, dawn to Netzach, sun to Tiphareth dusk to Hod (and actually I did an NSR Planescape post a while back about Hod, following a format by Marquis Hartiss and Pandatheist but it didn't get picked up by any other bloggers... great shame!)
Malkuth is the here and now.
I mean, it's not but you could if you wanted.

Max: I hadn't necessarily considered that, but ya, I can kind of see it...

Sofinho: But then there's also some trad D&D bits lurking there (Dawn is sort of the Feywilde? The Beyond is the Far Realm)
But mostly I was trying to escape the four humours/ elements cosmology and try to see things a little from a paleolithic perspective.
Also it's not really supposed to be coherent, they're all just piled on top of each other.

Max: I was thinking of Dawn as more Midsummer Night's Dream but I guess that's fairly overlapping with D&D Fey.

Sofinho: For Sure.

Max: that latter point, about it not being coherent, is a big part of what makes it work so well to me.
I know this sounds weird to say, but there's almost something Lynchian about your Realms and the Entheogens.

Sofinho: Right. I don't really like settings where everything is rigidly defined and mapped.
Thank you I take that as a great compliment, even if it's only a trace of Lynch it's good enough for me!
What do you think makes it Lynchian?

Max: Who is supposed to be the interviewer here!?
But I think it was in a blog post you did a while back, where it was something about mapping out a Neolithic dungeon, and you had this dream maze thing... I really don't remember the particulars anymore, I just remember thinking it felt Lynchian, and it's colored my perception of Pariah ever since.
As you say, it's that lack of coherence, I guess. The idea of the Neolithic world as being one in which things are not as well understood as they are now, and then extrapolating what one's perceptions would be in such a world, it would be like a pre-lingual child, or a dream; something really alien and weird and hard to explain.
I was watching this movie the other day that had been recommended to me by Fiona Geist, On the Silver Globe, and without getting into all of the particulars, it felt very much like that as well- a pre-modern magical (sur)realism.
That's part of what appeals to me when you talk about wanting to avoid the humours or other preconceived notions or tropes- in doing so, you create something much Weirder and more interesting

Sofinho: I tried yet I still ended up referencing the western Mystery Tradition!
As you say, it's that lack of coherence, I guess. The idea of the Neolithic world as being one in which things are not as well understood as they are now, and then extrapolating what one's perceptions would be in such a world, it would be like a pre-lingual child, or a dream; something really alien and weird and hard to explain.
That was an idea I had for Dusk. .. and I'm glad it coloured your perception in that way, because the broader picture is exactly that: a world not fully formed or realized, that somehow the characters (and the players) hammer into shape.

Max: That may be why Dusk was the one that most appealed to me (well that and Moon), although I don't think I totally understood why- now I need to reread it with this in mind.

Sofinho: Actually there's another layer to that which was also part of the initial inspiration: turning non-diegetic elements into diegetic ones. Like this idea in the old school primer that the player isn't the character, they're more like the character's guardian angel. I wanted to have the players mean something in the game, or partially so; like they represent the ancestral spirits or something. I didn't really develop the idea much further.
That way you can put a layer between the player and the character but still allow them immersion in the world.

Max: That actually maybe gets at another cool thing you did in the book, which I very much appreciate as it's an idea I had forever ago but never did anything with, which is that you actually tell them to re-stat their characters with a different game- like for one of the realms, you tell them to play Cthulhu Dark.
Was that more so also a matter of RPG Theory and diegesis, or more so about inexplicability and evoking a feeling? Not that the two need be mutually exclusive...

Sofinho: Conveniently I think both!
Just the idea of feeling like you've changed lanes in some way, fallen out of your world.I'm 100% certain I read it first in either Ynn or Stygian Library but I cannot find it in either text upon re-reading.
I also get it could be massively jarring for some people, but not in a positive way.
The idea that entering the sun realm would burn away all your stats and leave you with just your essence was another thought, though I think in the end I said "break out the cards and play Our Big Show of Worth by Vivian Nguyen.
For the benefit of your urbane and curious readership I should like to add that none of those concepts were ever play-tested.

Max: That said, I like them as much as ideas as something to actually be tried.

Sofinho: Actually that's a lie: I did do the your character smokes opium and now we're all playing Dawn of Worlds bit that is suggested in the zine under Moon.

Max: How did that go?

Sofinho: It was a while back and it ended up turning into more of a collective mapmaking/illustration exercise than a game. The dice mechanic for Dawn of Worlds is pretty.
Not sure what to say.
It's sort of simple and it is mechanically appropriate(?)
But we kept having conversations about whether we had to add a bonus or not and it was quite boring so we just ended up drawing this big map and adding characters. It was really fun. We totally forgot about that pariah game as well.

