{"title":"The Play Reports","subtitle":"A blog for TTRPG play reports","link":[{"@attributes":{"href":"https:\/\/theplayreports.com\/feed.xml","rel":"self"}},{"@attributes":{"href":"https:\/\/theplayreports.com\/"}}],"updated":"2026-04-04T00:00:00Z","id":"https:\/\/theplayreports.com\/","author":{"name":"Kati"},"entry":[{"title":"Honeybees - Playtest","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/honeybees-playtest\/"}},"updated":"2026-04-04T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/honeybees-playtest\/","content":"<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>April 4, 2026<\/td>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>Summer Season<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/tbr.bearblog.dev\/honeybee-rpg-first-playtest\/\">Honeybees<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Pat<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>3<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Derpia)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Continued play from session 1 playtest<\/li>\n<li>Discovered paper wasps south of the hive<\/li>\n<li>Found another deer carcass southwest<\/li>\n<li>In the middle of the mountains, we found a meadow<\/li>\n<\/ul>\n<h2>The Party<\/h2>\n<ul>\n<li>Scott \u2013 Scott?<\/li>\n<li>Zak - Blue<\/li>\n<li>Kati \u2013 Derpia<\/li>\n<\/ul>\n<p>Here is an image of our Hive as it was set up by the first group of players. To me, the game thrives off different characters playing constantly. It requires good notes between sessions by players and loosely simulates ways in which a real hive would function.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/honeybees-hive.PNG\" alt=\"Honeybees Playtest Hive\"><\/p>\n<h2>The System<\/h2>\n<p>Honeybees is a game where players are all honeybees from the same hive. It\u2019s currently played in Seasons, and there are 3 phases of play. They are the following:<\/p>\n<ul>\n<li>Scouting (Resource collection)<\/li>\n<li>Waggle Dance (Worker placement)<\/li>\n<li>Honey Crop (Base building)<\/li>\n<\/ul>\n<p>At first, I was a little overwhelmed, but that\u2019s sometimes the nature of playtests. Our GM set everything up in Owlbear Rodeo in a very clean and systematic way. I\u2019ll give a quick overview of each of the phases and then get into The Brief.<\/p>\n<h3>Scouting<\/h3>\n<p>This is the bulkiest phase in the game and requires the greatest amount of cooperation and strategy among players. Players spend water to travel through a hexcrawl, either together or separately, which draw 3 cards form a 52-card deck as potential resources to gain. Players put it either in their Memory (to be used as a playing hand for workers) or in their Pollen Basket (to be used for base building). Once a card is selected for pollen, a player can only put that suit of cards into it. Memory, however, can be any number of cards.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/honeybees-scouting.PNG\" alt=\"Honeybees Scouting\"><\/p>\n<p>The current Season also dictates the number of hours, or travel points, a bee can travel. A weather die is rolled to augment the travel. Ours was mostly blustery wind which meant we flew low to the ground. I did love the graphic used for deciding the weather. I am unsure if that was custom made or inspired by another game, but I am tempted to use it n my own hexcrawl games!<\/p>\n<p>This phase has great opportunities for impactful encounters that we didn\u2019t have much time to explore. I am curious to see how more freeform play will be added.<\/p>\n<h3>Waggle Dance<\/h3>\n<p>Once we bees have scouted, we report to the hive and tell the workers (our hive population) what to do. For our session, we had 3 and sent them to build relations with a neighboring hive, harvest fur from a deer carcass, and gather honey. Each action had a distance from the hive and a difficulty which determined how many points it cost us to do. Each play formed a cribbage hand from our Memory to determine points the group had to use.<\/p>\n<h3>Honey Crop<\/h3>\n<p>With resources gathered and workers placed, it was time to build the hive. From our pollen cards, the points earned are used to build new cells (Honey, Pollen, Brood) that expand the hive population, fed the hive, and store honey. This section still felt like it was the first draft, and I can see a bunch of different ways it can be expanded like where you build the cell matters or has more benefit. Again, it all depends on if the designer focus is board game or rpg.<\/p>\n<p>We were a bit rushed due to some holiday time constraints, so I am eager to play this again, especially with more tinkering. :D<\/p>\n<h2>The Brief<\/h2>\n<p>At the start of Summer, we heard that some bees have been flying out of the hive at night which is unheard of. We don\u2019t know if that\u2019s happening within our hive or another one. We do know that there is a rival hive in 0007. All blue dots on the map were explored in Session 1. We decide to explore 0006 together as a group before deciding to split up. There\u2019s a river which appears to feed into the wetlands. We see signs of paper wasps, but we can tell it\u2019s an abandoned nest. Wasps share the forest with us. How dare they! We all gather pollen and split up to explore more areas.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/honeybees-hexcrawl.PNG\" alt=\"Honeybees Playtest Hexrcawl\"><\/p>\n<p>Scott and I followed a river southwest 0006 due to the blustering weather and have run into the colony of paper wasps we had signals about earlier. They don\u2019t appear to notice us, and we continue our way into 0004. A dead deer in a glen greets our senses. We split off at this point, and I\u2019m finally on my own in 0003. I\u2019m hanging out under the biggest tree in the forest but having uncovered so many resources, I think it\u2019s best to circle back the way I came to meet up with Blue wherein we trade some resources to better suit ourselves.<\/p>\n<h2>The Takeaways<\/h2>\n<p>I see a lot of opportunities in this, depending on if it\u2019s a board game or rpg. It\u2019s very cool how much it could go either way. As I played it today, it was very board game focused with little to no rpg elements. One of the players, Zak, expressed wanting to have more engagement with our bees and collaborative play. I wholeheartedly agreed with that. A small part of my brain sees this being a very cozy and educational video game too.<\/p>\n<p>Star \u2013 Gameplay loop is very solid and fits extremely well into cooperative board games\nWish \u2013 A bit more engagement in hexes beyond collecting resources like narrative events that require a choice by the player<\/p>\n"},{"title":"Session 1 - Pulp Cthulhu","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/pulp-cthulhu-1\/"}},"updated":"2026-04-01T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/pulp-cthulhu-1\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/Pulp_Cthulhu_Cover.jpg\" alt=\"Pulp Cthulhu Cover\"><\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>April 1, 2026<\/td>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/www.chaosium.com\/shadows-over-stillwater-hardcover\/?srsltid=AfmBOoq_C74hW_Q4fQm-k3v4cZyJL2haTmtnSD97XF4uyvXq9xqthBNg\">Down Darker Trails - Shadows over Stillwater<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.chaosium.com\/pulp-cthulhu-hardcover\/?srsltid=AfmBOooFBC5rOplKWB2gJkN3MchqEncjHbC6YUrQh-48bNIyGkYJ0z-4\">Pulp Cthulhu<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Jess<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Lee the Flea)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Poorly scoped out a bank<\/li>\n<li>The whole town is havin\u2019 nightmares<\/li>\n<li>Got a date with Edith \ud83d\ude09<\/li>\n<li>The party plans at the Silver Shaft Saloon<\/li>\n<li>Returned to the bank, planned to make a deposit<\/li>\n<li>Plan to rob bank, make profit????<\/li>\n<\/ul>\n<h2>The Party<\/h2>\n<ul>\n<li>Aaron \u2013 Tommy, a Drifter<\/li>\n<li>Zac \u2013 Daisy De Castillo, an Entertainer<\/li>\n<li>Lyndsey \u2013 Darren Danger, a Prospector<\/li>\n<li>Kati (me) \u2013 Lee the Flea, a Weird Blacksmith<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>I'm pretty excited by the Weird Science rules that are included in Pulp Cthulhu. I've played in a CoC campaign before and found myself struggling due to my lack of knowledge in Lovecraft lore. This first session had little to no Cthulhu-vibes but many shenanigans. The group was certainly feeling out their relationships and exploring.<\/p>\n<h2>The Brief<\/h2>\n<p>Tommy lives in a boom town called Shade built around a silver mine. The Marshal has a reputation for being inefficient, leaving the law enforcement to be vigilance committee. They round up and lynch criminals even though they\u2019re supposed to be sent to trial in a neighboring town. Frontier justice\u2026somethin\u2019 Lee\u2019s all too familiar with.<\/p>\n<p>The Marshal, Clem Samuels, hung himself in the rafters of his own jail. The crew is staging a heist around a bank. Everything in the vault is ours save for 1 book. We\u2019ve been told we\u2019ll know it when we see it. It has a locking mechanism and can\u2019t be opened by us.<\/p>\n<p>Darren bought 10 bottles of 180 proof alcohol from some shmuck or something another. They talked about chest hair more in depth than I, uh, wanted. There was a brief mention as to how Prospector Pete Plenty more to kill a man or building\u2026Folks seemed tired and jumpy in this town. Something\u2019s off. Darren asks about it, and a citizen complains about nightmares. Apparently Tommy been having these nightmares too.<\/p>\n<p>Bank is only staffed by 3 folks, and there\u2019s that midday lull. Bank manager ain\u2019t on the premises right now. Tommy leads us inside to scope out the place. Daisy disguises herself as Darren and passes rather convincingly as a man. A young, cute teller named Edith helps us as we tell her we need to deposit money into the vault. We\u2019re told if Darren Danger had just a little more chest hair, Edith would be into it.<\/p>\n<p>Unexpectedly, Daisy feels unwell and abruptly leaves to scope outside the building. While she\u2019s taking off the disguise, a nearby resident notices her and asks if she\u2019s fine. Awkward\u2026There\u2019s a sheen to some badge on his chest. One of those vig-eee-lant-eeez? With a bit of acting, he directs Daisy to the saloon where they do shows. Daisy learns there is a front and back door. Curtains on the second floor hide what\u2019s on the second floor. Edith confirms they are apartments and offices. Rose lives upstairs.<\/p>\n<p>Rose, Edith\u2019s sister, usually handles opening new accounts. Grabs the ledger, locks her teller drawer, and heads to the safe deposit boxes. Edith does not believe Darren Danger\u2019s legal name is Darren Danger. With a box assigned, she tells us that if we need access to the vault that\u2019s a process Mr. Neelson handles who will be back in an hour.<\/p>\n<p>Alls I care about is finding metal. Not much in the bank here beyond the fixtures and tills. I saw a telegram exchange on my way in. Shocked a place like this has one of \u2018em.<\/p>\n<p>Tommy asks after Rose, but Edith doesn\u2019t seem keen on it. Talks more about herself. Hearing this, Lee takes her shot with Edith, missing wildly and being told to come back tomorrow about jobs for Blacksmithing. Lee tries to give a $2 tip for her fantastic service, but Edith refuses and suggests getting drinks later at the Silver Shaft.<\/p>\n<p>Daisy sees a wanted poster for \u201cJedediah Arkansas Cantrell\u201d that's been corrected with, &quot;We found him. He's dead.&quot;<\/p>\n<p>Lee scopes out the telegraph building, but it\u2019s a newspaper building with a printing press and whatnot. She heads to the Saloon where the gang plans. Joe Berguson, the proprietor, tells Darren about folks goin\u2019 missing up in the hills. The crew starts to discuss their heist plan but after noticing Joe listenin\u2019, Lee pays the man $10 for a private place to talk. We head upstairs and hatch out a plan. Turns out, we ain\u2019t got enough info and head back to the bank.<\/p>\n<p>New Marshal and one of the vigilante person, George Martin, arguing pretty with each other. Darren takes to talking to Hosper Otis about the dreams in town. Apparently, the doctor\u2019s been workin\u2019 on a tonic for these dreams. Jake Parker who runs the General Store seems to side with George. Ralph Haus Williams and Cliff are ranch hands that help too. Townsfolk pulled a body of the quarry this morning, drowned himself over the dreams? Darren volunteers to become a deputy of this wretched place.<\/p>\n<p>Lee returns to the bank to talk to Mr. Neelson and arranges to secure an invention about trunk size in the vault. He only opens the vault once a day, at 5:30. The crew\u2019s timeline and plan has been pushed up\u2026<\/p>\n<p>As the camera pans out from the party, a newspaper clipping can be seen inside Lee\u2019s wagon.<\/p>\n<h2>LADIES AND GENT! LEE THE FLEA STRIKES AGAIN!<\/h2>\n<p>Who is Lee the Flea? No one knows. They jump too high and far to be caught by any noose we hang 'round here.<\/p>\n<p>That name is a moniker given by many local papers across all the mining towns. No one knows what Lee looks like. First of all, they assume she\u2019s a man, and second of all\u2026hah, who considers women in this day and age? Indeedy-do, folks!<\/p>\n<p>Rather than buy her a drink, she's happy to accept metals of all kinds, 'specially them rare ones. When she gets word there's a telephone switch around, she's eager to strip it of everything, and I do mean everything.<\/p>\n<p>Clutch your metals, not your pearls, ladies!<\/p>\n<p>This has been Gertrude, reporting for The Gully<\/p>\n<h2>The Takeaways<\/h2>\n<p>I don't have enough experience yet to form a solid opinion. This session was very classic CoC rolls but hopefully we'll get into the Pulp of it all soon.<\/p>\n"},{"title":"Gallows Corner, Behind the Screen","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/gallows-corner-quickstart\/"}},"updated":"2026-03-29T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/gallows-corner-quickstart\/","content":"<p>This post is both a player and GM report at the same time! I'm calling it a Referee Rundown, a Mirror Report, the Director's Commentary, Behind the Screen? Something like that. One of my players in the <a href=\"https:\/\/www.kickstarter.com\/projects\/threesailsstudios\/gallows-corner-a-peasants-revolt-rpg\">Gallows Corner<\/a> one-shot wrote a great play report, and I'm going to provide my side-by-side feedback of my thought process in response to what the players did.<\/p>\n<blockquote>\n<p>Play Report comments will be in callout boxes like this.<\/p>\n<\/blockquote>\n<h2>The Setup<\/h2>\n<p>First, let's talk about what the Quickstart in Gallows Corner provided. I had a single spread of a pre-generated adventure. I've already spoken a bit on my overall review of the game in the latest <a href=\"https:\/\/www.carouse.blog\/march-2026-a-year-of-carousing\/\">Carouse, Carouse<\/a>, so I won't be highlighting specific mechanics, layout, historical accuracy, etc. Here's what the Quickstart provides:<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/gallows-corner-adventure-spread.PNG\" alt=\"Adventure Spread\"><\/p>\n<p>There's a little to go off of but not a lot. I rolled on the Motivations table, getting the result &quot;To try and free a political prisoner&quot; OK...Great. Who is the political prisoner, and why is this ragtag group of peasants* trying to free them?<\/p>\n<p>I've also never been to London. I lived on an air force as a kid briefly in England but beyond that, I know nothing about London's layout and only some of its history. Rather than let it discourage me, I went into research mode to ensure I had a loose idea of what the hell to do. I found a map with numbered points of interest to use throughout play. Beyond that, I went in blind. To be fair, the quickstart does give brief descriptions on these historic places as well as the type of area they're set in. Personally, I wanted a smidge more which is why I went scouring the internet.<\/p>\n<p><sub>*In my research prep, I discovered the term Peasant <a href=\"https:\/\/www.routledge.com\/Misconceptions-About-the-Middle-Ages\/Harris-Grigsby\/p\/book\/9780415871136\">wasn't coined until 15c<\/a>.<\/sub><\/p>\n<h2>The Party<\/h2>\n<ul>\n<li>Pat, Hershel - a Mummer Impressionist<\/li>\n<li>Joa, Will - a Scrivener (Mind). Young court writer<\/li>\n<li>David, Honest Cuthbert, an alleged pickpocket from Liverpool. Orphan who was raised on the streets<\/li>\n<li>Emily, Hob, a blacksmith. Proud of his town and his work. Increasingly conflicted about the right thing to do<\/li>\n<li>Matt\/Sheila, Maggie Devers, a servant, has become rebellious since her sister was killed. Stubborn and calm.<\/li>\n<\/ul>\n<h2>The Brief<\/h2>\n<h3>Outside the Tower of London<\/h3>\n<blockquote>\n<p>We open at a protest outside the tower of London. Midday on a workday, early summer and we start to see people leaving their posts to walk to the Tower. We all are part of an underground group that's met before to seed the revolution. Proud to be revolting. Heard word that this protest is a distraction so that a prisoner inside can escape, we have been tasked with making sure the prisoner (Richard March) can escape.<\/p>\n<\/blockquote>\n<p>One of the Hooks in the adventures is a protest that's happening at the Tower. It felt like a good, chaotic starting point that (1) made sense and (2) gave players different ways to engage with the space. Also Richard March was a random NPC that I rolled up as players were introducing themselves.<\/p>\n<blockquote>\n<p>The prisoner is on the top floor of the keep. We all have been making our plan. People we recognize: John, a tenant farmer, has brought all of his sons to be a part of the protest. The constable and the guards are in charge of the Tower. The Sheriff of the city, John Northampton, has also been summoned. There's a moat around the keep as well.<\/p>\n<\/blockquote>\n<p>Prisoners in the basement of the Tower probably makes more sense, but I also assumed there were servant quarters and kitchesn down there hence why the prisoner was on the top floor. I also wanted to encourage them to either be creative in going through the tower or something ridiculous like scaling its walls. Did it make much sense on a practical level? Uhh, probably not. John was also a NPC I rolled up and gave him 3 sons who work his lands. I was pulling a lot of knowledge of my time playing Pentiment in this set up scene until I got my footing a bit more even though that game is set in the 1500s.<\/p>\n<blockquote>\n<p>We open with Hershel's crowd work act, which is doing impressions of the minor nobility and building toward my impression of the Sheriff to draw aggro.<\/p>\n<\/blockquote>\n<p>I was so excited when we ended up with a Mummer player. It's a fun class that added a lot of absurdity to the one-shot, and there was much banter between myself and this player. Since the tower had its own set of guards and jurisdiction, I added some political strife between the Sheriff and the Constable which added chaos to the already tense scene. I did use the listed NPC John Northampton from the Quickstart under the Sheriffs generator page which was super helpful in channeling him.<\/p>\n<blockquote>\n<p>Maggie drops by the shop and loudly complains about the crowd in order to be inconspicuous. The shopkeep mentions the delivery entrance but sighs and goes into a tirade about how no one wants to work anymore, they all died in the plague. Hammond will let her into the service entrance on the side, tell him Eva sent her. Hands her a parcel with produce and spices.<\/p>\n<\/blockquote>\n<p>Another random NPC rolled up! This time, a grocer who's simply trying to protect their wares. She complained of people refusing to work and &quot;kid don't do anything&quot; these days. It was a tongue-and-cheek character that was whipped up out of nowhere.<\/p>\n<blockquote>\n<p>While the guards are going after Hershel, Honest Cuthbert is trying to pick their pockets. Will is trying to get in by claiming that one of the Nobles requested a Scrivener. Ellis Witcher has an assignment for a Scrivener to get details about the country. The guard ushers Will in and Will brings Hob with him under the pretense of forging something for him to fit into the country.<\/p>\n<\/blockquote>\n<p>Ellis Witcher was a Noble NPC I rolled up for the Scrivener to get in. It made sense to me that visiting nobles would stay in the Tower while conducting business or on behalf of royals. When I rolled him on the Lords and Ladies generator table, his Motivation in life was to farm, so I angled he was eager to have someone document his willing journey from Noble to Farmer in a dramatic fashion. Probably my favorite NPC I created for the session.<\/p>\n<blockquote>\n<p>The Sheriff has requested another ten guards from the outer wall of the keep so security has gotten tight at the main gate. Cuthbert is getting the crowd to chant that the Sheriff is a coward while Herschel is doing Scooby Doo\/Looney Tunes antics to the guards. The constable is shouting for the Sheriff to get ahold of things. Hob and Will successfully get over to the Servant's entrance to meet up with Maggie. Inside the keep, the three of them blend in and Maggie says &quot;Look like we belong, gentlemen!&quot; They pass by a workshop, a small hospital. Someone from the workshop offers to help, so Maggy claims that she needs to drop off a parcel and pick up some laundry. Gets sent on her way.<\/p>\n<\/blockquote>\n<p>The group split up quite a bit in this one-shot which was cool. Splitting the party caused no issues for me as a GM, and it made narrative sense give there were multiple ways to get beyond the Tower's perimeter.<\/p>\n<blockquote>\n<p>Back in the melee, Herschel and Cuthbert spring their plan. Cuthbert successfully steals a few guard caps and Herschel disguises them as guards to call a hasty retreat. Works too well unfortunately and earns them a massive asskicking from John and his burly boys. They are in the keep with kicked asses.<\/p>\n<\/blockquote>\n<p>Combat in this game is fascinating. It's fast and snappy, and I really enjoy it. There's 1 contested roll and then it cascades into narrative flavor. I want to see it in action, literally, more and also expanded upon. I'm curious about the inspiration for the mechanic.<\/p>\n<h3>Inside the Tower<\/h3>\n<blockquote>\n<p>Maggy makes her way to the wardrobe tower and meets up with another serving woman, Elizabeth. Maggy says that she's discreetly delivering a message to a noble and asks for medical care for Herschel and Cuthbert, inviting them in. She's older and has been a maid here for a long time. Cuthbert complains that his halberd was stolen and asks if he can get another one before anyone notices. Is told to talk to his captain, but Herschel intervenes and says &quot;it's better to be honest, let's check in the armory and accept our lashing&quot;. Elizabeth gets a rag to let us clean up our faces in the kitchen in the undercroft area. Maggy says she's to put a letter under Lord Witcher's door - he's an odd sort. Elizabeth takes the parcel. Lord Witcher will meet us on the ground floor in the Great Hall. Hob is going to make his way to the armory with Herschel and Cuthbert. Maggy and Will offer to meet Lord Witcher in a parlor room instead of the Great Hall.