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For a while now I’ve wanted to play Dirty Secrets set in the Mad City from Don’t Rest Your Head. I’ve finally nailed down the ruleset application I’d use. My goal whenever I create a “hack” is to use as much of the existing rule set as possible. So what I’ve done here is try…
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Jonathan Walton, the originator of the Murderland contest, has kind words to say about The Extraordinarily Horrible Children of Raven’s Hollow. Thank you Jonathan! “Premise: Players take on the roles of children, adults, and ravens in a Edward Gory picture book. The children dare each other to do things that are potentially deadly for either…
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Last night we played the first session of Silent Sound. It went well in terms of the fiction and in terms of productive play testing. It didn’t go so well in terms of the mechanics doing their intended job. Such is the perils of trying to move a game from Alpha through Play-testing. First off…
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So I finally got over my terror and pulled together some people to play test my game Silent Sound. The game is inspired by much of the color and thematics of the Silent Hill video game series and in particular the storyline of Silent Hill 2. However, while the video game is largely about exploration,…
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Fight Sphere The Role-Playing Game of Futuristic Gladiatorial Combat The Sphere is the size of a large city. Those who walk within its layers do so with the aid of a strong artificial gravity field. From its surface can be seen an eternal night sky above and below it a flat never ending desert. No…
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Imagine for a moment that I put a blank sheet of paper and a pencil in front of you and tell you to write. Imagine that I tell you to write a paragraph. Imagine I tell you to write a paragraph about an apple. Imagine that I tell you to write a paragraph describing an…
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So one of the topics it was requested of me to discuss is the application of demon abilities. Here is my number one tip for working with demon abilities: Do not look at the list of abilities while designing the demon. Start with imagining what the demon looks like an what you would like it…
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Some people find it odd that Sorcery is disproportionately difficult to do relative to anything else in a game called Sorcerer. Other people think the rituals in the game are task resolution complete with a whiff factor. These two misconceptions are related. Let’s take a look at the most conceptually difficult ritual: Contact. Contact is…
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This post is going to be the hardest to write because in some sense this is where I stop telling you how to play chords and start telling you how to compose music. This is a serious look at how the mechanics of Sorcerer touch the narrative. Just what is the toolkit designed to DO?…
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In my thread on conflict subtleties I talked about the case where a man is chasing a woman and there’s a fence between. I noted that the fence was not a character in conflict with the man but rather a modifier on his conflict with the woman. There are, however, some cases where a character…