Max: I think that's the right approach for that sort of thing, recognizing it'll be a bit messy and disruptive to the "main" game but just letting it be what it is and if it informs the future of the campaign, that would be great.

Sofinho: Yeah the evening just petered out and when we picked up the next session it was just "you come around from your stupor. It is the following day...."
So in actuality it didn't add anything to the campaign but it was a fun evening.
I miss face to face games.

Max: Ya... I mean online is convenient in a lot of ways, but still :/. I actually am putting together an in-person game again finally, hopefully starting in January.

Sofinho: Oh I am super grateful for the amount of roleplaying the internet provided me with last year, and to all the people I played with, they were all wonderful.

Max: On an unrelated note, you and I also have a shared interest in the criminally under-appreciated Brand New Cherry Flavor, which I would say is also rather Lynchian.
I know you've written about and are running a BNCF-inspired game. Do you see this as something you intend to pursue further?

Sofinho: BNCF was a brilliant show and I walked away from it feeling energised and inspired. I'm still in the process of getting a play-by-post group together... by which I mean I have a group with characters (using Esoteric Enterprises) and they're waiting for me to get it started...

Max: In retrospect I feel like my comment on that blog post came off a bit too strong haha, but have you thought about, or can you talk about, what you're doing with that setting? If or how you're making it your own?

Sofinho: Yes I can! And I will.

Max: Awesome :).

Sofinho: I'll confess I felt conflicted by Esoteric Enterprises first time round but I think BNCF inspired me to think about using an urban fantasy chassis to pursue weird fiction in an RPG context.
I like the Hollywood backdrop to BNCF and fame and/or artistic excellence are motivating factors for the protagonists.
They're also talented and successful to varying degrees.
I thought it would be fun to look at down-at-heel actors and musos trying to get by in a similar world- a world of sympathetic magic and ritual violence, but also scene rivalry and one-up-manship etc.
In this particular iteration the party are going to be various artists all connected by the same agent. Some have fallen by the wayside after an earlier brush with fame, others are new to the game and looking to make a name for themselves. All are kinda desperate, and that's what their agent is looking to exploit: so they'll be sent off on some kind of low-level heist scenario and then I'll just see where players decide to take it.
EE has some really great sandbox tools and I'll mostly be re-skinning them.

Max: I've written before about my idea of NPC Specialists, my main one being The Handler, which in this context would be something like the agent, but I like this idea of leaning into an adversarial relationship between The Agent and The Team. That's also a clever way to get at some of the dynamics in BNCF which I might have otherwise thought would be too linear to translate into TTRPG.

Sofinho: It's always difficult to adapt material that's so character driven. Like the world of BNCF is fascinating but that show is propelled by the dynamic between the core characters, who are all detestable and fascinating in their own way, but it's not exactly an ensemble flick is it?
By which I mean if there were more of an ensemble cast, it might be easier to adapt it to a trad rpg format.
But yeah I think The Handler is a very recognizable trope and one maybe underrepresented in gaming.

Max: To my mind though, the power dynamic and inherently predatory nature of highly competitive fields like the arts, is the throughline that can be dissociated from the specific character conflicts and worked into a TTRPG context as you're suggesting here

Sofinho: Yep, 100%.

Max: Another core theme to BNCF I felt like was disgust, and the way it leveraged disgust as a sort of primal emotion, alongside fear and arousal. I am admittedly not a horror aficionado so BNCF may not be anything special, but I thought they did it in a really conscientious and extremely well executed way. It would be difficult to maintain that tone or degree of excellence improvisationally, but I do think that's critical in some way to evoking the sensibilities of BNCF and also ties into those power dynamic themes.

Max: Do you intend to flesh this out into a larger project, or are you more so committed to Pariah still?

Sofinho: You mean publish it? I think only in "scrapbook" form i.e as blog posts.
It's a game I hope to run for my friends but I also enjoy sharing that experience with other people. I'm definitely more committed to pariah in the broader context of rpg design or publishing or whatever. But I've slowed down a tonne in the past year so who knows.

Max: It's all a lot of time and effort and you have to put a lot of yourself into a thing to publish, it's not something to be taken lightly for sure. I guess that was just a roundabout way of me saying I'd love to see you flesh it out into a full book, for whatever that's worth!

Sofinho: Thanks!

Max: Anyway I know we're running up on time, but I want to try again about that Gods in the Blue Doors* business...
* This was a comment I cut from the interview because it came up and then we went off on other things and I couldn't figure out where to insert it, but it was in reference to the BNCF-inspired setting.

Sofinho: It came up on the Random Adventure Generator that Chris Bissette made...but I already had Atop the Wailing Dunes so I set it aside. It's definitely going to pop up in the BNCF campaign.
Are you a fan of Britt Marling?

Max: I'm not familiar with them.