<\/p>\n<\/blockquote>\n<p>Every single player was contributing ideas and asking me questions about the layout and what they could do. Once they made it inside the Tower, the focus shifted into devising a plan. This one-shot turned heist was ridiculous, but I loved it.<\/p>\n<blockquote>\n<p>Cuthbert and Herschel's cover story at the armory is that the Sheriff <em>fucked<\/em> us with his directions, and Hob is there to get measurements.<\/p>\n<\/blockquote>\n<blockquote>\n<p>Maggy and Will agree to forge a letter for Lord Witcher - &quot;My lady is intrigued by him and has sent a scrivener. My lady can't imagine a farmer in such fine clothes, you should give her your fine clothes as a sign of your affection&quot;. They decide to go knock on his door, a short nondescript man. Maggy attempts to persuade him, he puffs out his chest at the nobility of his theoretical life as a farmer. They forged the letter as &quot;Lady Guinevere&quot;. He quickly reads it and will await a change of clothing. He hands the clothing to Maggy in a bundle, and Will and Maggy dash upstairs.<\/p>\n<\/blockquote>\n<p>This was so silly and absurd of a plan, and maybe I should have made the Nobles and Guards a little smarter than they were, haha. I wasn't sure how to do it. Maybe they don't recognize these people are being members of the Guard? I wasn't sure how to continue adding obstacles to the players that weren't environmental. A list of social snags would have helped me, and if I hadn't started my prep for the session that morning an hour beforehand, I might have come up with something a bit stronger, narratively.<\/p>\n<blockquote>\n<p>The guards in the armory are worked up by our comments about the Sheriff and are cutting jokes with us. Hob requests a few more guards, claiming that the main court has been breached. We send the last guard on his way, I grab Witcher's clothing with the intent of impersonating him and will give my guard clothing to March.<\/p>\n<\/blockquote>\n<p>Hot headed guardes making dumb choices felt right.<\/p>\n<blockquote>\n<p>Hob successfully destroys the lock as we throw guard clothing into the cell for Richard. He changes into the guard clothing and we run down to Witcher's room. We bind and gag him as the guards march up. One comes to the door and I impersonate Lord Witcher, haranguing the guard and asking for a carriage to be brought to us at once. Cuthbert robs Witcher blind and we change Richard, Hob, and Cuthbert into swaggy clothing to catch the carriage. They say that we'll have to go out the Servant's entrance but they send us out with guards as escorts. We squeeze into the carriage, make it work, and the group leaves with Richard in style.<\/p>\n<\/blockquote>\n<p>Impersonating a noble, distracting guards, and mocking the Constable is exactly what I imagined revolting peasants would be doing! I'm curious how this would have resolved in a follow-up session though. It's easy to see how a campaign of this can be filled with both shenanigans and rich community.<\/p>\n"},{"title":"Designing Location Blocks","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/location-blocks\/"}},"updated":"2026-03-24T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/location-blocks\/","content":"<p>I was looking to expand my Blogosphere setting, and I wanted to write-up locations for them. This led me to considering <em>how<\/em> and <em>what<\/em> would be included in each location. I wanted and needed a good schema for them. Rather than do a description in pure prose, I want something akin to a stat block or even the <a href=\"https:\/\/www.explorersdesign.com\/designing-lore-blocks\/\">lore blocks<\/a> which have been inspiring fun stuff. My goal is to take the lore block concept and apply it to only locations as the examples I\u2019ve seen so far primarily apply to NPCs and monsters.<\/p>\n<h2>Unearthed\u2026something, something<\/h2>\n<p>Surely, I was not the first to consider this idea, and I wasn't. I discovered <a href=\"https:\/\/media.wizards.com\/2018\/dnd\/downloads\/UA_IntoTheWild.pdf\">Unearthed Arcana: Into the Wild<\/a>, material that was released in 2018. It breaks Wilderness Exploration down into 3 phases:<\/p>\n<ul>\n<li>Choose Destination<\/li>\n<li>Choose Activities<\/li>\n<li>Resolve activities and travel<\/li>\n<li>Camp<\/li>\n<\/ul>\n<p>While this material did not have Location Blocks, it put the idea of them out there with a sample region, using the new wilderness exploration rules. It inspired people to create their own version of Location Blocks albeit tied to the 5e system, which is great if that\u2019s what you\u2019re using, but I\u2019m seeking system neutral schemas for the Blogosphere. Some of those different interpretations of the Location Block were mainly for <a href=\"https:\/\/grislyeye.com\/blog\/location-blocks-v1.html\">homebrew<\/a> or <a href=\"https:\/\/gillgamesh10.wordpress.com\/2018\/02\/13\/changing-the-game-location-stat-blocks\/\">other<\/a> <a href=\"https:\/\/homebrewery.naturalcrit.com\/share\/ry5d9u-wM\">campaigns<\/a>.\nThe three examples I found had the following overlap:<\/p>\n<ul>\n<li>Size<\/li>\n<li>Random encounters<\/li>\n<li>Traits<\/li>\n<li>Tags<\/li>\n<li>Difficulty<\/li>\n<\/ul>\n<p>These 4 attributes have become quite standardized with perhaps Difficulty being dropped or augmented into something else. Random Encounters were tables of possible events for the party. Traits and Tags were used to describe the space in both the location\u2019s resources and physical state. The differences are also striking:<\/p>\n<ul>\n<li>Peril<\/li>\n<li>Location Attributes<\/li>\n<\/ul>\n<p>Peril was a single stat for all Locations that was modified based on the party\u2019s behavior in the area. The interesting thing is it was always added to the result of a random encounter. I really like this as it pairs super well into my Terrain Affinity tool. The more players explore a space, the more it responds. These are active spaces that shift.<\/p>\n<p>One of the homebrew versions has attributes for a location (Intensity, Mastery, Size, Energy, Exposure, and Hostility). This version feels more like a character sheet and while interesting would be less usable for me and my style.<\/p>\n<p>The specific example from Gillgamesh\u2019s Not So Epic Takes\u2019s blog is the breakdown of attributes that don\u2019t have many checks involved but accurately capture the physical and social context of the area. The attributes were Travel, Sustenance, Threats, History, and Mindset. It\u2019s like the other example but without giving each attribute a number. Instead, some required a DC check (Sustenance as tied to Survival because again 5e) but other than that, it was all atmosphere building.<\/p>\n<p>It all gave me a great starting point for creating my own Location Block schema for the Blogosphere.<\/p>\n<h2>Districts, Hexes, and so forth<\/h2>\n<p>As I looked through these examples, I realized they seemed familiar to some of the books I own. Some ttrpgs do have Location Blocks, but they aren\u2019t called that.<\/p>\n<h3>Blades in the Dark<\/h3>\n<p>Blades breaks the city of Duskvol into Districts. At the back of the Blades book, each district gets a spread, listing the following:<\/p>\n<ul>\n<li>Landmarks: A handful of locations that matter to factions as factions play a large role in the system<\/li>\n<li>Details: A brief description of the Scene, Streets, and Buildings in the District<\/li>\n<li>Notables: Important NPCs, their faction ties, and what they\u2019re doing.<\/li>\n<li>Traits: Each district has 4 traits (Wealth, Security &amp; Safety, Criminal Influence, and Occult Influence) where each trait has 1 of 4 pips filled to give a rough idea of the presence within the district.<\/li>\n<li>Unique Ability: Each District in Blades holds a mechanical effect which adds flavor and resource management to an area.<\/li>\n<\/ul>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/bitd-locations.PNG\" alt=\"BitD Locations\"><\/p>\n<p>What I like about the Blades version are the Landmarks alongside the Details. These two are necessary to use the space in any way. The Notables are nice if your party is engaged with any of those factions or wants to be. They feel more like Hooks to me than anything else. Traits could be derived from reading the Landmarks and Details section though it\u2019s a nice quick reference. However, there is zero indicator for what a 1 pip in Wealth versus 3 means for the District without its direct relation to other Districts.<\/p>\n<h3>Dolmenwood<\/h3>\n<p>Dolmenwood also uses Location Blocks on a hex-based level. We oftentimes call these Keyed Hexes. In Dolmenwood, the structure is formal and a little daunting at first. Thankfully, the book is designed so well that it onboards the reader with how to navigate it. The key components of a hex in Dolmenwood are the following:<\/p>\n<ol>\n<li>Header: Hex Number, Name, Flavor Text<\/li>\n<li>Geographical Info: Terrain, Lost\/Encounters, Foraging<\/li>\n<li>Local Area Map: This tells you that you can click a neighboring Hex in the hyperlinked PDF. It\u2019s incredible.*<\/li>\n<li>Features: Primarily 1 Notable Location to engage with which can be Hidden, Non-Hidden, On the Map<\/li>\n<\/ol>\n<p><sub>*In fact, Dolmenwood may be the best hyperlinked PDF I\u2019ve ever used.<\/sub><\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/dolmenwood-locations.PNG\" alt=\"Dolmenwood Locations\"><\/p>\n<h3>Neverland<\/h3>\n<p>Like Dolmenwood, Neverland provides a page of each Hex within the map. Rather than concrete locations and specific NPCs, Neverland supplies the referee with a series of Tables (Encounter, Area Effect, Creature, and NPC). A specific Exploration table helps reveal the hidden features of a hex. When I ran Neverland, I struggled to utilize the tables thoroughly as I had not learned all the unique setting components (bestiary, factions, etc.). Neverland hexes differ from Dolmenwood in the following:<\/p>\n<ul>\n<li>Exploration, Area Effect, and Creature Table<\/li>\n<li>Chime Hours: A Neverland specific trigger occurs, and there\u2019s a different trigger for every hex.<\/li>\n<\/ul>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/neverland-locations.PNG\" alt=\"Neverland Locations\"><\/p>\n<h3>BREAK!!<\/h3>\n<p>BREAK!! doesn\u2019t provide hexes or points but rather gives a rough idea of possible adventures that can occur in a region. Each region is given a brief history of how it came to be as well as a list of notable areas within the region. Two short lists, Sights &amp; Sounds and Regional Dynamics, provide descriptors of the region and social context.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/break-locations.PNG\" alt=\"Break Locations\"><\/p>\n<p>These are <strong>all<\/strong> Location Blocks! The overlap between the Districts, Hexes and Points are:<\/p>\n<ul>\n<li>Landmarks<\/li>\n<li>Traits\/Features<\/li>\n<li>Notable NPCs<\/li>\n<li>Optional: Unique Ability in the area<\/li>\n<\/ul>\n<h2>Locations within Crawls<\/h2>\n<p>As we can see in the examples, Location Blocks exist in every type of Crawl but are presented in different ways, depending on the goal of the location. I have found more examples of Location Blocks in things like the Stygian Library, Gods of the Forbidden North, and more. To include them all would be too much! The main point is, they have quite a bit of overlap and <a href=\"https:\/\/www.skeletoncodemachine.com\/p\/everything-is-pointcrawl\">can even be argued to all be the same in their simplest form<\/a>. I\u2019m going to break down how different types of crawls present information and the types of information each provide. If I\u2019m missing a crawl-type in this list, I challenge you to consider how its Location Block can match. I\u2019ll consider the following types of crawls:<\/p>\n<ul>\n<li>Hex<\/li>\n<li>Point<\/li>\n<li>City<\/li>\n<li>Dungeon<\/li>\n<li>Depth<\/li>\n<\/ul>\n<p>In a Hexcrawl, we call it Keying a Hex, while in a Pointcrawl it\u2019s a Point of Interest. Depth similarly has points of interest, while a city crawl is more akin to a hex or point crawl. Dungeon crawls focus on rooms with each room being keyed. There\u2019s a loose standard when it comes to keying dungeon rooms albeit it varies from system to system though the <a href=\"https:\/\/dungeons.hismajestytheworm.games\/docs\/chapter11\/\">Designing Dungeons Course<\/a> has provided a solid foundation for this kind of work.<\/p>\n<p>Beyond presentation of the crawl, the information included in the location of a crawl is equally important. For hexcrawls, we focus on the terrain, what\u2019s able to be foraged, etc. There\u2019s a brief list of interesting places to explore in a hex. It could be argued that a sub-hex is a pointcrawl, but that\u2019s the not point of this post! With pointcrawls, it\u2019s a graph of connected points where each point can vary in size and distance is not limited in edge length. I haven\u2019t played in a city or depth crawl yet. From my limited reading, a city crawl appears to have flexible levels of exploration that are quick and robust. Meanwhile, a depth crawl is a procedurally generated dungeon crawl.<\/p>\n<p>All of these are sub-categories of the Location Block. While it could be argued that different information is needed, pending the type of crawl, I believe they can be stripped down to a uniform form, especially if the setting is designed to be system neutral.<\/p>\n<h2>Blogosphere Location Block<\/h2>\n<p>OK. After looking at some homebrew examples, I broke down a variety of crawl-types, and now I need to devise a schema for the Blogosphere setting. Do I need to decide the type of crawl before designing the Location Block? I say no. Do I need all mechanics figured out beforehand? It may help narrow down what info I want to include, but doing locations first can impact the type of unique mechanics, especially if the goal is to be system neutral.<\/p>\n<p>Rather, I need the relevant bits of info I want to include in a space. I know I want to have as few numbers as possible, and I want the following information included for each Blogosphere Location:<\/p>\n<ul>\n<li><strong>Name:<\/strong> Captures the essence of the location<\/li>\n<li><strong>Identifier:<\/strong> A quick way to reference the place.<\/li>\n<li><strong>Brief Description:<\/strong> A 1-2 sentence description of the space, often included in the header of a spot.<\/li>\n<li><strong>Traits\/Tags:<\/strong> I love the concept of Tags, but if you have specific descriptions for Tags that have mechanical application, it makes it more difficult to onboard players. Much like Blades does with NPCs, I love using 3 words that encapsulate the vibes\/behavior purely from their definition alone. I\u2019ve landed on <strong>Physical, Attitude, Action<\/strong> to describe an area.<\/li>\n<li><strong>Unique Ability:<\/strong> With the Blogosphere, each location has a unique ability. I think Data Integrity will be an important mechanical feature that each location impacts.<\/li>\n<li><strong>Notable Features:<\/strong> What\u2019s in this space and why do I care about it. Every example, no matter the type of location, has this component. Does this need to be listed in the Location Block, or could sub\u2013Location Blocks be included instead? Alternatively, using the same 3-Word descriptor layout for each of these could be the way to go. It depends on what information here is important.<\/li>\n<\/ul>\n<p>What I may include:<\/p>\n<ul>\n<li><strong>Rumors:<\/strong> These reward exploration and can be the cause of some fun gameplay at a table. I can\u2019t decide if they are <em>needed<\/em> or something I\u2019m so accustomed to seeing that I feel obligated to include them.<\/li>\n<li><strong>Faction\/Social Context:<\/strong> The Blogosphere is super self-referential and could benefit from a clear indication of who is around.<\/li>\n<li><strong>Reaction:<\/strong> We use reaction rolls for NPCs and monsters, but I think it could be cool to use them for locations.<\/li>\n<\/ul>\n<p>What I won\u2019t include:<\/p>\n<ul>\n<li><strong>Encounters:<\/strong> Though prevalent, I don\u2019t believe encounters need to be included either. I would much rather provide regional encounter rolls alongside a main encounter table that applies to all locations within the Blogosphere. Encounter tables, like Tags, require prior game knowledge and for a custom setting, it can slowdown play when there\u2019s too much to reference.<\/li>\n<li><strong>Size:<\/strong> This is a piece of info not needed as it can be ascertained through other details.<\/li>\n<li><strong>Level\/Difficulty:<\/strong> These things will need to be scaled up or down, depending on the system used, so it is less of a concern for my project.<\/li>\n<\/ul>\n<h3>Example: Sand Sea<\/h3>\n<blockquote>\n<p><strong>Name:<\/strong> Sand Sea <br>\n<strong>Identifier:<\/strong> A-01 <br>\n<strong>Brief Description:<\/strong> A sea of sand which eats away at Bloggers slowly over time. Pockets of quicksand are littered along its rocky beach. <br>\n<strong>Traits:<\/strong> Barren. Eager. Consume. <br>\n<strong>Unique Ability:<\/strong> Resting here allows players to remove 1 piece of Corrupted Data. <br>\n<strong>Notable Features:<\/strong> Whirlpool of Discourse, Loquacious Lagoon, Quip \u2018n Quake. <br>\n<strong>Reaction:<\/strong> Indifferent. <br><\/p>\n<blockquote>\n<p><strong>Name:<\/strong> Whirlpool of Discourse <br>\n<strong>Identifier:<\/strong> A-01-01 <br>\n<strong>Brief Description:<\/strong> A large whirlpool that wails unanswerable questions such as, \u201cSystem doesn\u2019t matter\u201d and \u201cAll crawls are the same\u201d. Each offhand comment tempts Bloggers to engage. <br>\n<strong>Traits:<\/strong> Destructive. Goading. Drown. <br>\n<strong>Unique Ability:<\/strong> Can be convinced its wrong and collapse in on its self. <br>\n<strong>Notable Features:<\/strong> None. <br>\n<strong>Reaction:<\/strong> Incendiary. <br>\n<br>\n<strong>Name:<\/strong> Loquacious Lagoon <br>\n<strong>Identifier:<\/strong> A-01-02 <br>\n<strong>Brief Description:<\/strong> Any who sit in the Lagoon engage in a never ending conversation with either themselves, others in the Lagoon, or the lagoon its self. One's body entirely relaxes save for their mouth. <br>\n<strong>Traits:<\/strong> Comfort. Longing. Charm. <br>\n<strong>Unique Ability:<\/strong> None. <br>\n<strong>Notable Features:<\/strong> A chat bot is embedded at the bottom of the lagoon. <br>\n<strong>Reaction:<\/strong> Inviting. <br><\/p>\n<\/blockquote>\n<\/blockquote>\n<p>I think nesting the blocks makes sense if the form is concise and brief enough. Not sure if this is where I've settled on for the design of my location blocks in the Blogosphere, but this is an excellent start. Are the vibes and intention of the space adequately provided in the example? I believe if a regional encounter table was included for multiple areas, that would help as well. Beyond that, I'm not sure what else I would consider including.<\/p>\n<p>What I haven't discussed much of is I spent a lot of time reading about exploration rules and what players and GMs were seeking when it came to exploration\/discovery. Knowing what's wanted\/needed at the table is just as important as considering what's already out there. I've included a small but certainly not comprehensive list of readin material I considered.<\/p>\n<p>Where have you seen Location Blocks in the wild, and what do you think of them? Please share with me on <a href=\"https:\/\/bsky.app\/profile\/bakenshake.bsky.social\">BlueSky<\/a>!<\/p>\n<h2>Additional Reading\/References<\/h2>\n<p><a href=\"https:\/\/homebrewery.naturalcrit.com\/share\/ry5d9u-wM\">Actually Awesome Adventurer's Atlas<\/a> <br>\n<a href=\"https:\/\/gillgamesh10.wordpress.com\/2018\/02\/13\/changing-the-game-location-stat-blocks\/\">Changing the Game: Location Stat Blocks<\/a> <br>\n<a href=\"https:\/\/www.explorersdesign.com\/designing-lore-blocks\/\">Deisgning Lore Blocks<\/a> <br>\n<a href=\"https:\/\/www.skeletoncodemachine.com\/p\/everything-is-pointcrawl\">Everything is Pointcrawl<\/a> <br>\n<a href=\"https:\/\/diyanddragons.blogspot.com\/2019\/10\/landmark-hidden-secret.html?ref=explorersdesign.com\">Landmark, Hidden, Secret<\/a> <br>\n<a href=\"https:\/\/traversefantasy.blogspot.com\/2023\/05\/od-and-outdoor-survival.html\">OD&amp;D and Outdoor Survival<\/a> <br>\n<a href=\"https:\/\/sachagoat.blot.im\/re-inventing-the-wilderness-part-1-introduction\">Re-inventing the Wilderness: Part 1<\/a> <br>\n<a href=\"https:\/\/grislyeye.com\/blog\/location-blocks-v1.html\">The Grisly Eye, Location Blocks<\/a> <br>\n<a href=\"https:\/\/www.gmbinder.com\/share\/-Lcshwv-ApTzjtfy7Rx-\/-MEr6KFuTo2hgxLJiT0V\">Travel &amp; Exploration Lite<\/a> <br>\n<a href=\"https:\/\/slyflourish.com\/thoughts_on_exploration.html\">Understanding the Exploration Pillar of D&amp;D<\/a> <br>\n<a href=\"https:\/\/media.wizards.com\/2018\/dnd\/downloads\/UA_IntoTheWild.pdf\">Unearthed Arcana: Into the Wild<\/a> <br>\n<a href=\"https:\/\/www.tribality.com\/2018\/02\/13\/unearthed-arcana-wild-breakdown\/\">Unearthed Arcana: Into the Wild Breakdown<\/a><\/p>\n"},{"title":"Improv's Role at the Table","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/improv-and-play-by-post\/"}},"updated":"2026-03-19T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/improv-and-play-by-post\/","content":"<p>The discussion of improvisation and its role at the table continues to fester in my mind, especially after my post on <a href=\"https:\/\/theplayreports.com\/posts\/player-improv\/\">Improv, Play Culture, and Authority<\/a>. I've only scratched the surface in that relationship, but I want to focus on improv's role at the table when it's a real-time table vs. a play-by-post (pbp) one.<\/p>\n<h2>Play-By-Post Prep<\/h2>\n<p>I've been running a play-by-post of <a href=\"https:\/\/bladesinthedark.com\">Blades in the Dark<\/a> with <a href=\"https:\/\/evilhat.com\/blades-in-the-dark-deep-cuts\/\">Deep Cuts<\/a> since early February. There are only 2 players, and we agreed on posting at least once a day. In prepartion, I read the \u201c<a href=\"https:\/\/newschoolrevolution.com\/how-i-do-play-by-post\/\">How I Do Play By Post<\/a>&quot; and took as much of it to heart as I could.<\/p>\n<p>All of us played in <a href=\"https:\/\/samsorensen.blot.im\/mothership-month-2025-wargame-over\/under\">Over\/Under<\/a> which was how we met, so we were familiar with OOC (out-of-character) and RP (roleplay) channels. Planning and rolls occur in OOC and any clarifying questions about the world, the scene, etc. Everything else is in RP\nIf you're unfamiliar with Blades in the Dark (BitD), the gameplay cycles through 3 phases. Free Play, Score, and Downtime. The book does a decent-ish job at supporting the GM, though I think there could be more. Regardless, the breakdown of the phases of play provides discrete chunks of the type of play expected. Free Play is information gathering and setting the stage for the Score. Scores are scenarios where the players must accomplish x, y, and z without becoming too stressed or getting caught. Downtime is the aftermath of the Score.