Sofinho: She came to Hollywood to be an actress and as a fairly good-looking blonde white woman had no trouble picking up some pretty boring parts so she decided to write herself some more interesting ones.
So she's an actress and screenwriter who collaborates with a director called Zal Bratmanjil on a number of movies (Sound of My Voice and East being two favourites of mine)
Anyway, Netflix commissioned her series OA which had some really interesting ideas (and multiple Borges references).

Max: Aah I forgot to mention Borges in this interview, thank you! But anyway...

Sofinho: Thought you'd appreciate that!
Season 2 features a character played by Zendaya, but also features this fucking weird house. There's time travel, elfin geometry and strange puzzles and I think that's what the Gods in the Blue Doors will be. An adventure site, a character, a rumour-mill, a portal to other worlds

Max: I think I've heard of OA but not those other ones, but I'll have to look into all of these, thanks for the recommendations!
I know it's getting pretty late for you, but I appreciate your time and this has been an awesome conversation.
Anything else you'd like to talk about, or anything in particular you'd like to say, before we wrap up?

Sofinho: I could spend another ten minutes trying to think of something pithy but maybe I should just say "thank you for having me, great questions!"

Max: I realize that question puts on a lot of pressure, I should probably come up with a better closer! This was fun, thanks for your time!

Saturday, December 25, 2021

"Gacha" Mecha Generator

This is a Mecha generator for Get into the Machine, Shinji! although much of it could be treated as a system-free Mecha generator. The schtick in this case (not that you have to play it this way), is that these Mecha are created by a corporation that sells their Mecha as "Gacha" capsules, like the old Japanese toy dispensers, or many modern videogames. If you wanted to do a more OSR-style Mecha game, this could be a cool framing device for that, where players start off with randomly generated Mecha, that even within the setting itself were Gacha. At the GM's discretion, you can give the players new Mecha or upgrades using a mish-mash of this generator or other ideas, I'm just thinking this would be potentially a flexible and fun starting point for a Mecha game.

I plan to eventually create a more robust version of this, I guess this is the proof of concept, so please let me know what you think.

I googled "Gacha Mecha" and found this.






And then players could create their own Pilot Abilities in addition to whatever normal character generation stuff for the pilots, or alternatively, you can have generators for that stuff too but this post is just doing the Gacha Mecha.

Saturday, December 18, 2021

Kaiju

Reminder check out the MRD Game Jam- one entrant will have art and layout commissioned for their Poltergeist Form!

Weird & Wonderful Table of Kaiju. In typical fashion I tried to keep these Weird. Was aiming for 10, but the last one is always the hardest, so we have just nine instead.


  1. Mars en Venus: Massive ironwood tree rooted within the corpse of a titan. Flowers sprouting from its eye sockets, horn of braided branches punctured through the forehead. Shambles in jerky motions, roots and branches replacing necrotic muscles, veins, and arteries, and reinforcing the bones.

  2. Mother at the Gate: An indescribably massive creature at the other end of Yog-Sothoth. From tears in reality formed from burst bubbles of The Gate, she can be seen pressed against the edge of reality. A vaguely humanoid figure with jaundiced skin, ill-defined fat, musculature, and bone structure- more like the abstract concept of the humanoid form. No hair, genitalia, nails, ears, or any facial features. Three glassy, two-dimensional planes project in front of her face, two displaying eyes and one a mouth, all oversized. The planes engage in repetitive actions such as saccadic eye movements, blinks, and lip movements. Produces no sound except for when crying and vomiting liquid starfire, from which skyscraper-sized "children" fall. Most of her appearance is inferred from these "children"- at the edge of the gate little more than her plane-eyes or mouth can be seen. A vague sense of maternalism or Munchausen by proxy aside, her behavior is in no way comprehensible to mortals.

  3. Eerie White Light: Pillar of white light streaking with smoky tendrils as it elegantly glides across the city. Vaguely, an attractive androgynous ambiguous figure can be seen dancing or strutting seductively within the pillar. Those bathed in its light experience momentary overstimulating pleasure-pain as their lives wash away, leaving behind empty, smiling corpses.

  4. Doctor Hand: Disembodied inhuman white hand. Too lithe, too many tight, roping muscles, too many veins and arteries, too many fingers. High-frequency nails emit surgically precise laser beams, cutting purposefully complex patterns towards unknown ends.

  5. Encrypta Yaga: Living idea that hijacks screens, reflective surfaces, and other signals. It hides in broad daylight, subliminally influencing consumers. It has been on display in Shibuya Crossing and Times Square for some time, nobody is sure exactly how long. It's witches have invaded virtual realities, zoom meetings, and videogames. An unusual patch of blinking lights across the world, believed to be a message from Encrypta Yaga, are being recorded and analyzed from satellites in orbit. The message is yet to be fully decoded, and the satellites have begun to exhibit... unusual behaviors.