<\/p>\n<p>There's quite a bit of negotiation with Blades given that any time a player does something, there's an immediate cost\/it changes the situation. One could say it's difficult to run in a PBP setting, but I've discovered with the right level of expectations and candid conversations, it's doable!<\/p>\n<h2>Table Prep<\/h2>\n<p>Conversely, I'm also running an online <a href=\"https:\/\/theplayreports.com\/posts\/cloud-empress-campaign-1\/\">open table of Cloud Empress<\/a>. There's an ongoing series of GM Play Reports that I've been writing which you can read here to get a feel for my prep in that regard.<\/p>\n<p>The most notable things are I do minimal prep in those sessions! I roll for weather, perhaps an encounter, and check back to my notes on what last happened. If the party is about to enter a dungeon or similar interior space, I need to spend a little more time with it. Beyond that, I'm at the whim of the party and explore what they want to do\/let them discuss.<\/p>\n<h2>Inquiry-Based Improv<\/h2>\n<p>For the sake of this post, improvisation will be anything that is not pre-planned at the table. The concept is certainly present in both a PBP and real-time table, but its role is what varies.<\/p>\n<p>With a PBP table, there's a limited number of times you're going to post. It's something you establish in your Session 0. This means when the GM is providing the opening scene for a scenario, they won't write a single sentence or two. Instead, there will be enough information for players to take actions without needing to make additional queries.<\/p>\n<p>Conversely, a real-time table allows you to provide a sentence or two and then give space for the players to ask questions and seek details. This banter is much harder to get in PBP due to posting frequency and GM prep. Here, the GM doesn't necessarily need to follow their own prep, or have prep at all, but can instead rely on their players to add details and create connection where there was none.\nLet's use an example and apply it to both tables.<\/p>\n<blockquote>\n<p><strong>Opening Scene:<\/strong> The party is trapped inside a haunted house on Halloween, and the front door has been barred by a bully your group hates.<\/p>\n<\/blockquote>\n<p>If I were doing a play-by-post, I would present the information like this:<\/p>\n<blockquote>\n<p>The party hears the door close behind them as they explore the Foyer. Squatters appear to have taken residence from the ash in the fireplace and the trash strewn about the rotting couch in the living room. A grandfather clock strikes midnight, rattling the group. Ahead lies a hallway to the kitchen, while a coat closet sits to the party\u2019s right. Water drips into the coat closet. Water damage can be seen throughout the house. The smell of sewage and rot overwhelms the senses. Nothing but moonlight lights the area.<\/p>\n<\/blockquote>\n<p>If I were at a real-time table, I would say this:<\/p>\n<blockquote>\n<p>The party hears the door close behind them with a lock. There\u2019s no one else in the house but your group. A dilapidated coat closet sits to your right, and a living room to your left with a couch and fireplace. Down the hallway in front of you, there's a kitchen through it's dark.<\/p>\n<\/blockquote>\n<p>Both examples start the same, but in a PBP, sufficient context and information needs to be supplied to give players something to actionably do while offline. Meanwhile, at the real-time table, depending on what players ask about, I can tease out those details with each question asked. This is where the improv comes into play. Based on what players ask me, how I answer will change the scene, often dramatically. This is true of PBP, but I have hours to craft a response, adding as much detail as I want or need. That difference feels less like improv and more like prep, which I already don\u2019t do much of! In addition to the improv that feels like prep, I can spend time giving NPCs backgrounds and a richer story of why and how they are where they are. The dialogue the PCs say is specific and intentional and maybe even sometimes good.<\/p>\n<p>It could be argued that comparing a FitD game with a Panic Engine hexcrawl doesn't make much sense, but for how I GM, I don\u2019t believe it makes much difference. I've discovered that I love to banter with my table to create the space together even if it\u2019s not explicitly expected or stated in the rules. I did run into some friction points with my PBP group when a player said they needed clear stakes to be set before taking an action whereas I expected questions from the players to get more details. I needed to shift my mindset a little bit in the exposition I\u2019m providing my players with, especially in relation to posting frequency.<\/p>\n<p>Running a PBP is fulfilling and provides me a space to discover my GM style and examine it in a way I could not previously. With a transcript of all the GM decisions, story exposition, and rulings laid out, it\u2019s a gold mine for analysis. I\u2019d be curious if other PBP GMs feel similar and their relationship with improv.<\/p>\n"},{"title":"Esoteric Ebb, A Review","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/esoteric-ebb-review\/"}},"updated":"2026-03-11T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/esoteric-ebb-review\/","content":"<p>I love writing snappy reviews of ttrpgs products I engage with, but I realized I can do that with all kinds of media...like video games! Yeah, that thing I spend all my other extra time on and my day-to-day job.<\/p>\n<p>The presentation and artstyle of the game imply a cozy and benign setting, something akin to Legends &amp; Lattes, but it's not. It tries to stay a bit in the middle between tongue-and-check D&amp;D references alongside harrowing lore and tragic character endings. In this, it did a good job.<\/p>\n<p>Much of what can be discovered is familiar, to some degree, if you know D&amp;D, and I had a great time bumbling into traps!<\/p>\n<blockquote>\n<p>WARNING: Spoilers Ahead, Mostly Mechanical<\/p>\n<\/blockquote>\n<h2>Voices? What voices?<\/h2>\n<p>The attributes you have speak to you throughout the game, but the voices don't seem distinct enough for me beyond Intelligence (elitist asshole) and Strength (zealous brute). The writing could be a little punchier in making each attribute more distinct. They are the primary avenue for feeding lore to the player, and it wasn't until I chose a feat regarding gender that I started to question\/realize the attributes were meant to be distinct from each other. However, the art is GORGEOUS for each attribute, and I love them.<\/p>\n<h2>Lore Drop of the Century<\/h2>\n<p>The Worldbuilding in Esoteric Ebb is cool. It's rich and spans eras. Even after 14 hours in, I'm still confused on a few points, but I have been going <em>too fast<\/em> with my eagerness to dungeon delve. I found myself torn between wanting to engage in long conversations while also wanting to cast spells to find hidden items.<\/p>\n<p>There's a multitude of history in the environment that players can engage in and if their Intelligence is high enough, they can glean cool facts to further their knowledge. I loved this unraveling of the lore. It was like eating lil' lore treats throughout play.<\/p>\n<p>On the other hand, something I disliked was how when I did click a highlighted term, it gave me a new dialogue that pushed my conversation up. This meant if you encountered enough glossary terms and then clicked Continue, the conversation would pick up exactly where you left off regardless of how many glossary\/lore explanation moments occurred. This was a disorienting experience in game for two reasons. The first was it super messed up the flow of conversation with NPCs. On top of that, the lore was difficult to follow, especially with no map to reference back to of the land and its surroundings in relation to those terms. There is a spot in the game much later that you can interact with that's a large map of the world, but why is it so far in the game and not one of the early\/immediate things you find?<\/p>\n<h2>Hate Yourself More<\/h2>\n<p>It's hard to not compare this game to Disco Elysium when many of its core systems are near carbon copies. Instead of a Thought Cabinet, you have a Questing Tree. Instead of emotional characteristics talking at you, it's the standard attributes found in D&amp;D. What makes those sytems super strong in DE, for me, is the rebuilding of your character (or not) into something palpable.<\/p>\n<p>At the beginning of DE, your character is a piece of shit. You're bad at your job, you're bad at interacting with people. You're depressed and uncaring about anything until you, the player, intercede (if you want). In Esoteric Ebb, this is not the case. Sure, you don't remember some recent events, and this is teased out through interactions with the world and characters just like in DE but nothing horrific.<\/p>\n<p>Still, no one outright hates you for being a cleric and working with the Urthguard. They all continue to work with you. Even in the quests, the narartive choice is not a real one, because when the quest is complete, you still have all possible Feats at the end, which I kind of disliked. The bottom line is, the protagonist isn't hated enough to stir me, as a player, to better them.<\/p>\n<h2>Go Scum Yourself!<\/h2>\n<p>I found myself save scumming, and I never did that in Disco Elysium. In that game, I accepted the consequences, whatever they may be, because I knew I had a wide variety of endings possible. Yet, in this one, especially when I was trying to pickpocket NPCs, I kept save scumming. I did it 6 times just to get the crypt key, because I kept wanting to delve yet didn't know how to do that organically. Turns out, the crypt key was a location I had already discovered early on and didn't even need the key. Jor was laughing at me.<\/p>\n<p>Ruminating on this a bit more, and my conclusion as to <em>why<\/em> I did this is due to the linearity of the game that's hidden behind illusion. There aren't redos or variation when it comes to the game, so if you fail to pickpocket an item, it's locked out (unsure if it's locked out for the day or the game). Either way, this hard lock on top on top of how often you can die - I really want to see a montage video of all the ways you die in this game - signal to me as a player that reloading and trying again is required. When you die, you're returned to the main menu to simply load up your last save or roll a new character.<\/p>\n<p>There was an opportunity for some cool design in the death cycle. You die, you start up a new character, but your old character is dead on a slab. You can cast Speak With Dead on them to get extra starting info that you didn't have on your last run. It becomes more of a rogue lite in that regard, but what's the threat\/point of death if it isn't permanent like in most ttrpgs?<\/p>\n<p>There's a similar friction point with this in regards to the shards of Jor you can find around that allow you to re-roll on checks, but this is only for specific checks in the world or with NPCs. You cannot do this in a combat situation which are narrative driven, so it's unclear to the player when you can risk a stat check to simply redo and when you cannot.<\/p>\n<h2>BEHOLD INFORMATION?<\/h2>\n<p>One of the COOLEST mechanics I discovered 15 hours into the game was that when you view a NPC, you get their character sheet. It's not readable when you first look at it, so I assumed it filled in as I spoke to NPCs and interacted with them. Nope.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/behold-info.PNG\" alt=\"Behold Character Sheet\"><\/p>\n<p>If you click the BEHOLD button that does <strong>not<\/strong> look like a button, you make a specific stat check based on the NPC and discover all kinds of cool information about their motives, what your character thinks of them, etc. You can only BEHOLD an NPC once until you rest, so if you don't succeed and unlock all DC checks listed, then you have to take a rest. I discovered this mechanic on Day 4! I was pissed!<\/p>\n<p>Now before I speak to any NPC, I do a BEHOLD check on them, and I discovered that this mechanic ties into your DC checks, lowering them for future rolls! Very cool, but wow I wish I had known about it from the beginning.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/behold-success-wtf.PNG\" alt=\"Behold Success\"><\/p>\n<h2>Illusion School for Figments<\/h2>\n<p>The game presents the player with options to use different stats to solve problems. Yet, I think the end result is always the same. For example, when you delve far enough, you encounter a frost troll, and it's asleep. Great! You have many options at your disposal to engage with the troll.<\/p>\n<p>WRONG.<\/p>\n<p>The troll is asleep. A challenging Dexterity check allows you to get closer without waking it up. The only benefit to this is it will allow you to place the immovable rod under its foot, causing some pain, and providing you with reduced DC throughout the engage. Cool! What's next?<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/frost-troll.PNG\" alt=\"Frost Troll in Esoteric Ebb\"><\/p>\n<p>The troll is awake. It's angry. It attacks you. If you have both Ettir and Snell with you, they will attack the troll without any hesitation. You cannot stop or change their behavior in any way. Boo, what if I wanted to reason with it. Yes, yes! That's an option. In the first round of combat, you can de-escalate the situation either through a successful Intelligence or Charisma check, but it doesn't matter! At the end of it all, you still kill the frost troll (he tumbles off the cliff into the gravity flip). I save scummed and did this in every configuration I could to yield a different result. Nothing.<\/p>\n<p>Now you're thinking, OK...maybe that's like a keystone moment and <em>has<\/em> to happen like that. Well, I've gone to a variety of other quests on the questing tree, and they're all the same in the process of having a singular conclusion.<\/p>\n<p>There is a level of replayability in the game if you're interested in the <em>how<\/em> rather than the end result, and this appears to be the largest set of narrative deviation I can find.<\/p>\n<h2>Delight in Discoverability<\/h2>\n<p>What Esoteric Ebb lacks in narrative outcomes, it more than makes up for in discoverability of the world. It's rich in lore and in the ways it reacts to your engagement. Cast spells, look for traps, and speak to everyone. In this, it almost feels like you're at the table.<\/p>\n<p>Once I shifted my framework from expecting narrative impact to what can I find in this location, the game became way more fun. It's important to utilize your spells and think more like you're playing a tabletop game rather than a Disco Elysium clone.<\/p>\n<p>While I wish there was slightly more information - a simple quest log - about the quests you have active and\/or where you left off on the ones you started, there's a lot to uncover in Norvik. It took me back to classic point-and-click adventure games where I needed to keep hand written notes on puzzles. That's how much there is to do in this game.<\/p>\n<h2>QOL Ideas<\/h2>\n<p>Going to give quick highlight ideas for some QOL improvements that would make me love the game even more.<\/p>\n<ul>\n<li>Multiple character sheets\/save slots for different types of runs<\/li>\n<li>Distinct UI for minor\/major quests (<a href=\"https:\/\/christofferbodegard.itch.io\/esoteric-ebb\/devlog\/1082315\/an-esoteric-campaign-the-questing-tree\">this was a thing in an earlier version<\/a>)<\/li>\n<li>Even after completing a major quest and selecting a feat, I should still be able to see the quest information similar to when minor quests are completed<\/li>\n<li>Sorting inventory by type would be nice. I hated the inventory system in Disco Elysium once I accrued enough items, and Esoteric Ebb has even more.<\/li>\n<li>Mark active Feats in the Questing Tree<\/li>\n<li>Better format the Glossary to be more usable<\/li>\n<li>Choices in the quests should determine the Feat available at the end<\/li>\n<\/ul>\n<h2>Words of Advice from a Bard<\/h2>\n<p>Having spent 30 hours and completed every quest on the Questing Tree, I find that I enjoyed the game with some reservations. The writing didn't always have me enraptured, but the discovery of the world did. There were many moments of delightful surprises in mechanics that would have been less enjoyable had they been told to me from the start (not the BEHOLD button). The characters are charming, and there are clues to everything littered in the world, in conversations, in audio cues, and in your character's reactions.<\/p>\n<p>Esoteric Ebb is a narrative experience centered around the importance of elections and how differing groups of people live together in a fictional world, sitting on top of an investigation. You start the game with a voting card with every party selected, and you end it submitting your choice of vote. Its message couldn't be clearer. Become the God-Wizard-King you want to see in the world.<\/p>\n"},{"title":"Campaign Kickoff - Cloud Empress","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/cloud-empress-campaign-1\/"}},"updated":"2026-03-04T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/cloud-empress-campaign-1\/","content":"<p>I've been wanting to share with anyone who would listen about the Open Table <a href=\"https:\/\/cloudempress.com\">Cloud Empress (CE)<\/a> campaign I've been running and then I realized this is one of the reasons why I have a blog...to capture these sessions and refine the way I GM!<\/p>\n<h2>Setup<\/h2>\n<p>I've <a href=\"https:\/\/theplayreports.com\/posts\/pack-a-knapsack\/\">already talked a bit about setting up for the campaign<\/a> which I've kept as is. The only change has been the addition of a Caravan Sheet. Since I'm running an open table version of CE, I still need for tracking provisions and supplies and all that good stuff. There's a sub-set of this sheet the party has collectively with them always. In working on this, I stumbled upon the UVG Caravan Sheet (still haven't played it yet) and thought that was neat but not quite what I was looking for.<\/p>\n<h2>Discord<\/h2>\n<p>I'm running everything through Discord. I use the Apollo bot to schedule sessions. When a session starts, the Apollo bot also creates a thread so all chatter relating to that session is on one channel that doesn't get buried.<\/p>\n<p>I run weekly sessions on Sunday and Monday, alternating. I did this to allow people in the EU to play as well as provide both an AM and PM option too. All players created their character in Discord, making a forum post. I drop rumors and character updates in there which feel a little cleaner than threads or channels. With forum posts, I can create tags to quickly see what class a character is as well as their age.<\/p>\n<p>Since CE is a setting with lore and traditions that are unfamiliar to my characters, I created two channels to help onboard them without sending them the pdf and expecting them to read this. Of course, some of them still haven't read it, and that's okay! The two channels are npc-index and world-knowledge. The first is when they meet new types of groups of people like Sliplanders, Spiderlings, etc. The second channel helps set the tone and vibe of the space. I listed the blurbs from the books on each region and removed anything that could be a spoiler and left what I felt would be common knowledge to anyone living in the Lowland Wastes. I slowly update this channel with things they hear about in the world or see like White Spore Monastery. Any opportunity to use the artwork from the books, I do, and it helps a lot in conveying the vibe and attitude of everything.<\/p>\n<h2>Session 1<\/h2>\n<p>I dropped the party in V12 in the Valley. This uses the Land of the Living book from CE. I chose this region, because I knew many players already had experience with some of the modules from the Land of Cicada book and wanted to focus on a region none of them had explored.<\/p>\n<p>The goal of the party is to collect 4 relics before the caravan arrives at Tack Town in B18. The hex description for V12 felt neutral enough that a caravan could camp with relative safety, allowing the party to explore a bit. Here is the hex description from the book for V12:<\/p>\n<blockquote>\n<p>Shadows dance around the flames of a raging bonfire. Seven drunk teenage Sliplanders sing, shout, and flirt around the flames. The cut of the shore and dark woods hide the party from their parents\u2019 prying eyes. A fermented berry drink, their shared and growing chalk-powder high, and the last heat of the summer make them feel like time has no meaning. Perhaps they\u2019re right.<\/p>\n<\/blockquote>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/CE_Session1_Map.PNG\" alt=\"Session 1 of the party on the hex map\"><\/p>\n<p><strong>Map Key<\/strong><\/p>\n<ul>\n<li>Pink: Caravan Route<\/li>\n<li>Blue Diamonds: Caravan Camping<\/li>\n<li>Red: Party's travel path for the session<\/li>\n<\/ul>\n<p><strong>Party Members Present<\/strong><\/p>\n<ul>\n<li>Abel the Cold (Teenager Magician)<\/li>\n<li>Bug-Loving Spoon (Bodyhopper Magician)<\/li>\n<li>Yunn the Third (Full-Grown Sellsword)<\/li>\n<li>Rin Nagi (Full-Grown Magician)<\/li>\n<\/ul>\n<h3>Day 1<\/h3>\n<p>The session starts with them introducing their character and why they\u2019re traveling with the caravan. They talk to the teenagers and meet Old Schlem (sad emo teen) and Leem (another teen) who tell them about being a Sliplander and Whtie Spore Monastery.\nMeanwhile, one PC notices a Spiderling aimlessly walking along the edge of the forest which they follow finding it unresponsive to conversation. Before following the Spiderling, one of the PCs gives a chalk-dusted needlepoint to Old Schlem as thanks for information. Next, the Spiderling leads them to a bone-skin giant\u2019s remains where the Spiderling is camping.<\/p>\n<blockquote>\n<p>The Referee\u2019s Mind: I had no idea what would happen. The Spiderling is what I rolled for a random encounter, and I drew the bone-skin giant crudely and randomly on Owlbear Rodeo. I thought it would be interesting and fun if this was, in fact, an ear canal and loosely drew it as such.<\/p>\n<\/blockquote>\n<h3>Day 2<\/h3>\n<p>The party camped nearby for the night and by that point, the Spiderling left with its belongings. The next day, slippery weather took over, and it rained tadpoles on the party. A rudimentary workshop area was found inside along with an ear canal where 2 PCs stuck their heads in. After getting their results from the Spiderling table, they cut the crown off!<\/p>\n<blockquote>\n<p>The Referee\u2019s Mind: I wasn\u2019t expecting this either and decided in the moment that once the crown is removed from its remains\/network, it turns gray and withers. Anyone else who wears it does not dream or hears from the King of Cobwebs. I also made the person who cut the canal off do a Body Save, since the King is displeased with this action, and the PC had already stuck their head into it.<\/p>\n<\/blockquote>\n<p>The party ventured to V21 where they thankfully met up with the caravan again and rested.<\/p>\n<h2>Bonus: Session Quotes<\/h2>\n<p>These are some of my favorite parts from the session recaps, which I\u2019m incentivizing through chalk, rumors, and a single yes\/no about something the party already knows about.<\/p>\n<blockquote>\n<p>&quot;Abel doesn't like what happened inside of the giant but also doesn't feel like it's his story to tell. All he'll say for now is we should keep an eye on Bug-Loving Spoon and Rin Nagi for the sake of their health and the health of the expedition.&quot; - <em>Abel the Cold, Teenager Magician<\/em><\/p>\n<\/blockquote>\n<blockquote>\n<p>&quot;To supplement the above with what Spoon was involved with in the cave, the spiderling guy was in the cave talking to or about some king and he wanted us to try on a crown and join some kind of club so Spoon and Mordecai both tried on the crown and the next day Spoon felt absolutely great.&quot; - <em>Bug-Loving Spoon, Bodyhopper Magician<\/em><\/p>\n<\/blockquote>\n"},{"title":"Improv, Play Culture, and Authority","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/player-improv\/"}},"updated":"2026-03-03T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/player-improv\/","content":"<p>As someone who GMs many games, I often think about improv and how that skill has grown with the number of systems and sessions I run. Not having this skill as a beginner GM made me very anxious to run games, but thankfully my friends encouraged and supported the habit. Now here we are.<\/p>\n<p>Thinking more about the importance of improv at the table, I've never considered it from a player perspective. I started to wonder what constitutes player improv. One could argue that all player actions are improv and sure, you could, but I'm more interested in the taxonomy of player improv and how it functions. There are two broad categories, Scenes and World. The Scene category includes places that are tactical\/narrative\/zone-based, while the World concerns itself with regional\/global concepts.<\/p>\n<p>Though the party primarily interfaces at the Scene level, there are opportunities for moments where the World is shaped by the table collectively. Speaking of collective canon, I believe <a href=\"https:\/\/www.mindstormpress.com\/adding-congruency-to-anti-canon-worldbuilding\">Mindstorm's World Anchor<\/a> post has a lot of merit. I've been implementing World Anchors without realizing it, albeit with a different approach. Using a hexcrawl, I will take NPCs or encounters my players have visited and turn them into World Anchors, especially in a setting that does not function under the same norms that most players may have.<\/p>\n<h2>On the Macro<\/h2>\n<p>At this level, I'm primarily talking about the setting, the world etc. of the game being played. This can happen during play when table asks each other things like, &quot;Would this person like to be buried? Is that common here?&quot; I find questions like these cropping up all the time in the Cloud Empress table I'm running. One specifically was where a player invented the common greeting for Sliplanders, a group of people that live in the Valley region of the Lowland Wastes. At first, the player asked me, and I encouraged them to develop their own idea for it that would become canon.<\/p>\n<p>Macro examples include the following:<\/p>\n<ul>\n<li>Traditions (Greetings, Holidays, etc.)<\/li>\n<li>Behaviors and beliefs a group have<\/li>\n<li>Landmarks<\/li>\n<\/ul>\n<h2>On the Micro<\/h2>\n<p>The Scene level is the most frequented by the party. It\u2019s the dungeon room they\u2019re in. It\u2019s a narrative scene with a long-lost NPC. All those moments that are described and engaged upon sit on the Scene level. Players improvise in these spaces all the time. In a dungeon, it could be a tactical application to avoid a trap, but in a narrative scene, it could be persuading a traveler to help the party with a task.<\/p>\n<p>Micro examples include the following:<\/p>\n<ul>\n<li>An object in a scene existing though wasn\u2019t explicitly stated<\/li>\n<li>Narrative flavor a player creates or wants to bring to light<\/li>\n<\/ul>\n<h2>Play Culture<\/h2>\n<p>There's a direct relationship between play culture and the level of improv involved at a table. Depending on the system, this can be encouraged and perhaps may even drive players to certain systems over others. A certain level of trust and expectation is necessary for improv to be welcome and managed. Some players, often new, might state something that is unequivocally untrue and\/or impossible without taking into consideration what the GM has shared. Setting those expectations at a Session 0 would make it clear to players what they can and cannot change in a world\/scene.<\/p>\n<h2>System Encouragement<\/h2>\n<p>Some systems either specifically tell the GM or build it into their mechanics to have players answer worldbuilding questions, use resources to change the world in their own way, etc. This system level encouragement fosters the Play Culture while setting those expectations for the table. It offloads the authority the GM might otherwise have been issuing about a space. Authority in this sense being a declarative and unchanging stance on an idea within the fiction.<\/p>\n<h3>Dreamland<\/h3>\n<p>The playtest I participated in for Dreamland has insane amounts of improv. Players cast spells with a word bank, and the more words used the more powerful the spell. No dice, no buts \u2013 can you spin a tale in the dream world that fits? I\u2019m extremely excited about its release.<\/p>\n<h3>Blades in the Dark<\/h3>\n<p>Many mechanics in BitD a back-and-forth between players where player agency takes the stage and decides what happens. This is most prominent with its flashback system where a player can, at a cost, recount something they did previously that helps them in the current situation. It falls directly into the Scene category of improv.<\/p>\n<h3>Slugblaster<\/h3>\n<p>Similarly to BitD, Slugblaster has a cool mechanic called Kicks (read Position from BitD) which increases the impact of a roll. The few times I\u2019ve run the system; the Kicks have been the highlights for players where they describe the cool trick they pull off and how it helps their group get ahead in a situation. Maybe the conclusion here is FitD games encourage player improv!<\/p>\n<h3>Brindlewood Bay<\/h3>\n<p>In this game, the table actively decides who committed the crime and how, making it replayable and chaotic but in a sitcom way that\u2019s fun and light.<\/p>\n<h3>Wanderhome<\/h3>\n<p>In the session at GenCon of Wanderhome I played, the table intentionally built off each other\u2019s contributions in a way that was beautiful, respectful, and fun. In character creation, you shape relationships with other players but also actively shape the world you\u2019re spending time in together.<\/p>\n<h2>Improv, Play Culture, and Authority<\/h2>\n<p>As I write this, I\u2019m discovering there\u2019s an important relationship between improv, play culture, and authority. All three of them shape table expectations and the actions available to both GMs and players. I\u2019ve cobbled together a very loose ternary graph on how I think these relate to each other. This is by no means definitive and is perhaps different from GM to GM, regardless of the rules stated by the system. Rather, it\u2019s governed by how people play them, to some extent.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ImprovPlayCultureAuthorityChart.png\" alt=\"Ternary graph of systems on Improv, Play Culture, and Authority\"><\/p>\n<p>Why do we gravitate to some games over others? I wonder if the bias of GM expectations limits our ability to enjoy other systems. This goes in the opposite direction for GMs too. What player expectations are we putting out there and why? The play culture that brought us here might not be the one we want! What makes a system have a strong play culture? What place does authority have at the table? Still mulling over these things, but this is a good start.<\/p>\n<p>Let me know the kinds of games you like to play over on BlueSky (@Bakenshake) and why!<\/p>\n"},{"title":"TTRPGs Need Instructional Designers","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/instructional-design-and-ttrpgs\/"}},"updated":"2026-02-18T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/instructional-design-and-ttrpgs\/","content":"<h2>Introduction<\/h2>\n<p>This post is part review of my time reading <a href=\"https:\/\/mitpress.mit.edu\/9780262547444\/the-rule-book\/\">The Rulebook<\/a> and part recognizing the importance of <a href=\"https:\/\/www.digitallearninginstitute.com\/blog\/instructional-design\">Instructional Design<\/a> for TTRPGs.<\/p>\n<p>I've taken my time reading The Rulebook since it was a project last Fall among a group of bloggers (1). It does a great breakdown of rules into four categories: formal, internal, social, and material. There is a small chapter on external regulation that I will revisit later. The book is well referenced and thorough in discussing rules from a wide variety of games. In between bouts of theory, there are excellent one-liners that were eye opening for me as a designer. The first one I highlighted was this:<\/p>\n<blockquote>\n<p>\u201cAlthough formal rules aspire toward exact precision, they are not written in formal language\u201d (Montola, Stenros, 2024, p. 22).<\/p>\n<\/blockquote>\n<p>As I read the book, I annotated it, noting ideas I agree and disagree with. I do not mark-up books I own, so this was unexpected for me. However, I discovered this annotative process was my own form of Book Play. I created a set of Internal Rules of what color tab to designate for a given thought alongside how much of the text I was willing to highlight. I believe players often create internal rules unconsciously. It\u2019s only when players are queried about why they played the way they did does it reveal their internal rules.<\/p>\n<p>Designers Note: This is something designers could zero in on through playtesting.<\/p>\n<h2>What The Rulebook is Missing<\/h2>\n<p>I find it easy to take moments in a game and silo them into one of the four buckets of rules. While this is useful in understanding types of rules and their structure, what\u2019s missing for me are a few things; the interplay of the categories, the complex learning required to form them, and the level of working memory players have (2).<\/p>\n<p>Complex Learning is implied and referential, to some degree, in the Rulebook through its reliance on Constructivism, a learning theory that supports Complex Learning. Constructivism posits that learners build their knowledge through active experiences and interactions. It also relies on the <a href=\"https:\/\/files.eric.ed.gov\/fulltext\/EJ1081990.pdf\">Zone of Proximal Development (ZPD)<\/a> which is defined as the following:<\/p>\n<blockquote>\n<p>\u201c[T]he distance between the actual developmental level (of the learner) as determined by independent problem solving and the level of potential development as determined through problem solving under adult guidance, or in collaboration with more capable peers\u201d (Vygotsky, 1978, p. 86).<\/p>\n<\/blockquote>\n<p>ZPD and Constructivism is how we get ideas for scaffolding and chunking appearing in many educational programs. This fits naturally with games, especially TTRPGs. ZPD is collaborative and social. In a tabletop setting, this would be like when a game referee brings a new system to the table and is teaching it to players. The ZPD is in the social exchange as players start to learn the formal rules of a game from someone who has a better grasp of the rules. Our example can be expanded to include PCs creating characters which utilize constructionist learning. The Rulebook dances around these concepts after introducing Constructivism, holding onto a singular learning theory without accounting for other factors at play. If we go one step further into pedagogy \u2013 and we should, we can arrive at the <a href=\"https:\/\/www.routledge.com\/Ten-Steps-to-Complex-Learning-A-Systematic-Approach-to-Four-Component-Instructional-Design\/vanMerrienboer-Kirschner-Frerejean\/p\/book\/9781032333113\">4C-ID (Four-Component Instructional Design) model<\/a> which wraps around Complex Learning in a comprehensive way or as the authors state, \u201ca holistic approach\u201d.<\/p>\n<p>A couple of the main drawbacks, highlighted in 4C-ID, to Complex Learning have been Fragmentation and Transfer Paradox. The first is an idea of examining each component of learning individually and pushing for mastery in a singular area, while the second highlights how isolated, specific objectives don\u2019t equate to a high transfer of learning. As noted by van Merri\u00ebnboer &amp; Kirschner, the authors of 4C-ID, Complex Learning by itself works well, \u201cif there are few interactions between those elements, but often fails when the elements are closely interrelated because here the whole is much more than the sum of its separate parts\u201d (<a href=\"https:\/\/web.mit.edu\/xtalks\/TenStepsToComplexLearning-Kirschner-VanMerrienboer.pdf\">van Merri\u00ebnboer &amp; Kirschner, 2007, p. 245<\/a>). TTRPG systems would undoubtedly fall into this category, and designers should study the 4C-ID model when writing their rules of play.<\/p>\n<p>The Rulebook must frame itself from a Constructivist point of view to analyze in depth how each type of rule behaves but at the cost of examining the interplay between them. For example, as a player, I might create an internal rule based off a broken social rule from earlier in play. The internal rule was created in reaction to the social rule. A different example could be where a formal rule is stricken due to a social rule overriding it. There are many more examples where the rules overlay in ways to produce new rules in the listed categories where they hinge on each other in various ways.<\/p>\n<p>The 4C-ID model is much more representative to TTRPGs than Constructivism and could be argued to have been a better starting point for discussing rules.<\/p>\n<h2>Cognitive Load and Working Memory<\/h2>\n<p>The <a href=\"https:\/\/onlinelibrary.wiley.com\/doi\/10.1207\/s15516709cog1202_4\">Cognitive Load Theory (CLT)<\/a> has been <a href=\"https:\/\/thebardicinquiry.com\/2022\/08\/21\/cognitive-load-theory-in-roleplaying-games\/\">discussed in the TTRPG space<\/a> to help creators consider ways to parse, chunk, and deliver content in a frictionless manner to players. It states there are three types of cognitive load and the relationship between those load types and different types of memory (sensory, working, long-term). When reading about CLT, it can feel like an obvious concept but how should it be done is the harder question to answer. The Rulebook has zero mentions of cognitive load, which I find surprising. I wanted another chapter in the book called Internal Regulation that touched on these foundational ideas such as cognitive load, drive to play, level of engagement, etc. which can be assessed from player\u2019s ability to process and interpret rules, especially since the External Regulation chapter has touchstones of parental control and laws. I also expected the chapter on external regulation to be a touchstone on some of the boundaries, caveats, and considerations of rules regarding CLT. There is an assumption made in The Rulebook about a player that disregards the importance of instructional design in relation to rules and play.<\/p>\n<p>Some examples for TTRPG considerations to offset CLT would be providing a Quickstart with pre-generated characters and a starter adventure for onboarding players. Clear visual design of the gameplay loop of what a single session looks like. A glossary for repeated mechanics as a reference sheet. Chapters in a book naturally do this to break up large ideas and systems, and this is foundational for TTRPG creators. The importance of layout and visual design cannot be overstated. While a cool theme and enjoyable reading experience is nice, designers must consider the Book Play of their system. To this extent, I want to focus on one of the key components of CLT, Working Memory.<\/p>\n<p><a href=\"https:\/\/pmc.ncbi.nlm.nih.gov\/articles\/PMC4207727\/#abstract1\">Working Memory<\/a> is a concept that has been embedded in psychology, education, and neuroscience for a long time. It\u2019s a system our brain uses to allow us to execute cognitive tasks with a chunk of information. I like to think of it as human RAM. We use working memory every day, but we give the system a run for its money when it comes to learning a new game. Remember, Working Memory is accessing a subset of our memories which means knowledge of rules are first deposited in Working Memory before taking up permanent residence in Long-Term Memory (e.g. A 20 on a d20 is a critical hit in 5e). Think of it as the time you\u2019d use to flip to a rulebook to check something but eventually you know the rule word for word almost. Another great example of this would be mapping in a dungeon.<\/p>\n<p>Knowing this is how our brains work, we can be mindful designers when writing our formal rules. Here is where layout and visual design can truly shine to ease the burden of player Working Memory. I have already listed a few examples of this, but as designers, we need to expand our understanding of how much information a GM and players can process. In this way it\u2019s critical to consider Book Play for TTRPGs. Book Play here is the marking, bookmarking, hacking, etc. that comes with a GM and\/or players engaging with the source material. To their detriment, most systems are not designed to be used in this manner. Rather, some systems expect players to internalize the rules quickly, while others don\u2019t expect players to access some components until they\u2019re in a later phase of the game. Yet players want to plan and when they\u2019re engaged, they\u2019re proactive in asking questions and digging through a book to find an exact answer to do the cool thing. While a table of contents and an index are natural solutions, surely there is something better we can devise. I\u2019m a fan of the <a href=\"https:\/\/theplayreports.com\/assets\/images\/slugblaster-run.png\">gameplay loop images in games like Slugblaster<\/a> as well as <a href=\"https:\/\/theplayreports.com\/assets\/images\/ce-player-aid.png\">player aids in Cloud Empress<\/a>. I think there's more to excavate in this space, though. Solo TTRPG games are required to think about CLT as it\u2019s the primary way the player engages with the world and mechanics. By default, they\u2019re forced to share mechanics as necessary to ensure players can play them at all.<\/p>\n<p>At the end of the day, I want to see more systems, adventures, and settings thinking a bit more like instructional designers or at least including instructional designers in the conversation. One common goal of creating and sharing these rulesets and imagined stories is to teach them to other people. Ideally, instructional designers will be akin to sensitivity\/development\/accessibility experts in the TTRPG space. If you need such a person, please do reach out.<\/p>\n<h3>Footnotes<\/h3>\n<ol>\n<li>This started with Jay asking people to read the book with her, and it snowballed into a rich discussion of ideas and preferences. We should do this more as a community.<\/li>\n<li>I made it halfway through a master\u2019s program regarding Instructional Design and Technology, and I\u2019m pulling references\/resources from my time there into this. Blogging is keeping me from returning to grad school!<\/li>\n<\/ol>\n"},{"title":"Pack A Knapsack!","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/pack-a-knapsack\/"}},"updated":"2026-02-04T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/pack-a-knapsack\/","content":"<p>Running an Open Table of Cloud Empress has taught me a lot. It's my third time running a hexcrawl, my first time running an open table, and my first campaign with, what I hope, will be a satisfying end.<\/p>\n<p>When I ran my first hexcrawl a few years ago, I scoured the internet for the right combination of <a href=\"https:\/\/lukegearing.blot.im\/wolves-upon-the-coast-hexfill-procedure\">tools<\/a>, <a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/124392\/d30-sandbox-companion\">tables<\/a>, and <a href=\"https:\/\/www.dolmenwood.necroticgnome.com\/rules\/doku.php?id=camping\">procedures<\/a> to capture exactly what I wanted my open table to be. I found myself overwhelmed and confused. With all the tools, toolboxes, and tables at my disposal, when did I use them and how? Was I stripping out too much of the narrative fun for table rolls? Did these procedures work cohesively together, or did I just think they were neat and forced them here anyway?<\/p>\n<p>Some experience later and a discovery of processes that work for me, I'm extrapolating it out into <strong>Pack A Knapsack (PAK)<\/strong>. This is stuff you always need when hiking (or running a campaign), and there's some expectation of how and when to use them by nature of what they are. I'll share what I used for my Cloud Empress table as a jumping off point for you to pack your own Knapsack!<\/p>\n<h2>What to Pack<\/h2>\n<h3>First Aid Kit<\/h3>\n<p>We don't want to bring out the First Aid Kit on our travels, but we need it, no matter what. Before you set out on your hike, you need to ensure you've restocked your first aid kit with items that haven't expired or gone bad. Safety Tools are similar. They're an important component in games, especially ones with a rotating cast of characters.<\/p>\n<p>Whether it's the <a href=\"https:\/\/possumcreek.medium.com\/the-palette-grid-a-safety-tool-e66520c6971c\">Palette Grid<\/a>, <a href=\"https:\/\/docs.google.com\/document\/d\/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A\/edit?tab=t.0\">Lines and Veils<\/a>, or <a href=\"https:\/\/docs.google.com\/document\/d\/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A\/edit?tab=t.0\">X-Card<\/a>, you need to know what's OK for your players. Conversely, your players need to know what's OK for you as a GM. I used the <a href=\"https:\/\/docs.google.com\/forms\/d\/e\/1FAIpQLSeLoRjVgm2FVdqxBtskp8I5sadOaZW-mw0zdmeBQ-BfnPyezA\/viewform\">Digital RPG Consent Checklist<\/a> for my table, having players fill it out anonymously. After all players filled it out, I compiled all the yellow and red flags to share with players, so everyone operated in the same general game space and rating.