  6. Dying Breath Banshee: Eldritch kaiju satyr in a translucent tube. Her chest is torn open and instruments pump air and fluids in the heart and lungs which pulse against the surface of the tube as if trying in vain to escape. The exposed head, not quite human nor goat, chokes and breathes in eerie, dissonant whistles like the violin strings of a horror movie score, and not quite human nor goat blood-curdling shrieks.

  7. Macroversa: High-dimensional hyper-sphere magnifier. Inside the stadium-sized floating aquarium exist microscopic creatures across known and unknown spacetimes at macroscopic scale; tardigrades, human gut bacteria, long extinct proto-organisms, inconceivable aliens, cancerous cells, and extra-dimensional creatures.

  8. Celestial Predator: A constellation of distant stars in the shape of a feral smiling face like an aggressive animal baring its teeth. Never seen in the same place twice. For thousands of years it has watched over us keenly, just out of sight, waiting until the perfect moment to strike and devour our world whole. As it looms closer, finally yet ephemerally in view, we each feel a single bead of cold sweat run down our necks, and smell the adrenaline of our collective fear in the air. Listen to that feeling- the danger is real.

  9. King Kevorkian: Like a biblical angel by way of Jack Kirby and the Radiation Symbol. According to Psyr Psimon Stilton, it is the third god which the Monkey King could not defeat. It waits in Squaretime, fumigating Time Worms, serving either as the beacon of the <danger message>, or the executioner of its will, or both.

    Saturday, December 11, 2021

    MRD Ectoplasmic Game Jam (with a prize!)

    EDIT: I rarely edit posts after publishing unless it's a minor cleanup thing, but actually, I realized after the fact that rather than just reiterating the exact details from the game jam page, it might be better to first share Klintron's (Sewer Mutant, Kid Minotaur) excellent description:

    Max Cantor is running a game jam for his Maximum Recursion Depth game, specifically for "Poltergeists" which are essentially the game's equivalent of classes/background. The winner of the jam will get their Poltergeist professionally illustrated and laid out. Submissions open December 16th 2021 to January 30th 2022.

    If you're not familiar, MRD is a little hard to explain. The lazy way to describe it is Persona 5 powered by the Into the Odd system. Influences range from Doom Patrol and Invisibles to Bojack Horseman. I think I see a little Neil Gaiman in there too but maybe that's just me. The more esoteric explanation is to cite the game's full title: Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing: The Karmapunk RPG.

    With the release of Maximum Recursion Depth (available on drivethrurpg and itch.io), I'm running the MRD Ectoplasmic Jam! It's an itch.io game jam to create your own Poltergeist Form, but with this game jam, there's a special prize. For one of the entries, I will work with the creator, an illustration artist, and a layout artist, to create a two-page spread of the Poltergeist Form comparable to those in the book! The winner will still be allowed to sell the Poltergeist Form independently and keep all profits, they just need to state that it's fan/3rd-party/community content and reference the main game (there's probably a proper copyright way to do that but in lieu of knowing how to do it offhand...).


    The winner will be chosen by a panel including myself, Fiona Maeve GeistSemiurge, and Jones Smith. There are no specific scoring criteria, we'll just talk it over amongst ourselves and decide which we would most like to see made into a full product.

    Given the nature of the contest, I'll ask that the entries include no art, and minimal layout- only as much as will facilitate readability. Since the art and layout are all going to be redone anyway, I want to start things out on an even playing field. That being said, I would encourage entrants to add art and layout after the fact even if they don't win, it would be really cool to see what directions people take with it!

    I'm assuming there will not be an absurd number of entries, but if I end up being incorrect on that front, I reserve the right to adapt the rules and conditions accordingly; if there are a hundred entries it might be too much to ask from my panelists! Along those lines, please only one entry per person! (unless I end up with the opposite problem and there aren't enough entries, in which case go wild...).

    While I would appreciate it if you bought the book, it is not entirely necessary, although if I get too many entries, I reserve the right to retroactively make proof of purchase a requirement.

    While the overall quality and quantity of the content in the Pay What You Want Ashcan Edition is significantly worse than the main book in practically every way (much of the writing has been rewritten and all of it edited, the game mechanics themselves haven't radically changed but many of the Poltergeist Features and Special Items have been rewritten after playtesting, the Module itself was completely overhauled, etc.), that is one alternative to buying the full game.

    Another would be to use the Poltergeist Form Hacking blog post and other MRD blog posts as a point of reference.

    Finally, you can ask questions on the #mrd channel of the NSR Discord Server or on the #ttrpg channel of the Weird Places and Liminal Spaces Discord Server.