<\/p>\n<h3>Multi-Tool<\/h3>\n<p>The multi-tool represents all the tables you roll on throughout play. Encounter, Weather, etc. You need it for very specific situations but not all the time. Still, you can't imagine traveling without it! Here's what I used at the CE table:<\/p>\n<ul>\n<li>CE Weather<\/li>\n<li>CE Regional Encounter<\/li>\n<li>CE NPC Morale<\/li>\n<li>CE NPC Attitude<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/terrain-affinity\/\">Terrain Affinity<\/a>, a tool I created to reward PCs visiting the same hex multiple times<\/li>\n<\/ul>\n<h3>Map<\/h3>\n<p>A map can tell you where the trail leads, notes trailheads, and where are good places to camp. This is synonymous with a Player's Aid or GM References. Those one or two page (ideally) handouts for understanding the mechanics, what players can do. This is the a reminder of the non-diegetic things you and the PCs can do to impact the world (diegetic space). Diegesis has been on the brain a lot recently. Revel or suffer with me.<\/p>\n<p>For my table, I used the following:<\/p>\n<ul>\n<li>CE Player's Aid<\/li>\n<li>Fan-made CE GM Reference Sheet<\/li>\n<\/ul>\n<h2>While Hiking<\/h2>\n<h3>Food<\/h3>\n<p>This is the diegetic space of an open table where players come together to feast on a collaboratively created narrative. Food with friends 'round the fire can create a multitude of atmospheres and tones. Everyone contributes something.<\/p>\n<ul>\n<li>Allow players to shape cultural norms, procedures, etc. in the world alongside the GM<\/li>\n<li>GM deciding how specific entities behave. If a setting is unclear on how a creature, or person, behaves, it's up to you. This is one of the coolest parts of running a large setting like this. You and your table are going to shape how the world behaves and what people believe. For example, in the Valley region of the Lowland Wastes, I turned the armorers into Sporesmiths where creating and bonding the living armor Sliplanders wear is a comprehensive process that players can engage with.<\/li>\n<\/ul>\n<h3>Headlamp<\/h3>\n<p>A headlamp telegraphs the terrain you're about to step on. The same should be done for your players. Be clear about player risk and set the stakes accordingly. This is one I sometimes still struggle with myself, but the more you practice and remember to do it, the easier it is.<\/p>\n<blockquote>\n<p>Bonus: Changing the batteries on the headlamp means adjusting how you telegraph danger and information based on the type of game you're playing.<\/p>\n<\/blockquote>\n<p>At my table, I <em>try<\/em> to keep these things in mind:<\/p>\n<ul>\n<li>Use narrative elements to convey how creatures and NPCs are reacting in conversation.<\/li>\n<li>In combat, be direct about how opposing forces will respond to PCs actions.<\/li>\n<\/ul>\n<h3>Rain Jacket<\/h3>\n<p>Sometimes the energy brought to the table isn't always working out. Check in and find out why. Protect yourself and protect your players! Maybe the group needs a casual beach adventure, or maybe they want to delve into a creepy dungeon. Whatever the vibe is, you need to know.<\/p>\n<ul>\n<li>Ask PCs what their goals are today. What are they interested in exploring?<\/li>\n<li>I'm planning to incorporate a Stars and Wishes kind of system as a downtime via text option, so we'll see how it goes!<\/li>\n<\/ul>\n<h3>Compass<\/h3>\n<p>A campaign often has a big picture goal attached to it. In trying to run more mini-campaigns, I've found that an overall arching goal for the party helps move them forward, especially if you're doing a crawl of any kind. There's a lot in any setting whether it's something you've made yourself, or it's a premade you're excited about getting to the table. In a mini-campaign, you won't cover everything, and in a hexcrawl, you also probably won't hit every hex. Maybe you do! What do I know. I wanted something a bit directed that narratively worked with the premise of my open table, so I created an expedition.<\/p>\n<p>The expedition, or caravan, is something all the PCs are members of. The campaign essentially ends once the caravan reaches its destination. It travels slower than PCs and camps, depending on the weather. PCs were provided the expected travel path of the caravan, but that's it. They don't know when it will camp or for how long. The PCs must collect 4 relics to bring as a gift for Spring's Kiss festival (a CE celebration). PCs aren't required to return to &quot;home base&quot; after each session, but rather if PCs are in the middle of something like a dungeon, play continues there regardless of who was in the dungeon previously due to the CE lore of <strong>The Slip<\/strong>. These are wonky spots in the world where time and space are bizarre and disorienting. There's no mechanical consequence of this, but there could be! I don't want to railroad my players into being with the caravan at the end of each session, because I want them to explore the space, so it's all flavor for now.<\/p>\n<p>The only mechanical component the caravan has is that if players <em>do<\/em> end up resting where the caravan is, they'll get a couple of bonuses. These are the following:<\/p>\n<ul>\n<li>No provision required on next day start<\/li>\n<li>Reduce 1 extra stress on rest<\/li>\n<\/ul>\n<blockquote>\n<p>Bonus: The caravan group helped shape the identity of my table as I asked every player 1 question about the caravan, so the group represents the table identity in CE which is awesome.<\/p>\n<\/blockquote>\n<h2>Resting<\/h2>\n<h3>Downtime<\/h3>\n<p>Whether it's hiking or tabletop, downtime is nice. When hiking, you're playing cards (maybe even tabletop), and with tabletop, your character is exploring at their own pace, honing their skills, furthering personal goals, etc. With any type of group, I've found that text-based downtime procedures have been the most effective. It doesn't slow sessions down, it gives PCs character development, and it allows the GM, at a reduced pace, to plot and plan future obstacles\/goals\/discoveries for that specific PC.<\/p>\n<p>At the CE table, it looks like this:<\/p>\n<ul>\n<li>Players can do work in town for provisions, common goods, etc.<\/li>\n<li>Players can start or expand on personal goals through roleplay. This can be flavor or generate leads for PCs.<\/li>\n<\/ul>\n<h3>Campfire<\/h3>\n<p>Each night camping, or after each session, stories will be shared around a campfire about the experience like session recaps. Reward players for these! I tell players that a session recap takes many forms. I accept art, poetry, etc. Lore as Loot was requested at my table, which I happily obliged. In my CE table, they can get one of the following:<\/p>\n<ul>\n<li>1\/4 stick of chalk (this is what you need to cast magic in CE)<\/li>\n<li>A new rumor<\/li>\n<li>A single yes\/no question about something they already know<\/li>\n<\/ul>\n<h2>Conclusion<\/h2>\n<p>This isn't limited to an open table by any means. My use case was for an open table, but I think this would translate well to a campaign. I didn't want to call it a DM Toolbox, though it has some similarities. Rather, I want the PAK to be a guiding tool for new and experienced GMs to have as a wrapper for all the tools, tables, and procedures we're always grabbing to chuck into our pack.<\/p>\n<p>What's your knapsack look like? Share on Discord or over on BlueSky (@Bakenshake)!<\/p>\n"},{"title":"Americans Are Still Afraid of Dragons","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/americans-still-afraid-of-dragons\/"}},"updated":"2026-01-26T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/americans-still-afraid-of-dragons\/","content":"<p>I found myself reading a very bizarre conversation the other day about soft vs hard magic systems, which I'll be referring to as unlawful and lawful magic systems, respectively, because it's too hard to type hard that much and not laugh. Unlawful in the sense of magic being nebulous or handwaved, while lawful has consistent rules to explain it. The specific comment compared Brandon Sanderson to Ronald Reagan<sup><a href=\"https:\/\/theplayreports.com\/posts\/americans-still-afraid-of-dragons\/#footnote-1\">1<\/a><\/sup>. Of course the comment was hyperbole, but I still left it confused. It was confusing that tabletop creators wanted to hand wave magic and how it functions when limits in a system are a big component of tabletop design in the first place. Maybe they don't want to play when reading for fear of the theoryslop taking over?<\/p>\n<p>To make matters worse, another egregious comment was how lawful magic systems were preferred in science fiction rather than fantasy.<\/p>\n<p>When I read a book or consume any form of media with a magic system, I love thinking about it's use cases. It's much more interesting considering the restraints of a system as the narrative progresses rather than having a situation be hand waved away at random as a result of poor writing. This is someone's personal opinion, but why did it bother me so much? Why am I sitting here, writing about it? I think, because it's a prime example of divisveness and faux intellectualism that need not exist. I'll be digging into each comment seperately, since I took umbrage with both.<\/p>\n<h2>Magic Systems Defined<\/h2>\n<p>To begin, we must define. We love labels, boxes, categories, etc. and why not continue the trend. It's an important component here to clarify which books from fantasy fall into this category.<\/p>\n<p>Something to consider is how each person probably has a loose idea of what counts as an unlawful or lawful magic system. I would say there are three things that mark a magic system as lawful. This is by no means an exhaustive or accurate list, but I am trying to be lawful in my definitions!<\/p>\n<ol>\n<li>The consistency of the magic. Characters cannot use it all willy-nilly. The character performs X and receives Y.<\/li>\n<li>The rules of the magic. There are clear rules for how magic behaves\/responds\/etc.<\/li>\n<li>The consequences of magic. Any magic oftentimes requires a limitation or price to be used (takes your life force, kills the world, etc.)<\/li>\n<\/ol>\n<p>I don't think you need all of these to be a viable lawful system but at least 2 out of the 3. Some promimnent fantasy examples include <a href=\"https:\/\/www.harpercollins.com\/collections\/books-series-the-daevabad-trilogy?refinementList%5Bmeta.hc-defined.seriestitle%5D%5B0%5D=The+Daevabad+Trilogy\">The Daevabad Trilogy<\/a>, <a href=\"https:\/\/www.hachettebookgroup.com\/titles\/fonda-lee\/the-green-bone-saga\/9780316576666\/\">Green Bone Saga<\/a>, <a href=\"https:\/\/www.harpercollins.com\/products\/babel-r-f-kuang?variant=41046773727266\">Babel<\/a>, <a href=\"https:\/\/www.hachettebookgroup.com\/series\/tasha-suri\/the-burning-kingdoms\/\">The Burning Kingdoms<\/a>, and <a href=\"https:\/\/www.hachettebookgroup.com\/titles\/c-l-clark\/the-unbroken\/9780316542753\/\">Magic of the Lost<\/a>. All of which have either been nominated or won a World Fantasy Award<sup><a href=\"https:\/\/theplayreports.com\/posts\/americans-still-afraid-of-dragons\/#footnote-2\">2<\/a><\/sup>.<\/p>\n<h2>Book Play and Designers<\/h2>\n<p>One way to GM involves a bunch of Book Play. Reading and marking up a rulebook, placing sticky notes for reference. All these actions are a form of Book Play that seem to fall off for people when we turn to read fiction. In Ursula K. Le Guin's book <a href=\"https:\/\/bookshop.org\/p\/books\/the-language-of-the-night-essays-on-writing-science-fiction-and-fantasy-ursula-k-le-guin\/f1c2c023471acfb3\">The Language of Night<\/a>, she speaks,<\/p>\n<blockquote>\n<p>&quot;To be free, after all, is not to be undisciplined. I should say that the discipline of the imagination may in fact be the essential method or technique of both art and science. It is our Puritanism, insisting that discipline means repression or punishment, which confuses the subject. To discipline something, in the proper sense of the word, does not mean to repress it, but to train it - to encourage it to grow, and act, and be fruitful, whether it is a peach tree or a human mind.&quot; - Ursula K. Le Guin, <em>Why Are Americans Afraid of Dragons?<\/em><\/p>\n<\/blockquote>\n<p>I think there's reason to state this continues to be the case inside our own hobby, extending into other forms of media that ttrpg creators consume. Yes, the call is coming from inside the house! Why are creators unwilling to play in the space of lawful magic systems existing within fantasy?<\/p>\n<p>As I grow as a creator, I'm discovering that reading and consuming media outside the immediate realm of tabletop is good. I was told the same when I began my work as a game developer. Right now, I'm reading books about the history of textiles. It's these things that can create and drive innovation in a field, this cross-pollination and exchanges. Why would you not welcome that in regards to magic systems then?<\/p>\n<h2>Constraints Feed Fantasy<\/h2>\n<p>In both fiction and tabletop, constraints provide the space for players to have fun. For tabletop, it can be a host of things. In dungeons, it's limited inventory space for the loot you can carry out. For Blades in the Dark games, it's limited time. For PbtA, it's limited Moves. The list goes on and on. At its base level, many ttrpgs are constrained at the character sheet level (HP, dice rolls, etc.) This is its own discussion and blog post, but you get the idea. Without these constraints, the space to have different experiences and characters is limited. Why would I ever track the number of torches if I didn't need to? I wouldn't.<\/p>\n<p>Fiction is the same way!<\/p>\n<p>Characters are limited in their ability and are forced to navigate the world, even with magic, in a specific way. The protagonist has to be creative in their solution, or the world ends. Or, they must make the ultimate sacrifice in using their magic. These constraints are further exacerbated by a lawful magic system where they have to take specific actions (much like in a ttrpg) to be successful and survive. The chance of success lies with the author rather than dice or cards, but the idea still rings true.<\/p>\n<h2>Writing and War Crimes<\/h2>\n<p>I've spent most of this post, discussing the validity of rigorous magic systems being in fantasy books. I've hardly touched on the main comment that ignited me writing this post which is comparing an established author to a war criminal. The comment has been recreated on social media in a bad form of shock-based gotcha visibility. To what extent? I can only surmise that it's rooted in an unwillingness to explore.<\/p>\n<p>On a personal level, I find it gross, especially given the current climate of America. People are dying. This offhand comment served to do nothing more than tear down an author, comparing them to one of the worst presidents to exist where, I imagine, a direct line can be traced from what's happening today to him. My response has been to donate to <a href=\"https:\/\/www.standwithminnesota.com\">Stand With Minnesota<\/a>.<\/p>\n<h2>Conclusion<\/h2>\n<p>Overall, I find the lack of drive to explore and be curious about other people's work in a meaningful way disappointing. This is not to say we should support bad actors. In fact, it's quite the opposite as a thorough examination of one's design philosophy, regardless of medium, can highlight their character.<\/p>\n<h3>Footnotes<\/h3>\n<p><a id=\"footnote-1\"><\/a><\/p>\n<ol>\n<li>No, I won't reveal who said it. Yes, I am a Brandon Sanderson fan, but I understand and respect personal preference. It seemed bizarre to me that, given our current political climate, to compare a successful author to a war criminal.\n<a id=\"footnote-2\"><\/a><\/li>\n<li>The World Fantasy Award is given each year for the best fantasy fiction publisher that year a the <a href=\"http:\/\/worldfantasy.org\/\">World Fantasy Convention<\/a>. This author notes all of the listed books with lawful magic systems that were nomainted or won were created post-Brandon Sanderson.<\/li>\n<\/ol>\n"},{"title":"Epistle Maps, An Exquisite Hamlet","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/epistle-maps\/"}},"updated":"2026-01-19T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/epistle-maps\/","content":"<p>I've been writing some non-fiction pieces and considering writng them in an epistolary fashion. I was noodlin' on how this could be applied to ttrpgs as all bloggers are wont to do, and I've come up with Epistle Maps: An Exquisite Hamlet. This combines the <a href=\"https:\/\/www.moma.org\/collection\/terms\/exquisite-corpse\">Exquisite Corpse<\/a> process to create a map. Rather than roll for a prompt or pick one at random, players can only draw from the information they're provided through a letter that's written and handed to them by another player.<\/p>\n<p>I've run a handful of playtests now, both in-person and online, and am gathering all my thoughts to push me to make this a real thing! My next steps are to continue playtesting and maybe playtest at conventions before moving into a final write-up? WOO!<\/p>\n<p>The game is played over a series of Write\/Draw phases. All phases are the following, and play often takesn ~2 hours with 3 rounds of Write\/Draw.<\/p>\n<p><strong>Game Phases<\/strong><\/p>\n<ul>\n<li>Set Up<\/li>\n<li>Write<\/li>\n<li>Draw<\/li>\n<li>Share<\/li>\n<\/ul>\n<h2>Gameplay Loop<\/h2>\n<ol>\n<li>Set Up\n<ol>\n<li>Decide as a group the size and vibe of the space you're in (modern? sci-fi? city? rural community?)<\/li>\n<\/ol>\n<\/li>\n<li>Create a Character\n<ol>\n<li>Briefly answer questions provided<\/li>\n<li>Choose who you're writing to<\/li>\n<\/ol>\n<\/li>\n<li>Draw 1 place that's important to your character<\/li>\n<li>Write\n<ol>\n<li>Write a letter<\/li>\n<li>Pass the letter to your left (alternate between rounds)<\/li>\n<\/ol>\n<\/li>\n<li>Draw\n<ol>\n<li>Read the letter<\/li>\n<li>Choose something from the letter and draw it on the map<\/li>\n<li>Keep this letter<\/li>\n<li>Return to the Write Phase<\/li>\n<\/ol>\n<\/li>\n<li>End\n<ol>\n<li>Write\/Draw happens for X rounds<\/li>\n<\/ol>\n<\/li>\n<li>Name\n<ol>\n<li>At the end of the game, name the place you've created together<\/li>\n<li>Create a short blurb, describing the place<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<h3>Set Up<\/h3>\n<p>This phase involves 2 steps, map expectations and creating a spark table. The first is to ensure what people draw stays in line with each other, while the second has two goals. The first is a good jump start on how people are thinking about the space, and the second is it can be rolled on as a prompt for writing your letter.<\/p>\n<p>With a map, two important components are the scale and tone of the map. I originally created tables for players to roll on as folks weren't super keen on deciding something for the entire table. Throughout all my playtests, I've chosen the scale of the map, while the table agreed on the genre\/tone.<\/p>\n<p>For my first playtest, I chose a sci-fi village as everyone at the table understood the scale and genre, and I wasn't sure how well it would scale up. Somehow I've only done sci-fi based settings so far!<\/p>\n<p>Scale\/Genres done so far:<\/p>\n<ul>\n<li>Science Fiction, Village<\/li>\n<li>Cyberpunk, City<\/li>\n<li>Space Station, Village<\/li>\n<\/ul>\n<p>As a prompt generator, I thought creating a <a href=\"https:\/\/www.bastionland.com\/2017\/11\/electric-modernity-and-spark-tables.html\">Spark Table<\/a>, a rollable 2d20 table, would be perfect to give quick inspiration for what exists in the space. I've only used the spark table in one playtest so far, and it was a 2d10 table where each player contributed 1 word at a time. Some players that were more uncomfortable with letter writing rolled on the table and came up with some awesome stuff, so I think it's staying!<\/p>\n<h3>Character Creation<\/h3>\n<p>There is no character sheet but rather a short list of questions to get players thinking about who they are and why they are writing letters to begin with.<\/p>\n<p><strong>Questions to Answer<\/strong><\/p>\n<ul>\n<li>What does your character do in this area?<\/li>\n<li>Who are they writing letters to and why?\n<ul>\n<li>This does not have to be someone who is alive.<\/li>\n<\/ul>\n<\/li>\n<li>What's their social status in this location?\n<ul>\n<li>Are they well off? What's their awareness of the space in general?<\/li>\n<\/ul>\n<\/li>\n<li>How long have they lived here?\n<ul>\n<li>Visitors from far away? Lived here their whole life?<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>I found these questions were enough to give players a jumping off point. Soemthing really interesting is that players who have no ttrpg experience weren't overwhelmed by the questions and expectations. I don't know that I need a character sheet unless there's more mechanical involvement? Unsure, but it feels unnecessary at this point.<\/p>\n<blockquote>\n<p><strong>Design Note:<\/strong> I originally had players create relationships, but I discovered that there was not much inter-play with them. Instead, I have players draw 1 location on the map that is important to their character (home, where they work, favorite bar, etc.) I've only done this in 1 playtest, but it went super well, so I'm curious to continue using it.<\/p>\n<\/blockquote>\n<h3>Writing<\/h3>\n<p>The real meat of the game. I found that 7 minutes is the perfect amount of time to allow players to write a letter. I emphasize that letters take many forms and style and try to encourage them to write a minimum of 200 words.<\/p>\n<blockquote>\n<p><strong>Design Note:<\/strong> Some players thought they had to write to someone at the table, but this was not the case. I need to do a better job of explaining that the letter is to anyone they want.<\/p>\n<\/blockquote>\n<p>Letters ranged from snippets of text messages, redacted documents, data logs, love letters to AI chat bots, etc. The range of letter styling provides a variety of creative output that players can pull from, and I think this makes the system really shine.<\/p>\n<p>If something was referenced but left unnamed, the artist had final say on what the name of a space was. One letter mentioned a restaurant, and the artist named it, &quot;Old Helga's Restaurant&quot; which further permeated in other letters.<\/p>\n<p>Another player concern came from naming something that has already been named or referenced, but I think this is part of the spirit of the game. Different groups have nicknames for the same location based on culture, societal groups, etc. so I think this is fine and even maybe good!<\/p>\n<p>Here is what I tell players when it comes to letters:<\/p>\n<blockquote>\n<p>Letters should encapsulate something important to the character. Ideally, each letter should be ~200-500 words long. You and your group can decide how long you want to write each round, but remember letters take time to travel from Point A to Point B and therefore should contain events that have happened over multiple days. The tone and style of writing is up to each player. Include drawings, poems, etc. A letter takes many forms and is not limited by words!<\/p>\n<\/blockquote>\n<p>The other cool thing that happens with the letters is that once there are mapped locations, players start referencing them in future rounds which further builds the lore of the space. It's very cool!<\/p>\n<h3>Mapping<\/h3>\n<p>After writing, letters are passed either left or right (or in any fashion you want, really). I typically have players pass to the left in the first round. I only had to set a timer of 5 minutes for my in-person playtest, but that group were primarily artists\/graphic designers with little to no ttrpg experience, so it was probably their favorite part.