    I realize there are a million TTRPG game jams and blogs and published games. I feel a little guilty leveraging my personal resources to provide a prize that might incentivize someone to choose my game jam over any number of other equally deserving game jams or to buy my book or read my content over many other equally qualified games because of this extrinsic incentive. At the same time, the winner of this game jam may be someone who otherwise would not have had the opportunity to have their work professionally produced. If you have feelings about this approach one way or another, please let me know.

    Sunday, December 5, 2021

    Was It Likely: Weird & Wonderful Interviews


    Max: I remember you talking about game design on your blog in a way that felt very FKR, way before the modern version of FKR was a thing. That's not a question, but I don't think you get enough credit for that. But anyway, is this still how you feel about game design? Am I misrepresenting your thoughts?

    Jones: Well first of all thanks, it's been honestly pretty gratifying to see FKR catch on like it has (so like, in an extremely limited and niche way), though I'm not at all sure if any of its major proponents have even heard of my blog. But to the point, I would say that I probably prefer more procedure than the average FKR player, though I enjoy the hell out of a fully FKR campaign. I think that it's often the case that game mechanics, more than anything else, offer a way to keep track of information that might otherwise be forgotten, and can push for a type of play that might not necessarily occur intuitively to the players. 

    Max: Can you elaborate on what you mean by procedure?

    Jones: Sure, I guess another way to frame it would be "game mechanics or the relationships between game mechanics"

    Max: I'm sure you have some thoughts on the "does system matter" debate then? (jk :p!)

    Jones: God, apparently so judging from the absolutely rabid responses I've gotten on my thoughts around that. I think of TTRPGs as mainly an extension of playing make believe with toys; you can definitely use a toy dinosaur in the way the maker intended, but you might also decide it's a pretty good hammer if you're tired of playing dinosaurs and want to play construction instead. Furthermore, the toy isn't even necessary in order to play dinosaurs or any other game; it's just a useful prop, a nice locus for everyone's imagination to latch onto. Things that I think can often take the place of rules include like: a good playlist, pictures, poetry, selections from novels, movies, etc. Anything that's going to help everyone develop a shared imaginary space with minimal "hey wait I wasn't imagining this like that at all!"

    Max: That latter point is very FKR haha. The former though, the dinosaur analogy, I find that one especially interesting. It suggests a type of abstract thinking that is fairly rare. It's like this problem solving task I remember, where one of the items is a box of screws or nails or something, and anyway, the optimal solution involves dumping the screws and just using the box, but most people don't realize that until after it's demonstrated. One could say they failed to think outside the box. Problem solving is often thought of as a core tenet of OSR-style play, but I think sometimes people are very myopic about  what counts as problem solving, or what kinds of problems they're trying to solve.

    Max: Are there any kinds of problems in particular you're interested in exploring in games? Do you agree with this notion in the first place?

    Jones: In a funny way, the questions I want to explore in games are all very selfish: most of my mechanics start out as a way for me exert the minimum amount of effort necessary to achieve an effect I want. How to consistently generate good ideas without inspiration, how to make the setting feel deep without creating a world bible. Hence my obsession with generators, tarot, divination, etc. With regards to "OSR Problem Solving" some would question whether I have any right whatsoever to weigh in on this, bc the games I run at this point could only be considered OSR in the same way a baby born with gill marks could be considered a fish. But I agree that essentially, tackling open ended problems is one of the things that TTRPGs do best; problem solving requires engagement with the fiction, creative thinking, and all that good stuff.

    Max: There's certainly something to be said for efficiency. I was reluctant to use generators for a long time, because worldbuilding and the meticulousness it can sometimes involve is a major part of what I enjoy about tabletop RPGs, but I can also appreciate the ways that generators and other forms of randomness can spur creativity as well.

    Max: What do you think makes for a good generator?

    Jones: Word choice above all else. If you don't use evocative language, you're sunk, it doesn't matter how complex the generator is, it'll feel completely inert. I had a lengthier answer here, but I kept on thinking out counterexamples to my own points, so I think that's what I'm left with. I guess to add one further dimension I'd say "not overly prescriptive, not overly vague" which is another way of saying "well written" but you see examples of both all the time; giving me a pile of common nouns doesn't stir any imagination, but neither does a fully realized paragraph; at that point you're just writing table entries.

    Max: I do think there's a bit of a distinction there, and both are good points. The latter is more of a practicality, whereas the former is about using language evocatively. I mean, there is still a logistical level to it too, in that evocative language is, in effect, encoding a lot of information, and in a way that is aesthetically pleasing and memorable, all of which is good for a generator.

    Jones: Yeah, that's definitely the case. I think that honestly the best thing anyone who likes writing generators and wants to improve can do is just read a bunch of poetry. Even if you don't have a literary background, you'll pick up on methods of weighting language with meaning and aesthetic appeal. I think the ttrpg scene has really criminally undersold how important good writing is to making good games/game tools.

    Max: It's funny you mention poetry, I've recently developed an interest in it myself. And specifically, it was when I realized how much structure there is in poetry. That absolutely makes sense to me, although I hadn't considered this! There are at least a handful of indie/OSR/etc. creators I can think of who do prioritize writing, but I agree that it's undervalued. It's also really hard to do, and also hard to do on top of everything else that goes into a game. But even so, the value of it probably outweighs the effort more so than most people recognize.

    Jones: Oh, I'd go further; I think it's probably the number one thing that's gonna make or break a game, particularly when it comes to landing new players. 100% (and I say this without exaggeration) of the players at my table went from being skeptical about ttrpgs to fully enthused based solely on the quality of the writing in the books and games I showed/ran for them

    Max: There's something to be said for that, it's certainly something I've thought a lot about with my own works. I look back on some of my earlier blog posts, and there were some good ideas, and occasionally bits of decent writing, but some of it is pretty rough.

    Max: What does good writing in TTRPGs look like to you? I don't necessarily mean to name specific books, but what kinds of styles or sensibilities? Maybe that's too abstract of a question...

    Jones: I think that the old OSR adage of "evocative and brief" has some merit, but maximalist long form writing can definitely be equally effective (think Luka Rejec, or the Grand Commodore blog) Whatever you're doing, you're going to want to prioritize atmosphere, style, and clarity, in roughly that order. Reason being that in a work designed primarily to inspire play, the work had better be inspirational, and if the GM can read something, not necessarily be clear on the details, but capture enough of an atmosphere/sensibility/vibe to improvise their own, then that's a successful bit of writing. Clarity of course is relevant when it comes to things that it's crucial that all parties be on the same page about, but that's often the easiest part of the job to be honest. I think a lot of OSR creators in particular tend to go straight for "clarity by way of brevity" which both neglects atmosphere and style and often doesn't even achieve a useful clarity, because the kind of clarity offered by "6 by 6 room, barrel in the corner" is not a kind of clarity that informs the players about what it's like to be in that room, and that sense of the game space having real weight is in turn necessary to facilitate the kind of play that most OSR/Fiction First fans claim to prefer 

    Max: This is a very interesting perspective, because ya, most OSR sensibilities I think would put clarity first, and are very much about minimalism. One critique I might place with this though, particularly as someone who tries very hard to create novel worlds that don't lean on genre or preconceived notions, is that the more so one does that, the more importance must be placed on clarity; or at least that's what I've generally thought, but you may very well be correct that sufficiently evocative language would supersede this, or rather, sufficiently evocative language is by definition sufficiently clear.

    Jones: "sufficiently evocative language is by definition sufficiently clear" is a really nice succinct way of putting it, yeah. I think it's also a case of people emphasizing the wrong kinds of clarity; creating clarity about what a place feels like is going to be of the utmost importance in an activity wholly contained in the minds of you and your friends, but it doesn't get a lot of attention as a rule.

    Max: "but it doesn't get a lot of attention as a rule." Do you mean that literally, as in it often is not represented in game rules, or did you mean that more so figuratively? I would be inclined to agree either way, but what do you do about that?

    Jones: Both, I suppose. And I think it's mainly a matter of really bearing down on the actual writing of a given game (are these words the best possible words? Is this the best possible place to put them?), as well as acknowledging gamefeel, (a term I think coined by Jay Dragon?) which is essentially just the aesthetic experience offered by a particular mechanic: rolling a dice pool has different gamefeel than rolling a d20, etc.

    Max: Well the latter example also changes the probabilities, which is a very different thing. I don't mean that pedantically, it's an important distinction, since what you're talking about is much more so qualitative than quantitative, or at least harder to operationalize quantitatively.

    Jones: Hm, I see what you're saying but I actually disagree, not with the fact that the probabilities are altered of course, but that there's a way to neatly separate the aesthetic experience of a game from its mechanical experience. Going back to poetry, I'd say the actual mechanics of a game are akin to the formal elements of a poem, while the writing of a game is analogous to, well, the writing of the poem. In other words; they alter how you consume the writing, the order in which you consume it, the context in which you place it, etc. I also think that this is honestly just not something a lot of people are conscious of in their own games. A lot of people would benefit from sitting down and thinking about what aesthetic experience they are trying to capture at the table, rather than how best to express the physical rules of their imaginary world

    Max: Good points on both counts, and I definitely agree about the focus on rules vs. expression. It seems like, at least in my circles, most people are really focused on either the meta/theory-level of tabletop RPGs, or on PbtA- or storygame-style mechanics-as-expression mentality. And as you eloquently put, rules and writing are interactive. Even so, I see few people prioritizing worldbuilding or writing per se in discussion or design of TTRPGs nowadays.