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/map-playtest-1.png\" alt=\"Map from Playtest 1\"><\/p>\n<p>Most of the maps have been done in a mix of isometric and top-down, but it can be whatever the group decides to do. Players often ask if this a map to be used in the future, and it totally can be. This game, I think, would serve well mid-way through a campaign or even as a session 0 for a campaign. There's a bunch of utility in it, and I love that so so much.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/map-playtest-2.png\" alt=\"Map from Playtest 2\"><\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/map-playtest-3.jpg\" alt=\"Map from Playtest 3\"><\/p>\n<p>Players did share concern about their artistic ability and some fear about stepping on each others toes in regards to drawing something from their letter. This primarily happened when players didn't know each other, and I need to provide some language to make players more comfortable in building off of each others work.<\/p>\n<h3>Names Have Power<\/h3>\n<p>We all know names have power, and yet in all my playtests, my players refuse to name the city, village, etc. that they've created.<\/p>\n<blockquote>\n<p><strong>Design Note:<\/strong> Should the space be named? A sub-system for doing it?<\/p>\n<\/blockquote>\n<p>This perplexed me, and my first solution was to have each player give a syllable of the place. I'm not sure it's needed, though, unless it's being used in an active campaign?<\/p>\n<h2>Design Thoughts<\/h2>\n<p>I want to include Secret letters where players put secret letters in the middle of the table. Perhaps if they roll on the spark table and one entry is Secret, giving players the opportunity to read\/write a response could be used. Clearly still cooking on things.<\/p>\n<p>Something else I want to provide in the final version of this are a variety of letter examples and styles of lettering. For example, I read about <a href=\"https:\/\/lillyashton.blogspot.com\/2026\/01\/the-beautiful-chaos-of-junk-journalling.html\">Junk Journaling<\/a> and think it would make an awesome mode of play with letters.<\/p>\n<p>Another piece that I need to examine is that players want a chance to share what they're drawing and why. It's cool to see it naturally progress but not having any context can sometimes feel bad for players. I'm not sure how to offset this as I normally just ask players about what they're drawing. I also think these natural secrets are part of the draw (pun intended) of the game, because a singular character won't know everything about a given space. Even though the map is collaborative, there's still moments of discovery with each round of Write\/Draw.<\/p>\n<p>Last idea I that's been percolating is that letters would be passed cumulatively, so by the third round, you would pass your entire stack of letters (3 in this example) to another player. I think this is too cumbersome for the current gameplay loop but is a fun chaos mode that could be done with more experienced players.<\/p>\n<p>There's huge potential for this in asynchronous and play-by-post games that I haven't fully explored yet. Once I get a few more playtests in and a more robust ruleset written, I'll try a PBP format with a friend of mine. Fingers crossed it works well!<\/p>\n<p>Thanks for reading! This is my first time developing a game and playtesting it. I'm excited about its potential and think it can create some wonderful spaces for players to explore. Let me know your thoughts on Discord or over on BlueSky (@Bakenshake).<\/p>\n"},{"title":"The Golden Jungle - Slugblaster","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/slugblaster-pew-pew\/"}},"updated":"2026-01-07T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/slugblaster-pew-pew\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/slugblaster-cover.PNG\" alt=\"Cover art for Slugblaster by Sex on a Pizza\"><\/p><p style=\"text-align: center;\"><em>Cover art for Slugblaster by Sex on a Pizza.<\/em><\/p><p><\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>January 1, 2026<\/td>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>Slugblaster Turbo-X<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>Slugblaster<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Kati<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Referee<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Kiddos zip zoomed through a portal to the Golden Jungle<\/li>\n<li>Crossed a river full of crocodiles in style<\/li>\n<li>Met up with a bunch kids partying around a gundamn arm<\/li>\n<li>Woke up said arm and got chased through the jungle<\/li>\n<li>Made it back home, safe and sound<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Slugblaster is an augmented version of <a href=\"https:\/\/evilhat.com\/product\/blades-in-the-dark\/\">Blades in the Dark<\/a> (BitD) where spaces called Thin-Zones allow teens to travel to other worlds. These kids are known as Slugblasters and do cool stuff instead of living in the small, boring town of Hillview. The rulebook has a comment box in the back the next to the index, explaining to people familiar with BitD what the changes are. I've only played BitD once, so it took me a bit to figure out the action economy. Once it clicked, play became a lot smoother.<\/p>\n<p>Much like other BitD systems, a Session 0 is necessary before you get into the adventuring. I tried to do this in advance through chat. Everyone had their character ready to go, and after giving an overview of rules and character introductions, the group created their Crew of Courier Underdogs. This took about an hour, allowing for 2 hours of adventuring.<\/p>\n<h2>The Party<\/h2>\n<p>For this one-shot, we had the Chill (Soapy Carla), the Guts (Mort), the Smarts (Scooter Edison), and Maddie (the Heart). A good mix of characters, and a table very willing to check rules alongside me. Every player had their own copy of Slugblaster!<\/p>\n<p>Another resource that made this very nice was that since we were all learning the rules, I made a copy of the google sheets character keeper that Willie's Candy Lab provides. This let us all share playsheets, crew sheet, and make sure we were using them correctly as we played.<\/p>\n<h2>The Module<\/h2>\n<p>I didn't have time to prepare something, so I used the listed <a href=\"https:\/\/slugblaster.com\/#slugstuff\">Slugblaster Turbo-X<\/a> scenario that's provided by Wilkie's Candy Lab. It was a single sheet with very little to go off of, but it all worked out! You have to be comfortable with a decent level of improv and collaborative storytelling in games like these. As long as the major beats of the one-shot exist and some rough ideas for progress clocks\/obstacles, you're good to go.<\/p>\n<h2>The Takeaways<\/h2>\n<p>This year, I'm expanding the Takeaways section to include a bit more depth into my interaction with the system played.<\/p>\n<p><strong>Rulebook<\/strong><\/p>\n<p>Reading the rulebook in advance is pretty sublime, but when using it as a refrence, it's a bit difficult to find exactly what I need. I kept having to ctrl+f the document and cycle through terms to confirm the listing of a rule. Some things are only listed on example images such as the icons for Boost and Kicks which are only mentioned in the example character. Inclusion of this in the text as well would go a long way to making things more clear.<\/p>\n<p>I bought the Pizza Box version of the game at PAX Unplugged and hoped the pizza box turned GM screen would have more GM references such as the definitions of Boosts, Kicks, Slams, Snags, Noping, and how Style is earned to help onboard players as well as the GM.<\/p>\n<p>The overview of a run on page 13 of the rulebook was super nice although the Disaster part was a bit confusing. I initially thought that anytime a player maxed out their Trouble, the Disaster phase immediately triggered and the run ended, but a player at the table pointed out this was not the case. I think there are a handful of these moments throughout the book that assumes a significant level of knowledge for the reader which makes it unclear at times.<\/p>\n<p><strong>Slams<\/strong><\/p>\n<p>I realized after the one-shot that on mixed successes, I should have had players take Slams. Slams are physical\/emotional setbacks for characters. My party rolled so well and utilized their Boosts and Kicks well enough to where I wasn't sure if I should apply them or not. This may extend from my inexperience with the system more than anything else.<\/p>\n<p><strong>Progress Clocks<\/strong><\/p>\n<p>This was my first time using progress clocks. I created one for the gundam arm to wake up (5 steps) and another for the chase scene that ensued afterwards (5 steps). I enjoy the concept of progress clocks and can see how useful they are, no matter what system you're using. They are perfect for keeping the pace and tension.<\/p>\n<h3>Pros<\/h3>\n<ul>\n<li>Lots of free resources provided to get games going quickly<\/li>\n<li>Worldbuilding is strong and lots of it is provided in the rulebook on start<\/li>\n<li>Once the action economy clicks, it's easy to run\/resolve<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Learning curve is a little steep if you're unfamiliar with BitD but manageable with a good table<\/li>\n<li>Clarity on rules could be made into a single GM reference sheet<\/li>\n<\/ul>\n"},{"title":"A Review of 2025 Play","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/2025-review\/"}},"updated":"2026-01-03T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/2025-review\/","content":"<h2>Table of Contents<\/h2>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#introduction\">Introduction<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#system-adventure-breakdown\">System &amp; Adventure Breakdown<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#sys-breakdown\">System Breakdown<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#adventure-breakdown\">Adventure Breakdown<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#highlights\">Memorable Highlights<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#shoutouts\">Facilitator Shoutouts<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#the-data\">All the Data<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/2025-review\/#conclusion\">Conclusion<\/a><\/li>\n<\/ol>\n<p><a id=\"introduction\"><\/a><\/p>\n<h2>Introduction<\/h2>\n<p>The end of year awards are making their rounds, and being a lover of a data, I'm doing a breakdown on what I played, what I ran, and some fun analytics of it all.<\/p>\n<p><a id=\"system-adventure-breakdown\"><\/a><\/p>\n<h2>System &amp; Adventure Breakdown<\/h2>\n<p><a id=\"sys-breakdown\"><\/a><\/p>\n<h3>System Breakdown<\/h3>\n<p>This year, I played a total of 24 new systems! I played a bit of everything. Story games, OSR, Powered by the Apocalypse, etc. Let's get into it! Here's a list of all the systems I played and when I played them. I've marked GM in subscript next to the games I ran myself. Systems played for the first time are highlight in <strong>bold<\/strong>.<\/p>\n<p><strong>Q1 2025<\/strong><\/p>\n<ul>\n<li><strong><a href=\"https:\/\/hitpointpress.com\/blogs\/hot-off-the-press\/hit-point-press-acquires-badge-quest-ip-from-dm-dave\">BadgeQuest - 1\/23<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.thearcanelibrary.com\/pages\/shadowdark\">Shadowdark <sup>DM<\/sup> - 1\/27<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/gshowitt.itch.io\/crash-pandas\">Crash Pandas - 2\/17<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/28306\/od-d-dungeons-dragons-original-edition-0e\">OD&amp;D - 3\/15<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/freeleaguepublishing.com\/games\/vaesen\/\">Vaesen - 3\/15<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/morkborg.com\">Mork Borg - 3\/16<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/harshrealmpress.itch.io\/nuked\">NUKED! - 3\/16<\/a><\/strong><\/li>\n<li><strong>Call of Kid-thulhu - 3\/18<\/strong><\/li>\n<li><a href=\"https:\/\/freeleaguepublishing.com\/games\/vaesen\/\">Vaesen <sup>DM<\/sup> - 3\/23<\/a><\/li>\n<\/ul>\n<blockquote>\n<p>Q1 Total: 9<\/p>\n<\/blockquote>\n<p><strong>Q2 2025<\/strong><\/p>\n<ul>\n<li><strong>Dreamland - 4\/8<\/strong><\/li>\n<li><a href=\"https:\/\/freeleaguepublishing.com\/games\/into-the-odd\/\">Into the Odd - 5\/27<\/a><\/li>\n<\/ul>\n<blockquote>\n<p>Q2 Total: 2<\/p>\n<\/blockquote>\n<p><strong>Q3 2025<\/strong><\/p>\n<ul>\n<li><strong><a href=\"https:\/\/www.montecookgames.com\/store\/product\/old-gods-of-appalachia-roleplaying-game\/\">Old Gods of Appalachia - 7\/31<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.limithron.com\/pirateborg\">Pirate Borg - 7\/31<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/emanoelmelo.itch.io\/cbrpnk-core\">CBR+PNK - 8\/1<\/a><\/strong><\/li>\n<li><a href=\"https:\/\/www.thearcanelibrary.com\/pages\/shadowdark\">Shadowdark 8\/2<\/a><\/li>\n<li><strong><a href=\"https:\/\/pandiongames.com\/pages\/substratum\">Substratum Protocol <sup>GM<\/sup>  - 8\/2<\/a><\/strong><\/li>\n<li><a href=\"https:\/\/www.montecookgames.com\/store\/product\/old-gods-of-appalachia-roleplaying-game\/\">Old Gods of Appalachia <sup>GM<\/sup> - 8\/12<\/a><\/li>\n<li><strong>Orbital Megastructure - 8\/16<\/strong><\/li>\n<li><strong><a href=\"https:\/\/magpiegames.com\/collections\/urban-shadows\">Urban Shadows - 8\/29<\/a><\/strong><\/li>\n<\/ul>\n<blockquote>\n<p>Q3 Total: 8<\/p>\n<\/blockquote>\n<p><strong>Q4 2025<\/strong><\/p>\n<ul>\n<li><strong><a href=\"https:\/\/chrismcdee.itch.io\/mythic-bastionland\">Mythic Bastionland - 9\/5<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.kickstarter.com\/projects\/basementgameboutique\/wares-blade\">Wares Blade (1989) - 9\/12<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.severedbooks.com\/p\/sickest-witch.html\">Sickest Witch <sup>GM<\/sup>  - 10\/5<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/www.gauntlet-rpg.com\/brindlewood-bay.html\">Brindlewood Bay <sup>GM<\/sup> - 10\/13<\/a><\/strong><\/li>\n<li><strong><a href=\"https:\/\/cloudempress.com\">Cloud Empress <sup>GM x2<\/sup> - 10\/15<\/a><\/strong><\/li>\n<li>Tricks &amp; Treats - 10\/20<\/li>\n<li><a href=\"https:\/\/www.tuesdayknightgames.com\/pages\/mothership-rpg\">Mothership <sup>GM x4<\/sup> - 11\/17<\/a><\/li>\n<li><strong><a href=\"https:\/\/cairnrpg.com\">Cairn - 11\/22<\/a><\/strong><\/li>\n<li><strong>Project Wayward - 11\/22<\/strong><\/li>\n<li><strong><a href=\"https:\/\/bladesinthedark.com\">Blades in the Dark - 12\/8<\/a><\/strong><\/li>\n<li><a href=\"https:\/\/www.tuesdayknightgames.com\/pages\/mothership-rpg\">Mothership - 12\/12<\/a><\/li>\n<li><strong>Kelpsprot x2 - 12\/14<\/strong><\/li>\n<li><a href=\"https:\/\/soulmuppetpublishing.itch.io\/orbital-blues\">Orbital Blues <sup>GM<\/sup> - 12\/22<\/a><\/li>\n<\/ul>\n<blockquote>\n<p>Q4 Total: 18<\/p>\n<\/blockquote>\n<p>Q4 was my best quarter for both playing and running games. Of the 37 sessions I played in, I was the DM for 13 of them. Shockingly below 50% which is something I think I'll strive for in 2026.<\/p>\n<p>Mothership was my post played system. Absolutely no one should be  suprised by this after I participated in Over\/Under.<\/p>\n<p><strong>Category<\/strong><\/p>\n<p>I'm curious as to what type of system I gravitate towards. I like to think of myself as someone who will play anything once (genuinely). Am I self selecting that\/surrounding myself with people who run a variety of games or not?<\/p>\n<ul>\n<li>Brindlewood Bay: 1 (Brindlewood Bay)<\/li>\n<li>Call of Cthulhu: 1 (Call of Kid-thulhu)<\/li>\n<li>Cypher: 1 (Old Gods of Appalachia)<\/li>\n<li>Forged in the Dark-based: 2 (CBR+PNK, Blades in the Dark)<\/li>\n<li>Into the Odd: 3 (Into the Odd, Mythic Bastionland, Cairn)<\/li>\n<li>Knave: 1 (NUKED!)<\/li>\n<li>Mork Borg: 3 (Mork Borg, Pirate Borg, Sickest Witch)<\/li>\n<li>D&amp;D: 1 (OD&amp;D)<\/li>\n<li>Other: 3 (BadgeQuest, Crash Pandas, Orbital Blues)<\/li>\n<li>OSR: 1 (Shadowdark)<\/li>\n<li>Playtests: 6 (Orbital Megastructure, Dreamland, Wares Blade (1989), Tricks &amp; Treats, Project Wayward, Kelpsprot)<\/li>\n<li>Panic Engine: 2 (Cloud Empress, Mothership)<\/li>\n<li>Powered by the Apocalypse: 1 (Urban Shadows)<\/li>\n<li>Solo: 1 (Substratum Protocol)<\/li>\n<li>Year Zero Engine: 1 (Vaesen)<\/li>\n<\/ul>\n<p>Looking at the numbers, it's a pretty even spread of OSR and OSR-adjacent games such as Mork Borg, Into the Odd, etc. The OSR one is unsurprising, but I'm glad to see a large variety across the board. Also very proud at the number of system playtests here. Exciting stuff!<\/p>\n<blockquote>\n<p>2026 Goal: Play more FitD and Solo games.<\/p>\n<\/blockquote>\n<p><strong>Gender Ratio<\/strong><\/p>\n<p>After writing my Appendix N post earlier this year and having a thorough discussion about gender, I'm wanting to see how many women\/genderfluid designers I play games by. I did research on all the systems I played this year, and I'll highlight all the women and non-binary folks involved in creating these systems. It was a whopping 6 of the 28 (~21%). They were the following:<\/p>\n<ol>\n<li>Shadowdark by Kelsey Dionne<\/li>\n<li>Old Gods of Appalachia by Steve Shell (he\/him) and Cam Collins (she\/her)<\/li>\n<li>Orbital Megastructure by Evlyn Moreau<\/li>\n<li>Urban Shadows by Magpie Games (Co-Owners Mark Diaz Truman (he\/him) and Marissa Kelly (she\/her))<\/li>\n<li>Cloud Empress by watt (they\/them)<\/li>\n<li>Orbital Blues by Sam Sleney (he\/him) and Zachary Cox (they\/them)<\/li>\n<\/ol>\n<p>I knew it would be low, but I didn't think it would be this low. I am shocked and saddened by this.<\/p>\n<blockquote>\n<p>2026 Goal: Play more systems by women, nonbinary, and other genderfluid folks.<\/p>\n<\/blockquote>\n<p><a id=\"adventure-breakdown\"><\/a><\/p>\n<h3>Adventure Breakdown<\/h3>\n<p>I primarily played published adventures this year with a handful of playtests. The last remaining few were custom games created by great GMs on the fly.<\/p>\n<ol>\n<li><a href=\"https:\/\/hitpointpress.com\/blogs\/hot-off-the-press\/hit-point-press-acquires-badge-quest-ip-from-dm-dave\">Mrs. Mayfield's Secret<\/a><\/li>\n<li><a href=\"https:\/\/www.thearcanelibrary.com\/products\/shadowdark-rpg-quickstart-set-pdf?srsltid=AfmBOop32llFqnYWQY4qdTlW8koYSorEu399eAwrE-GhVLMGZNa4p5l2\">Lost Citadel of the Scarlet Minotaur<\/a><\/li>\n<li>Funfair Frights (playtest)<\/li>\n<li><a href=\"https:\/\/prismatic-wasteland.itch.io\/wonky-willies-authentic-interactive-extravaganza\">Wonky Willie's Authentic Interactive Extravaganza<\/a><\/li>\n<li>The Fast and the Furriest (custom)<\/li>\n<li><a href=\"https:\/\/modiphius.net\/en-us\/products\/falloutrpg_corerulebook-pdf?srsltid=AfmBOorAiU1z_s4oYqgDlSZRJKEbIKSiWtLZVxpCcecX_qZnht149OA_\">With a Bang, or a Whimper (included with core rulebook)<\/a><\/li>\n<li><a href=\"https:\/\/heycentaur.itch.io\/drizzle-distillery\">Deluge at Drizzle Distillery<\/a><\/li>\n<li><a href=\"https:\/\/www.fightonzine.com\/issues\/issue3.html\">Spawning Grounds of the Crab-Men<\/a><\/li>\n<li>Mind Dungeon of the Crystal Eye (playtest)<\/li>\n<li><a href=\"https:\/\/www.macmakesthings.com\/updates-and-announcements\/nuked-under-an-atomic-sky-hexcrawl\">The Strange Lab of Dr. Erichtho (playtest)<\/a><\/li>\n<li><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/220315\/the-dare\">The Dare<\/a><\/li>\n<li><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/319120\/a-wicked-secret\">A Wicked Secret<\/a><\/li>\n<li><a href=\"https:\/\/ben-laurence.itch.io\/through-ultans-door-issue-1\">Through Ultan's Door<\/a><\/li>\n<li>All's Well (unreleased book, played at a con)<\/li>\n<li><a href=\"https:\/\/tabletopbookshelf.com\/products\/sickest-witch\">Salt of the Earth (included in the rulebook)<\/a><\/li>\n<li><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/535812\/cloud-empress-land-of-the-dead\">Funeral for the Anti-Saint (a hex inside the Land of the Dead)<\/a><\/li>\n<li><a href=\"https:\/\/prismatic-wasteland.itch.io\/barkeep-on-the-borderlands\">Barkeep on the Borderlands<\/a><\/li>\n<li><a href=\"https:\/\/am-i-cool-yet.itch.io\/year-of-the-rat-a-mothership-adventure\">Year of the Rat<\/a><\/li>\n<li><a href=\"https:\/\/ok-robot.itch.io\/abyssexe\">ABYSS \/\/ EXE<\/a><\/li>\n<li><a href=\"https:\/\/rivethead-games.itch.io\/naughty-list\">Naughty List<\/a><\/li>\n<\/ol>\n<p>It seems premade adventures are what I'm mainly playing. This makes sense, since all these sessions were one-shots, and I didn't participate in any camapaigns this year except a Call of Cthulhu one.<\/p>\n<p><a id=\"highlights\"><\/a><\/p>\n<h2>Memorable Highlights<\/h2>\n<p>I want to spend a brief moment highlighting favorite table moments that are still sticking out in my mind as the new year begins.<\/p>\n<ol>\n<li><strong>Crash Pandas:<\/strong> I got my sister who was 14 at the time, and it was her first ttrpg. She had a blast, drew her character in advanced, really took to embodying her character. It was a delight to give her that.<\/li>\n<li><strong>Shadowdark:<\/strong> I played Shadowdark at GenCon, and the GM for this session not only had the map loosely drawn out with tokens for us, but also props for torches. Each time someone lit a torch, he had a LED light that sat in front of the player holding the torch set to a 1-hour timer which added so much immersion.<\/li>\n<li><strong>Orbital Megastructure:<\/strong> Evlyn's sub-procedures in this sytem are so fun such as each player getting to draw a single line to break up how a node is organized and what's inside it. It's a fun minigame of map making that broke up the equipment management side of things.<\/li>\n<li><strong>Cloud Empress:<\/strong> I ran Cloud Empress as part of a Halloween One-Shot series, and Warren had another player turn himself into a bunch of cockroaches. The party of 3 fled on a 2-person thopter with warren swarming the body of another player as roaches. They all successfully fled the Strange House.<\/li>\n<li><strong>Mothership: Year of the Rat<\/strong>: One of my sessions of running this, a player said to the party rather than exploring this ship from end-to-end, let's hop back in our shuttle and enter from all the other entrances instead. Brilliant usage of the shuttle they had, I thought, and no other party I encountered chose to do it.<\/li>\n<\/ol>\n<p><a id=\"shoutouts\"><\/a><\/p>\n<h2>Facilitator Shout-outs<\/h2>\n<p>People who run games don't get enough credit, in my opinon. Much like I did with the Hexmas map and gave a verbal Stocking Stuffer to participants, I want to do the same here with a handful of GMs who welcomed me at their table in 2025.<\/p>\n<ol>\n<li><strong>Jess<\/strong> (BadgeQuest, Crash Panads, Call of Kid-thulhu): A bestie. Thank you for bringing more story driven and horror games to our table. I love all of them and appreciate all the prep you do.<\/li>\n<li><strong>Jason Thompson Bradley<\/strong> (Dreamland): I am SO excited to continue seeing the work you do on this. I hope to join another playtest this year if you're still running them. Such a neat take on language and clocks.