    Jones: I agree, and it's really a shame, especially when most of what comes of the "mechanics as expression" discussion is "we came up with another way to do ptba moves"

    Max: I agree, but to be clear, I'm not trying to hate on PbtA or anything, in fact one of my favorite recent game releases was a PbtA game. But still, as I know you are aware, this is something I'm also passionate about and trying to bring back in some capacity; a place for worldbuilding and written expression.

    Jones: Oh me neither; I have no particular love for PbtA, but I think it's a really good collection of good common sense practices for many games. I think part of the issue is that it's really rare that you see people truly innovating mechanically (and it's always obvious when they do, because it's always entirely out of left field), but that a lot of people insist on foregrounding their rules even when their rules are like, yet another way to make hitpoints more realistic or something. And ironically, the games with some of the most  innovative rules structures I've ever read are the ones that place primary emphasis on tone and atmosphere. I've been rereading Polaris, and its structured argument resolution system been blowing my mind, but that's like, the last thing the book cares about you paying attention to. 

    Max: I tried to be conscientious of exactly these kinds of things when I was designing MRD- I understand how one can so easily lose sight of this, but I agree that at this point, I really don't care about mechanical "innovation" unless what I'm seeing actually has some degree of intentionality. As you're saying, it's the mechanics or game innovations that are most rooted in expressing some unique or well executed tone or atmosphere that I am most likely to find compelling.

    Max: We're running up on time but I really enjoyed this conversation. In addition to any final thoughts on this topic, is there anything else you want to talk about before we wrap up?

    Jones: I've enjoyed this conversation a lot too! It's a nice way to sort out and make explicit some of my own beliefs that just ambiently inform my design. And I guess I'd just ask if you think this emphasis on "good writing" in games is potentially exclusionary/elitist? I've been criticized for that before, though for my money I think it's largely an empty critique: the ideas that a well written poem is better than a poorly written one, and that asking someone to purchase a poorly written poem is a bit of a fools errand, aren't particularly controversial, but we seem to violently drop our standards for written games and modules. Either way though, I'd be curious to hear where you stand.

    Max: There is an extent to which what counts as "good writing" is subjective or may be elitist, and I think that's an inherent complication in things that can't be quantified and measured (that's not to say that quantitative fields don't have bias lol, but those same methods are how one would systematically identify bias- it's about methods, not institutions, but this is all a very long aside). That being said, in both game design and poetry, there is some degree of structure, and certain principles work better than others, and one who understands and leverages them will systematically outperform someone who does not, regardless even if they consciously understand what they're doing, although being educated per se (independent of being certified per se- as in having a degree of some sort) presumably helps. So that's maybe a longwinded way of saying I agree with you- not that there isn't room for debate or a need for further operationalization, but principally I agree. But anyway, this was a lot of fun, thanks for your time!

    Jones: Back atcha, always a good time talkin shop with you.

    Sunday, November 28, 2021

    Superpowers 2.0

    My old Superpowers (or Mutations) Weird & Wonderful Table is still one of my most popular posts (as can be seen on the sidebar), and there were a lot of cool ideas there, but it suffers from the problems of many of my older writings (and frankly many of my current ones still 🙃) of being overwritten, overly dry or "clinical", and not enough regard paid to gameability. I'd like to think I've improved on that front, so here's a new set of 50 superpowers (this is actually my third superpowers table if you include Cantrippers).

    You may note some redundancy compared to previous lists (not including the superhero funnel posts since this is just an extension of that), but these are much more tightly written, and I tried to only use powers that would be gameable and threw in some that are less high-concept but still tickle my fancy for whatever reason.

    These were originally posted on The OSR Pit and also The Cauldron, and most of them previously appeared in my last Superhero Funnel post. As much as I still really like the idea of a Superhero Funnel, I ultimately decided I wasn’t happy with the direction that my Superhero Funnel was going and realized I was going to have to scrap a lot of the work I had done, and so it sort of sapped my motivation for the time being, but I do hope to come back to it or something like it eventually. But for now, here's the list of 50 superpowers I created for it.