<\/li>\n<li><strong>Evlyn Moreau<\/strong> (Orbital Megastructure): I keep thinking about this game and its structure and as soon as you tell me I can run it, you bet I will be. Keep up the great work!<\/li>\n<li><strong>Ken<\/strong> (Wares Blades 1989): The prep you did for this singular session was phenomenal, and I appreciate you bringing a game I had never played into my world. I hope to be at your table again soon!<\/li>\n<li><strong>Amanda P.<\/strong> (Cairn Adventure): It was lovely to meet you, and I am making a concerted effort in 2026 to run more of your stuff! Your writing is concise and descriptive, and I look forward to more games with you. :D<\/li>\n<li><strong>Warren<\/strong> (Project Wayward): What a beautiful evening with delightful folks. It was magic, and I hope we can all gather 'round a table for something like that again. &lt;3<\/li>\n<li><strong>Aaron<\/strong> (Mothership): Last but not least, a close friend that's always scheming with me to run a one-shot or a campaign because why not? Thanks for always runnin' stuff and willing to jump into any kind of session at a moment's notice.<\/li>\n<\/ol>\n<p><a id=\"the-data\"><\/a><\/p>\n<h2>All the Data<\/h2>\n<p>If you're a data fiend, here are the numbers from everything above I said in a nice, condensed form!<\/p>\n<h3>Most X<\/h3>\n<ul>\n<li>Most System Played: Mothership<\/li>\n<li>Most System Run: Mothership<\/li>\n<li>Most Sessions in a Month: October\/November<\/li>\n<\/ul>\n<h3>Total Y<\/h3>\n<ul>\n<li>Total Systems Played: 28<\/li>\n<li>Total New Systems Played: 24<\/li>\n<li>Total Sessions Played: 37<\/li>\n<li>Total System Playtests: 6<\/li>\n<li>Total Adventure Playtest: 1<\/li>\n<\/ul>\n<h3>Favorite Z<\/h3>\n<ul>\n<li>Favorite Adventure (Play): Barkeep on the Borderlands at PAXU<\/li>\n<li>Favorite Adventure (Run): Year of the Rat<\/li>\n<li>Favorite Playtest: Tie for Dreamland and Orbital Megastructure<\/li>\n<li>Favorite System: Cloud Empress<\/li>\n<\/ul>\n<h3>Other<\/h3>\n<ul>\n<li>% of games run: 36%<\/li>\n<li>% of games played in-person: 17%<\/li>\n<li>% of games designed by women\/non-binary\/genderfluid: 21%<\/li>\n<li>% of new systems: 64%<\/li>\n<\/ul>\n<p><a id=\"conclusion\"><\/a><\/p>\n<h2>Conclusion<\/h2>\n<p>The data supports how much I love the opportunity to run a one-shot. With enough experience, I'm looking to run 1-2 mini-campaigns, specifically an open table of Cloud Empress.<\/p>\n<p>Doing research on all the systems I've played last year reinforced for me how I want to focus on playing games from a more diverse audience. I knew it was a problem, but seeing the numbers after playing a myraid of systems highlights the importance of it. If you're a woman\/non-binary\/genderfluid ttrpg creator, please reach out to me as I'd love to explore what you've created.<\/p>\n<p>With that, I'm off to write about how my playtest for my first game (wow is this real???) went.<\/p>\n<p>Happy New Year!<\/p>\n"},{"title":"Hexmas 2025 - Hexmas Train Depot","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/hexmas-train\/"}},"updated":"2025-12-31T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/hexmas-train\/","content":"<h2>Final Hexmas Map<\/h2>\n<p>This entire project wouldn't have been possible without <a href=\"https:\/\/www.prismaticwasteland.com\/blog\/blogwagon-announcement-merry-hexmas\">Prismatic Wasteland's Blogwagon Call<\/a>. Another shoutout to <a href=\"https:\/\/elmc.at\">Among Cats and Books<\/a> for keeping a spreadsheet of all the entries. It made it incredibly easy to mark off entries as I added them. Creating this map has been a delight. As entries filtered in, I learned more about design and layout, changing the design to fit the needs of the map and representation of all the entries. While I'd love to have hand drawn icons to keep it consistent throughout, I'll settle for this.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/Hexmas-Map-Final.png\" alt=\"Final Hexmas Map\"><\/p>\n<p>The Hexmas map has evolved into a complete, beautiful 60-hex map, and bloggers took to requesting a space and incorporating their neighbors into each other in a fantastic way. Thanks everyone for indulging me! I'm squeezing one more hex in at the last minute to celebrate some of my favorite hexes\/hexes that make sense to have a train station. I have also fell in love with Amtrak over the last couple years and desperately wish the US would fund public transportation. Yes, I give you the Hexmas Train (HT).<\/p>\n<h2>Hexmas Train - 0108<\/h2>\n<p>HT is fueled by the Christmas Spirit of Earth. Every time a significant portion of children stop believing in the joy of Christmas, the train breaks down. HT has a 1-in-6 chance of breaking down due to the ever constant decline of Christmas Spirit. The depot for HT is a myriad of disused cars, a junkyard, and other odds and ends.<\/p>\n<h3>Terrain<\/h3>\n<p>The terrain of the depot used to be rolling plains but has since become an industrious junkyard with a variety of buildings scattered throughout. Those unfamiliar with the space have a 2-in-6 chance of getting lost.<\/p>\n<h3>Locations<\/h3>\n<ul>\n<li>Junkyard: A rust bucket of disused cars and a pile of railway track from before the train could fly.<\/li>\n<li>Workshop: A sad, small workshop where workers do repairs and maintenance on a variety of cars. They're currently trying to unionize.<\/li>\n<li>Conductor Lounge: A quiet and cozy room for the conductors to relax in-between shifts.<\/li>\n<li>Warehouse: This houses everything the train delivers.<\/li>\n<li>Underground Loading Station (&quot;The Tubes&quot;): A variety of hexes send goods through underground tubes that deliver them to this loading station. A group once tried to take the tubes instead of using the train. They are forever lost down there, and take deliveries to sustain themselves.<\/li>\n<\/ul>\n<h3>Neighbors<\/h3>\n<ul>\n<li>North: Postal Coastal Town<\/li>\n<li>Northeast: Pando's Noble Pines<\/li>\n<\/ul>\n<h2>Operations<\/h2>\n<p>A flying train must maintain streamlined operations. This one does not.<\/p>\n<h3>How to Use the Train<\/h3>\n<ol>\n<li>Determine train's destination by following the route.<\/li>\n<li>Execute train travel (opportunity for RP).<\/li>\n<li>Roll for detaching a car.<\/li>\n<li>If detaching, roll for train deliveries.<\/li>\n<\/ol>\n<h3>Route, Travel, and Weather<\/h3>\n<p>The train starts with 12 cars, 6 passenger and 6 cargo. Every stop, there's a 2-in-6 chance the Hexmas Train detaches a car. Odds it's a passenger car, even it's a cargo car, regardless if it's their stop. Riding the train is free contingent upon signing a waiver to board. If the car detached is a cargo one, roll on the Train Deliveries table to see what's left behind. The train travels across a hex in 2 hours.<\/p>\n<ul>\n<li>Depot (0108) -&gt; <a href=\"https:\/\/komodogames.substack.com\/p\/merry-hexmas-the-island-of-misfit\">Island of Misfit Toys (0407)<\/a><\/li>\n<li>Island of Misfit Toys (0407) -&gt; <a href=\"https:\/\/farmergadda.blogspot.com\/2025\/12\/jaw-break-shore-hex.html\">Jaw-Break Shore (0706)<\/a><\/li>\n<li>Jaw-Break Shore (0706) -&gt; <a href=\"https:\/\/ponderthegoose.blogspot.com\/2025\/12\/merry-hexmas-sadtown.html\">Sadtown (0602)<\/a><\/li>\n<li>Sadtown (0602) -&gt; <a href=\"https:\/\/www.prismaticwasteland.com\/blog\/castle-claus-the-keep-on-the-north-pole\">Castle Claus (0302)<\/a><\/li>\n<li>Castle Claus (0302) -&gt; <a href=\"https:\/\/diyanddragons.blogspot.com\/2025\/12\/merry-hexmas-101-coal-mountain.html\">Coal Mountain (0101)<\/a><\/li>\n<li>Coal Mountain (0101) -&gt; <a href=\"https:\/\/tales-of-the-lunar-lands.blogspot.com\/2025\/12\/hexmas-gingerbread-village.html\">Gingerbread Village (0204)<\/a><\/li>\n<li>Gingerbread Village (0204) -&gt; Hexmas Train (0108)<\/li>\n<\/ul>\n<p>While this is the most common route for the Hexmas Train, it's subject to change given ongoing events and festivals.<\/p>\n<p>Inclement weather can impact the train.<\/p>\n<ul>\n<li>Fog: Upon entering a foggy space, stops at a random (roll 1d6) neighboring hex.<\/li>\n<li>Wind: Takes twice as long to arrive, 2-in-6 chance of arriving at a location 2 hexes away.<\/li>\n<li>Snow: Flies twice as fast, 1-in-6 chance of arriving at a neighboring hex instead.<\/li>\n<\/ul>\n<h3>Train Driver<\/h3>\n<p>Who runs the Hexmas Train? No one knows. It's a mystery, and access to the driver's car is forbidden. All who enter have never been seen again.<\/p>\n<h3>Train Deliveries<\/h3>\n<p>The Hexmas Train has a robust delivery system of chaos. It's understaffed, underfunded, and underloved. The Conductors don't ask too many questions about what's going on or what they're taking. They are trustworthy to a fault. They also oftentimes mix up orders. Possible orders include the following and can arrive anywhere else in Hexmas:<\/p>\n<p>Key: Item, Original Location<\/p>\n<ol>\n<li>Lumber, <a href=\"https:\/\/toastedblogel.jofrank.com\/posts\/pandospines\/\">Pando's Noble Pines (0207)<\/a><\/li>\n<li>Mail Packages, <a href=\"https:\/\/theoryslop.blogspot.com\/2025\/12\/merry-hexmas-postal-coastal-town.html?m=1\">Postal Coastal Town (0107)<\/a><\/li>\n<li>Sugar, <a href=\"https:\/\/farmergadda.blogspot.com\/2025\/12\/jaw-break-shore-hex.html\">Jaw-Break Shore (0706)<\/a><\/li>\n<li>Peppermint Trees, <a href=\"https:\/\/dododecahedron.blog\/2025\/12\/23\/the-peppermint-wood\/\">The Peppermint Wood (0701)<\/a><\/li>\n<li>Coal, <a href=\"https:\/\/diyanddragons.blogspot.com\/2025\/12\/merry-hexmas-101-coal-mountain.html\">Coal Mountain (0101)<\/a><\/li>\n<li>Train Pathogen, ???<\/li>\n<\/ol>\n<h3>Train Pathogens<\/h3>\n<p>Unfortuantely, the train is sometimes asked to carry horrific pathogens, and it sometimes infects the passengers and\/or the hex it's delivered to. They are the following:<\/p>\n<ul>\n<li>Raw Milk: Causes necrotic damage to gingerbread folk.<\/li>\n<li>Sugar Mist: Powdered sugar that makes consumers go into a frenzy and seek out sugar by any means necessary.<\/li>\n<li>Pastry Puff: Pastry Puff that's been filled with an unnameable fungi. Explodes after 1d4 turns and infects all in a 39 1\/2 ft. radius. The fungi is degenerative. Melts snow creatures\/snow people at 2x the rate of others.<\/li>\n<li>Toymites: Eats toys and constructs at an alarming rate. Like termites but smaller and harder to get rid of.<\/li>\n<\/ul>\n<h2>Wrap-Up<\/h2>\n<p>I wasn't able to pour as much time into this one as I'd like, but I loved the idea of a dynamic piece of the Hexmas that traveled everywhere. I also wanted to include a minigame of sorts with train cars detaching and never knowing what you'll get when the train arrives. Again, this was a joyous endeavor, and I'm so proud of all of us who participated!! If you share the map, please give me a ping on BlueSky (@Bakenshake). I'll be turning the map into an itch.io project with PDF links, connecting everyone who participated shortly after sharing this post (will update with link here too)!<\/p>\n<p>Happy New Year's Eve!<\/p>\n"},{"title":"Doing OT in OU - A Deep Dive into Over\/Under","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/"}},"updated":"2025-12-30T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ou-logo.png\" alt=\"Logo for Over\/Under\"><\/p><p style=\"text-align: center;\"><em>The logo for Over\/Under.<\/em><\/p><p><\/p>\n<p>This post is part of a series.<\/p>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-1\/\">Resources as Players - Over\/Under<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-2\/\">The Gift of Grash - Over\/Under<\/a><\/li>\n<li>You are here.<\/li>\n<\/ol>\n<h2>Table of Contents<\/h2>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#introduction\">Introduction<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#game-designer-intentions\">Game Designer Intentions<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#ground-zero\">Ground Zero<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#let-the-con-begin\">Let the Con Begin<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#a-love-letter-to-lit-majors\">A Love Letter to Lit Majors<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#a-pound-of-flesh\">A Pound of Flesh<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#terminology\">Terminology<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#cbc-heimlich\">Code Breakers Club\/Heimlich Expedition<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#choke-night\">Choke Night\/Choke Incursion\/Choke Event<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#me-bleeding-out\">Me, Bleeding Out<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#airtight-intel\">Airtight Intel<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#what-makes-good-rp\">What makes good RP?<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#safety-tools--other-things\">Safety Tools &amp; Other Things<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#discord-as-a-game-space\">Discord as a Game Space<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#keeping-the-peace\">Keeping the Peace<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#violence-through-roleplay\">Violence through Roleplay<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#game-economy\">Game Economy<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#and-what-of-it\">And what of it?<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#conclusion\">Conclusion<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/#additional-reading\">Additional Reading\/Listening<\/a><\/li>\n<\/ol>\n<p><a id=\"introduction\"><\/a><\/p>\n<h2>Introduction<\/h2>\n<p>With Over\/Under ending close to 2 months ago, I have the distance needed to give a thorough deep dive into my experience with the game, where I wormed my way into the mechanics, and how I capped it all off with an in person meetup at PAX Unplugged.<\/p>\n<p>I've written about my experience with O\/U a little bit already. Those posts covered <a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-1\/\">one of the friction points players and bosses kept feeling throughout the game's 28-day duration<\/a>, while the other was <a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-2\/\">a more personal journey on how my character, Jules, went from an everyday Teamster to CEO of the bank, Prospero's Trust<\/a>. My goal with this post is to simultaneously highlight my time in the game, while also discussing the framework of Over\/Under in a broader sense.<\/p>\n<p>I am making the assumption that you know what Over\/Under was and will not provide a brief on it here. If you'd like to read an overview on it, please <a href=\"https:\/\/samsorensen.blot.im\/mothership-month-2025-wargame-over\/under\">check out Sam Sorensen's blog post about it<\/a>.<\/p>\n<blockquote>\n<p>WARNING: Spoilers for A Pound of Flesh, the Mothership module included below.<\/p>\n<\/blockquote>\n<p><a id=\"game-designer-intentions\"><\/a><\/p>\n<h2>Game Designer Intentions<\/h2>\n<p>If you're a creative in any space, you have some expectations on how your work is utilized. As designers, we try to consider edge cases and\/or provide guidance when some situations occur. In tabletop, this is nigh impossible, and when technology is included, it adds another layer of difficulty to the process. Sam has stated over and over how he didn't expect the turnout and engagement in O\/U to be so high. He originally told Bosses that this experiment would only take perhaps thirty minutes to maybe one hour of their time each day.<\/p>\n<p>Even though a majority of the player base had no direct way to engage with the boss-level mechanics, many players did impact them indirectly through roleplay and espionage. Players falling in and out of love with other players who became Bosses made a significant impact on the game.<\/p>\n<p>Many people would say Over\/Under was a month-long Live-Action Roleplay (LARP), but I don't believe LARP accurately captures the sense of how what I'm caling is Text-Only Online Roleplay (TOORP) function. There is no physical space in TOORP. Rather, it's a collaborative space of world building where each person present adds to the space in the actions their player takes. Every action the character takes is described in third-person with dialogue provided, whereas in LARP, you do what your character would do in real life but acting, physically and emotionally, as someone else. There is a lot of overlap, for sure, but the heavy reliance on language garners something different. When a player describes an action in text, it's subjectively taken in thousands of different ways. This is where the syntax and format of language matters. Characters would type in headers to denote they were yelling, or if they were attending an event, they'd write in subscript to denote whispering. This, in conjunction, with emojis adds a dimensionality that LARP can't do in the same way.<\/p>\n<p>An excellent example of this was a character in O\/U, the Mime, spoke almost exclusively in descriptive text and emojis. It was delightful and a true test of what can be conveyed via text.<\/p>\n<p><a id=\"ground-zero\"><\/a><\/p>\n<h2>Ground Zero<\/h2>\n<p>Having been a supporter of the 1e crowdfunding campaign of Mothership, I was receiving news about this game called Over\/Under. At the time, I only played Mothership once or twice and liked it well enough to back it. My interests on the internet kept having Over\/Under come into my orbit, and it smacked me right in the face when I saw an email from <a href=\"https:\/\/amandalee.itch.io\">Amanda Lee Franck<\/a>, offering avatars for people who were playing O\/U. I am a super fan of Amanda's work, both her adventures and art, so I fired off a quick email asking for one and joined the Discord server on day 1. My character description included my go to character in Mothership sessions, a nonbinary Android named Jules in overalls with a cigarette loosely hanging out of their mouth.<\/p>\n<p>The first day in the Discord server overwhelmed me, and I didn't look at much anything except a thread on how to join the Union. I knew getting into a faction was important, because I needed credits to cover the 02 Tax on the station, so I didn't die.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/jules-first-message.PNG\" alt=\"My first message in OU\"><\/p>\n<p>When I heard more chatter about the game and experiment from my peers, I gave it a second glance. It wasn't until Amanda sent me my avatar that I committed to whatever this whole thing was. I didn't come in with a big background or plan for my character. It turns out, I was mostly playing myself and that suited me fine most of the time.<\/p>\n<p><a id=\"let-the-con-begin\"><\/a><\/p>\n<h3>Let the Con Begin<\/h3>\n<p>The chatter in the Discord was constant with shops cropping up in the market left and right. Harkening back to my days roleplaying running a bar thread on forums, I gravitated towards creating my own business. I thought that providing a useful service would be the most viable, long-term thing I could do. I created the Dream Atlas. Originally, it was a subscription service where people paid me 3cr a day to have their business listed on the Atlas. By the end of the game, I was charging people 1.5-2kcr per listing as the subscription model was, shockingly, not popular with denizens.<\/p>\n<p>After a few days, I knew I would want a memento of this time. This was lightning in a bottle, and we all knew it, so I started writing a daily diary entry from my character's perspective on what happened each day. I made it to Cycle 10 with them, the day the Choke Incursion happened, and after that I was too frustrated by the game to continue. I'll share them as they become relevant, but here's the first one.<\/p>\n<blockquote>\n<p>Cycle 1 - 10\/14\/25<\/p>\n<\/blockquote>\n<blockquote>\n<p>Got myself a little place in Block (37,03). It's not much, but it's enough for me and my cacti. The work at the docks been rough these last cycles. The skin on my forearms been showin' metal for weeks. I saw a couple specks of rust after shift. Hopefully I can get it fixed.<\/p>\n<\/blockquote>\n<blockquote>\n<p>Joined the Union. Yeah, I'm a bit skeptical about the solidarity, but it's a paying job, you know? There's even a group for the droids, Androids Rights Alliance. Seems like good folk. I even made us Membership Cards, because why should we hide who we are?<\/p>\n<\/blockquote>\n<blockquote>\n<p>Someone I don't know reached out to me about the Family. I admit, I was curious, but was I about to be murdered or recruited? I risked it and joined Bratva. It's hard not sharing with anybody right now. I think I can be of use to them with my side hustly, the Dream Atlas. It's an info station for available services on Dream, and while it's nothing fancy yet, I know it'll grow into being something worthwhile. Dream Big, they say.<\/p>\n<\/blockquote>\n<blockquote>\n<p>Blink Out,\nJules<\/p>\n<\/blockquote>\n<p><a id=\"a-love-letter-to-lit-majors\"><\/a><\/p>\n<h2>A Love Letter to Lit Majors<\/h2>\n<p>If you're a literary person, you've no doubt caught most, if not all, the literary references that Over\/Under used. However, if you're like me who needed a refresher on the classics, then you got to enjoy how Prospero's Dream and many of the events going on in the station have existed for a very long time in one form or another.<\/p>\n<h3>A Pound of Flesh<\/h3>\n<p>Over\/Under is based on a module called <a href=\"https:\/\/www.tuesdayknightgames.com\/products\/a-pound-of-flesh\">A Pound of Flesh (APoF)<\/a>, a Mothership module about a space station called Prospero's Dream. The phrase &quot;A Pound of Flesh&quot; hails from Shakespeare's play <a href=\"https:\/\/www.folger.edu\/explore\/shakespeares-works\/the-merchant-of-venice\/read\/\">The Merchant of Venice<\/a>, while the name Prospero is from <a href=\"https:\/\/www.folger.edu\/explore\/shakespeares-works\/the-tempest\/read\/\">The Tempest<\/a>. Many key characters in APoF are also key characters in The Tempest, namely Prospero, Caliban, and Ariel.<\/p>\n<p>Like many other players in O\/U, I failed to make the connection to literature until very late into the game. I remember when working on a message in the Code Breakers Club and encountering all of these references at once. Afterwards, I went running to my wife, a literature major, in the middle of the night, spouting what a sick ass modern retelling of the Tempest this Mothership module is.<\/p>\n<p><a id=\"terminology\"><\/a><\/p>\n<h3>Terminology<\/h3>\n<p>Even the terminology in APoF pulls from classic literature.