    1. Bloodhound: Has the proportional strength, speed, and senses of a bloodhound.
    2. Gray Goo: Nanomachines convert non-living matter into other things (must understand the creation’s properties), and create virtual reality spaces.
    3. Vector: Unstoppable while moving in a straight line, vulnerable while pivoting.
    4. Pinball: Superspeed and proportional superstrength, but must account for inertia and other laws of velocity and acceleration.
    5. Snake: Floating orbs spontaneously appear around them. As they eat the orbs, they grow longer. Their sharp scales are dangerous even to themself.
    6. 2D: Two-dimensional. Can flatten against surfaces, slip through crevices, and fold like origami.
    7. Scanner Darkly: Superspy skills and gadgets, appearance and voice scrambling mask, separated brain hemispheres for multitasking, and deep-cover identity dissociation.
    8. Mushroom: Grow giant-sized or shrink to the size of a mouse from eating mushrooms.
    9. Flash Fry: Project hot grease and resistance to grease fires.
    10. Cinnamon: Emanate novas of burning-hot capsaicin.
    11. Mint: Emanate novas of ice-cold menthol.
    12. Alkahest: Project a universal solvent.
    13. Kintsugi: Injuries make them stronger with scars of gold.
    14. Librarian: Paper Elementalist.
    15. Technomancer: Override software and control devices as an extension of themself.
    16. Herbalist: Gain superpowers relating to the properties of held plants.
    17. Landfill: Telekinetic control of trash and waste.
    18. Schrodinger: While unseen, can be anywhere and nowhere in the vicinity.
    19. Laservision: Laser-grid visual overlay for perfect accuracy and precision.
    20. Aye-Aye Aye: Long bony finger, like an aye-aye, with advanced supersenses.
    21. Memetos: Living idea that can infect the collective unconscious over time, or more rapidly the consciousnesses of individuals in the vicinity.
    22. Constructor: Rapidly construct cartoonish but functional devices and structures from minimal resources that break down shortly after use.
    23. Cleric: Summon rays of cleansing, healing, but also searing light.
    24. Parkour: Superhuman agility, dexterity, flexibility, reflexes, etc., that accelerate so long as they remain in motion, returning to athletic human levels if halted.
    25. Icarus: Waxy melting wings, dripping with the heat of Greek Fire. Wings melt and regrow over the course of a turn.
    26. POP: Compel any non-living object to spontaneously combust. The force of the explosion and predictability of the detonation time is proportional to the size of an object.
    27. Flurry: Throw rapid and near-infinite consecutive strikes.
    28. Wavecrash: “Teleportation” via the internet and strike from the other side with the force of a vehicle speeding down the information superhighway.
    29. Babylon: Scramble or silence sounds, including language, and emit sonic force beams.
    30. Triplets: Coordinate in perfect harmony; far greater than the sum of their parts.
    31. Warhead: Fortified with an organic metal shell. Can explode without harming themself, but lose their metal shell for the remainder of the conflict.
    32. Kafka: Proportional strengths and abilities of various arthropods, although their greatest power (and weakness) is their utterly horrifying appearance.
    33. Combo Ace: Store three pre-programmed athletic or combat feats like video game controller macros, infinite use unless replaced (between conflicts).
    34. Chopper: Human attack helicopter cyborg.
    35. Wormhole: Create a temporary human-sized portal between two locations in the vicinity.
    36. Snapshot: By taking a photo and holding it up to their face in the exact spot it was taken, they may retrieve small objects from the same place and in the same state as in the photo, even if the object is no longer in that place or state.
    37. Rainmaker: Project a torrent of (fake) money strong enough to knock over an average human. By shooting into the air, those caught under raining money are overcome with excitement and susceptible to greedy impulses.
    38. Rust: Make metal rapidly rust.
    39. Roller: Superspeed from biological wheels under their feet.
    40. Superposition: They can take up to three brief actions in a row, all occurring simultaneously and able to affect each other, before collapsing into the last action.
    41. OP: Can’t affect or be affected by things they can’t see; lack of “object permanence”.
    42. Firehose: Rapidly absorb any raw material (e.g. water, dirt) by pressing one hand into it and simultaneously project it as a powerful and steady stream from the other hand.
    43. Nono the Non-Euclidean Clown: Wibble-wobble in spacetime-bending strides stretching and collapsing like a human slinky.
    44. Redlight: Bathe the vicinity in red light and cancel out any one kind of action (e.g. moving, fighting, talking) for the round, once per conflict.
    45. Plasma Platypus: Electrolocation, biofluorescence, venom “plasma” shock, and other superhuman abilities proportional to a platypus.
    46. Tetraminos: Summon brick-like tetrominoes that can be rotated as they fall in a 10x20 block grid. Once started, they continue to summon for the duration of the conflict. At 20 rows they are incapacitated for the rest of the conflict, but a filled row disappears and lowers the others.
    47. Tough Enough: Always and only as tough as the toughest other person in the vicinity.
    48. Broadway: General superhuman abilities and a magic weapon only active while monologuing in song and dance. Infectiously spreads to others (without the benefits).
    49. Nitro: Nitrogen-related powers including freezing liquid nitrogen, explosive TNT, superspeed of nitric oxide (NOS), and biological effects of nitrous oxide (laughing gas) which they can use to self-empower or release as gas to affect others.
    50. Captain Canine: Uplifted experimental super-dog; a “one dog army”.