<\/p>\n<table id=\"statSheet\">\n<tr>\n    <th>Term<\/th>\n    <th>Literature Reference<\/th>\n    <th>Meaning in O\/U<\/th>\n    <th>In APoF<\/th>\n<\/tr>\n<tr>\n    <td>\"A Pound of Flesh\"\"<\/td>\n    <td>Phrase from The Merchant in Venice<\/td>\n    <td>Inspiration\/References<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Tempest<\/td>\n    <td>Name of Shakespeare's Play<\/td>\n    <td>1 of 6 factions in O\/U<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Prospero<\/td>\n    <td>Character from the Tempest<\/td>\n    <td>Name of the station<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Caliban<\/td>\n    <td>Character from the Tempest<\/td>\n    <td>Player-Driven Content<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Ariel<\/td>\n    <td>Character from the Tempest<\/td>\n    <td>Player-Driven Content<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Droog<\/td>\n    <td>A Clockwork Orange<\/td>\n    <td>Name for a Bratva member<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<tr>\n    <td>Moloko+<\/td>\n    <td>A Clockwork Orange<\/td>\n    <td>Beverage you can buy<\/td>\n    <td>Yes<\/td>\n<\/tr>\n<\/table>\n<p><a id=\"cbc-heimlich\"><\/a><\/p>\n<h3>Code Breakers Club\/Heimlich Expedition<\/h3>\n<p>Before either of these groups were founded, people were referencing and asking about the Choke. The Choke is a location on Prospero's Dream in APoF where people who can't pay their O2 Tax are sent to die. There's a town in the Choke called DOPtown (De-Oxygenated People). In O\/U, players who were killed became De-Oxygenated People and were removed from any Discord channels or threads that were tied to Prospero's Dream.<\/p>\n<p>Unsure as to whether it was real or not, or if people could return from it, some players were trying to pay other players to go to the Choke willingly. The Heimlich was a space created on 10\/23 for getting into and out of the Choke by <a href=\"https:\/\/onslaughtsix.com\">OnslaughtSix<\/a>, playing as Berwick.<\/p>\n<p>The Code Breakers Club (CBC) and the Heimlich Expedition had the first look at what was going to be a pivotal turning point in the game. While factions were conducting intel ops, ordering assassinations, and maintaining control of denizens, the CBC and Heimlich were cracking mysterious cyphers and messages that started appearing on the Dream. When it was all said and done, there were 3-4 different threads of Augmented Reality Games (ARGs) ongoing. A full list of the ciphers and their decoded messages can be found here in this spreadsheet I created and maintained.<\/p>\n<p>Once the Ariel ARG included the Choke, a lot of conversations happened simultaneously in both threads. However, here's a breakdown of the ongoing ciphers and secret messages that I knew about:<\/p>\n<ul>\n<li>CHC - They were sending encrypted messages that were broadcasted on the Dream. Any Boss could send a message for Sam to share, but these encrypted messages had no identified sender until the phrases were cracked.<\/li>\n<li>Ariel - A player joined with the name Zhenya, the name of the Discord bot that managed the O\/U economy and roles. Zhenya spoke in machine language until we talked to her long enough for it to become binary and then eventual text and images. You can see all the images and message here on my public timeline.<\/li>\n<li>Cal - Created an ARG that was shared in piece meal in the CBC thread directly.<\/li>\n<li>38:3 - A death cult that kept saying CHACHA and talked about doom and gloom coming on the 11th day. The 11th day was also the day where all the afk players would die.<\/li>\n<\/ul>\n<p>With all of these happening on their own time by a variety of players and with no clear answer on what was GM sanctioned content from Sam, it's shocking that something like Choke Night didn't happen sooner.<\/p>\n<p><a id=\"choke-night\"><\/a><\/p>\n<h2>Choke Night\/Choke Incursion\/Choke Event<\/h2>\n<p>The night you've all been waiting to read about, I'm sure! I tease, but it went by many names and no two players had the same experience. I can only share what I knew from a denizen point-of-view and what I've cobbled together from a variety of references in my post-OU reading. While it could probably serve to be its own post, I'm trying to keep it all in one for my sanity.<\/p>\n<p>At the very beginning of the game, <a href=\"https:\/\/chrisairiau.com\">Chris Airiau<\/a> - playing as Ramel Ebank's, a boss from the Canyonheavy Collective (CHC) - did a psyop, sharing about a threat is coming for the Dream. He used the phrase to put people into cells and discreetly share false information to each other. I never encountered it, but it coincided with everything else that was to come perfectly. The first group was called Cabal and had other faction bosses in it. You can listen to more about it here. The main takeaway is there's a threat beyond the factions that is happening, and some bosses believe it to be real.<\/p>\n<blockquote>\n<p>Note: My only encounter with this term or phrase was through the Dream Crier who was actually Christian Sorrell of MeatCastle GameWare. He dual accounted for Over\/Under and dropped the Dream Crier role once becoming a CHC Boss and after Sam pushed back against dual accounts.<\/p>\n<\/blockquote>\n<p>As a Bratva member, I was aware of the fact that we only had 2 out of our 3 bosses for the first week and a half of the game. Through Silviana (Babushka)'s soft power and <a href=\"https:\/\/discodanlives.bearblog.dev\/\">Jordan DeWitt<\/a> (the Vor)'s public image, the Bratva appeared strong in their ability to run and conduct business. They also had many undercover agents from the get go, mainly Lockley Vega (on the Board of Stratemeyer) and <a href=\"https:\/\/jumpgategames.itch.io\">Jess<\/a> (publisher of FinWire, a financial newspaper). With the third boss gone, Jess was revealed as an undercover agent and nominated for the third Boss position of Adjudicator. Then, Bratva peacefully eliminated Stratemeyer. Simultaneously, the CHC and Heimlich groups were spending a significant amount of time deciphering these codes, and the Ariel countdown hit 0 later that same day.<\/p>\n<p>While Bratva is celebrating, the Solarian Church is gearing up to throw their first in-game holiday called Flare Day. This big celebration, inviting players from all factions to come and participate. I was managing Grash Uppem's stall at Flare Day when news of the Choke existing came to the bosses knowledge.<\/p>\n<p>Unsure if the ARGs were GM sanctioned content or not, the Bosses did an intel op to ask Sam if the Choke existed. He confirmed this and provided 5 Blocks that were entrances to the Choke. He also shared plans of dead players becoming a rebel insurgent faction that never happened. I imagine it was dropped primarily from the backlash and miscommunication of Choke Night. Now, the Bosses are heavily involved, and the cool player facing content in CBC becomes sequestered into private threads as the factions come together to organize a team, a response, etc. to what they believe to be a real threat.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/psa-to-move-blocks.PNG\" alt=\"Image of Bosses asking players to move Blocks\"><\/p>\n<p>To recap, we had the following simultaneously:<\/p>\n<ul>\n<li>A psyop warning of a looming threat from Day 1<\/li>\n<li>A player-driven ARG with a countdown to 0 on Day 11 at 7 PM Station Time<\/li>\n<li>Sam confirming entrances to the Choke at specific Blocks<\/li>\n<\/ul>\n<p>This gets further exacerbated once people begin to panic (so many folks failed that dang panic check haha). Flare Day is interrupted, and the holiday affairs are shut down as denizens return to their respective factions. Bosses share to their faction members that if they live at these blocks, they need to evacuate immediately.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/choke-entrances.PNG\" alt=\"Image of Blocks with entrances to the Choke\"><\/p>\n<p>Some players evacuated and\/or were given funds to evacuate if need be. Then, a player with the handle, &quot;Mouth of the Choke&quot; begins private messaging O\/U players and &quot;infecting&quot; them. Unsure if it was real or not, the panic is further fanned, and playesr fear dying from this &quot;infection&quot; when in reality it was all roleplay. Next thing you know, Bigdog Beefstink is in the public channels, ordering Tempest troops around and claiming he can see where the infected are from the Datacache.<\/p>\n<p>On an out-of-character game level, Sam (our GM) and many of the bosses are offline, assuming the downfall of Stratemeyer would be the big event of the day. I've cobbled together a loose timeline of how Choke Night came to be.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/choke-night-timeline.PNG\" alt=\"Image of Choke Night Timeline\"><\/p>\n<p><a id=\"me-bleeding-out\"><\/a><\/p>\n<h3>Me, Bleeding Out<\/h3>\n<p>While I did roleplay on forums a lot as a teenager, I never did Live-Action Roleplay, or LARP, in any capacity. My younger sister does it, but it did not appeal to me in the same that online RP does. Therefore, I came into the game with zero knowledge of Bleed and how it impacts a person. There were also no safety tools put in place to handle the wide range of player experience coming into such a chaotic social experiment.<\/p>\n<h3>Airtight Intel<\/h3>\n<p>After this event though, safety tools were implemented as well as out-of-character channels called airlocks were provided to each faction and public space. From a game design perspective, it makes complete sense. It's necessary to provide these spaces to let out steam and ground yourself as a player. Yet, a select few players were navigating a much different game (the wargame) and any piece of text in the Discord server, in or out of character, became fair game. An excellent example of where this happened was when discussions for Cabral, a Tempest Boss, was set to be killed after the Vor, a Bratva Boss, was killed by Bigdog Beefstink played by Luke Gearing. Cabral's character was fleeing the scene, and the player put in parenthesis, commonly marking an out-of-character comment, said Cabral was fleeing.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ic-ooc-mixup.PNG\" alt=\"Insert image of Cabral fleeing\"><\/p>\n<p><a id=\"what-makes-good-rp\"><\/a><\/p>\n<h3>What makes good RP?<\/h3>\n<p>In hindsight, it's no wonder the roleplay most players felt was sublime. The stakes felt real, and dying in a once-in-a-lifetime game like this felt horrible. Just ask Jenny. Players were having intense and heartfelt goodbyes for fear of their character dying. I remember being in a private thread with just Stevie Hexagons called The Pinebarrens, and we shared our addresses with each other during the chaos that was Choke Night. At one point, I thought Stevie was infected and took to the roleplay fiercely.<\/p>\n<h2>Safety Tools &amp; Other Things<\/h2>\n<p>By now, it's clear how lacking the safety tools and guidelines were for players to engage with the space that was O\/U. Even if Sam didn't expect hundreds of players to be as active as they were, alarm bells should have been going off once the activity from Day 1 was noticed. Many players, primarily bosses, took on the burden that Sam should have helped carry in grounding player expectations and providing clearer communication on what was GM sanction content and what wasn't. Unfortunately, this added yet another thing bosses were tracking and managing. With no clear guidance for Bosses, the level of support varied from faction to faction. I believe this contributed to why the Union fell apart the way it did.<\/p>\n<h3>Discord as a Game Space<\/h3>\n<p>I don't believe Sam or Sean considered how much of Discord built-in functions would come to be clever tactics in figuring out information, hiding identities, etc. I was disappointed I didn't think about some of these sooner, honestly.<\/p>\n<ul>\n<li>Player Databases: Using the public knowledge of Discord roles and permissions, players were able to learn a lot about denizens and bosses, using it as a way to sell information. Some players, like GorillaOne and Shelms, used this to create Private Investigator firms and sell data.<\/li>\n<li>Invisible Status: Keeping yourself Invisible in private channels meant you didn't show up on the list. For example, both Lockley and Jess had access to the Bratva channel, since they had the Bratva role. Yet, they weren't able to chat in the public channel or have their Discord status as online, or they would have been discovered.<\/li>\n<li>Dual Accounts: I thought about doing this to get into a different faction, but it felt against the spirit of things. This was later confirmed by Sam himself, but I imagine many players had multiple accounts.<\/li>\n<li>Joining a Thread: Unless being pinged into a thread, you could view a thread without joining it.<\/li>\n<li>Public vs. Private Threads: If you weren't careful in creating a private thread, then you accidentally shared public information. Sometimes this was intentionally done to trip people up, and other times it was pure accident. Either way, it became a tool to get information or ferret out player motives.<\/li>\n<\/ul>\n<p><a id=\"keeping-the-peace\"><\/a><\/p>\n<h2>Keeping the Peace<\/h2>\n<p>Coming off the adrenaline of Choke Night left me feeling burnt out and unwanted as a player, which I took personally due to how much Bleed I was experiencing. At this point, I've stopped keeping a player diary, because I was determined to quit the game altogether. It wasn't until I read the out-of-character message from Silviana that I even considered staying around. She was one of the few bosses that felt an obligation to provide support and guidance for her faction members that contributed to the absurd undying loyalty that many Bratva members, myself included, felt for her character.<\/p>\n<p><a id=\"violence-through-roleplay\"><\/a><\/p>\n<h3>Violence through Roleplay<\/h3>\n<p>Since the factions had rallied together for Choke Night, it appeared keeping the peace and maintaining civil unrest became the new job for bosses. Player agency and some rogue bosses had other ideas in mind.<\/p>\n<p><strong>An Eye for an Eye<\/strong>\nEarlier I spoke about how the roleplay and denizen behavior impacted the wargame layer of the game. The level of emergent roleplaying forced bosses into specific positions. While Cataphracts is positioned as a wargame, I think given the multitude of players, it became much more of a social game. The Vor, played by Jordan, killed a DJ through roleplay at a public bar while also injuring other denizens. The social fallout from this roleplaying event allowed for Tempest to seek the Vor's head so they will not start war with Bratva. In the end, Jordan's character died, and Cabral from Tempest was eventually assassinated. Again, the exchange seemed to entirely start from a roleplaying incident that had impact on the wargame level as denizens were elevated to boss status.<\/p>\n<p><strong>Deathmatch<\/strong>\nSince factions were vying to keep the peace and maintain their win conditions which were primarily exclusive to each other, the denizens of the Dream took it upon themselves to make their own entertainment. This took the form of a deathmatch wherein 8 players agreed to a fight to the death with only 1 winner. All losers would be manually killed by Sam. Wild, right? I watched the fight and even put money on a few folks. One of the people who were part of my recruiting gang, Doc, fought and died. Beforehand, Doc came to Prospero's Trust to create a deposit box and leave a note for someone in case they died.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/docs-will.PNG\" alt=\"Me, giving Doc's will\"><\/p>\n<p>This intense and heartfelt moment was player driven and not at all dictated by the wargame above us. I cannot overstate the level of emergent cameplay that came from this experiment, haha. It was incredible to be part of and felt more real with each player that kept &quot;Yes, and..&quot;-ing everything.<\/p>\n<p><a id=\"game-economy\"><\/a><\/p>\n<h2>Game Economy<\/h2>\n<p>I've talked about this a bit already on how players were resources, but the idea really came to light after the Deathmatch. Most of the players who died were Bratva which meant our faction not only lost valuable players but also income. Those players now couldn't tax any Blocks for us. I recall having a conversation with another Bratva member who talked about letting the O2 Tax take them, but a boss told them not to so they could still be a resource in the game.<\/p>\n<p>This is talked <a href=\"https:\/\/substack.com\/inbox\/post\/182370883?triedRedirect=true\">about in much more depth by the person who played XO Tan<\/a>, a denizen turned boss in Tempest. They're currently developing their own Cataphracts game that I'm eager to follow development on. The bottom line is, the spouts and sinks of the economy meant a lot of inflation which was fine in the grand scheme of things.<\/p>\n<p><a id=\"and-what-of-it\"><\/a><\/p>\n<h2>And what of it?<\/h2>\n<p>With PAX Unplugged right around the corner, many players were attending the convention and wanted to do an O\/U meetup! Sam and some other bosses were going to be around as well.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ou-pax-meetup.png\" alt=\"O\/U IRL Meetup Picture\"><\/p>\n<p>Some folks made buttons for factions and used the O\/U logo. Others 3D printed Prospero's Dream. It was cool to put a real-life face to the player and chat about the experience. Silviana who played the Obshchak missed the meet-up, but I heard she was at PAX and asked to meet up one-on-one with her as she was a player I had a lot of interaction with. I have no picture to share of our meet-up, because I didn't think to take one! Oh well, next time, haha. Again, it was awesome and gave a nice sense of closure to something that ate up a month of my life.<\/p>\n<p><a id=\"conclusion\"><\/a><\/p>\n<h2>Conclusion<\/h2>\n<p>After all this, many of the O\/U players have stayed in touch with one another through private Discord servers. Players have started created third-party pamphlets to create additional locations on the Dream. I'm currently working on one for Prospero's Trust, and I know the Prospero's Dream Postal Service (PDPS) is working on one as well.<\/p>\n<p>Over\/Under was an experiment that I am very delighted to have participated in. The highs and lows were extremes in the way I experienced them, and it did consume the larger part of my online time for it duration. Still, I became friends with people I met, I've played and run Mothership with some of the O\/U folks, and I've made some super cool ttrpg contacts. While I didn't get to participate or be included in everything I wanted to, I had a fulfilling story for my character and played a larger role than I expected to on the Dream.<\/p>\n<p>As Jules, Grash, and Jasmine would say, Stay Golden and Keep Dreaming.<\/p>\n<p><a id=\"additional-reading\"><\/a><\/p>\n<h2>Additional Reading\/Listening<\/h2>\n<ul>\n<li><a href=\"https:\/\/app.mural.co\/t\/oneshots5137\/m\/oneshots5137\/1761243818098\/6941b0e08d353455ebe14c6bc9ec3f6782f1d58a\">My Public Timeline of Events in O\/U<\/a><\/li>\n<li><a href=\"https:\/\/substack.com\/inbox\/post\/182370883?triedRedirect=true\">The Economics of Over\/Under<\/a><\/li>\n<li><a href=\"https:\/\/docs.google.com\/document\/d\/1buImV_g6TnFRVzOPgRSJD6aXavu9QDERdjZRSkpaWWY\/edit?tab=t.0\">Incomprehensive Collection of O\/U Things<\/a><\/li>\n<li><a href=\"https:\/\/seedlinggames.com\/blogging\/overunder\/index.html\">O\/U Blog Directory and Other Things<\/a><\/li>\n<li><a href=\"https:\/\/podcasts.apple.com\/us\/podcast\/amanda-lee-francks-rule-of-three\/id1506416713?i=1000736248442\">Bastionland Podcast with Amanda Lee Franck<\/a><\/li>\n<li><a href=\"https:\/\/open.spotify.com\/episode\/6yW3nUkaLJkzAsRhJiKyEI?si=7fc67bdf25c5494a\">Ansible Uplink Podcast with Reece Carter, Luke Gearing, and Chris Airiau<\/a><\/li>\n<li><a href=\"https:\/\/www.nordiclarp.org\/2015\/03\/02\/bleed-the-spillover-between-player-and-character\/\">Bleed: The Spillover Between Player and Character<\/a><\/li>\n<\/ul>\n"},{"title":"Welcome to the Blogosphere","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/"}},"updated":"2025-12-19T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/","content":"<h2>Table of Contents<\/h2>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#introduction\">Introduction<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#inspiration\">Inspiration<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#blogosphere-event-die\">Blogosphere Event Die<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#real-life-event-die\">Real Life Event Die<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#blogosphere-flux\">Blogosphere Flux<\/a>\n<ul>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#theme\">Theme<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#encounters\">Encounter<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#local-effects\">Local Effects<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#points-of-interest\">Points of Interest<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#special\">Special<\/a><\/li>\n<\/ul>\n<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#equipment\">Equipment<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#final-thoughts\">Final Thoughts<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogosphere-part-1\/#additional-reading\">Additional Reading<\/a><\/li>\n<\/ol>\n<p><a id=\"introduction\"><\/a><\/p>\n<h2>Introduction<\/h2>\n<p>Since I joined the Prismatic Waystation years ago (yes we're now in the plural wow), there have been many, many jokes on blog posts like &quot;here's my post on how I fixed the thief class&quot; or &quot;OSR is narrative&quot; or what have you. The list goes on. In fact, ktrey over at <a href=\"https:\/\/blog.d4caltrops.com\">d4 Caltrops<\/a> created <a href=\"https:\/\/blog.d4caltrops.com\/2025\/11\/d100-brainfood-for-burgeoning-blogs.html\">a d100 table for new OSR bloggers<\/a>. Having started my own blog this year, I've been keeping notes on such jokes and other side comments about the blogosphere in general.<\/p>\n<p><a id=\"inspiration\"><\/a><\/p>\n<h3>Inspiration<\/h3>\n<p>What pushed me to create this setting was elmcat's visual representation of the Blogosphere in this amazing post on their blog, <a href=\"https:\/\/elmc.at\/mapping-the-blogosphere\/\">AMONG CATS AND BOOKS<\/a>. While seeing the sheer size of the graph, I started to wonder how best to create a space around such a thing? Taking inspiration from <a href=\"https:\/\/www.paperspencils.com\/flux-space\/\">Nick LS Whelan's Flux Space<\/a>, I'll be creating the Flux Space of the Blogosphere in this post (series?) and adding some additional fun components of my own. If you're unfamiliar with the process for navigating a Flux Space, it's as follows:<\/p>\n<blockquote>\n<p>Chart -&gt; Deplete Resources -&gt; Resolve Event Die -&gt; Point of Interest -&gt; Choose next action<sup>1<\/sup><\/p>\n<\/blockquote>\n<p><sub>1. This is directly from the linked post on Flux Space.<\/sub><\/p>\n<p>Full disclosure, I've never played Errant, but I love the Flux Space concept for traveling along pointcrawls. It reads to me like a snapshot of something that can't ever be properly captured, and that sounds like blogging to me.<\/p>\n<p><a id=\"blogosphere-event-die\"><\/a><\/p>\n<h2>Blogosphere Event Die<\/h2>\n<p>The Event Die should remain the same as listed on the Flux Space post. I don't see any reason to deviate. Instead, I have an alternative real-life version of the Event Die for traversing Elmcat's graph.<\/p>\n<p><a id=\"real-life-event-die\"><\/a><\/p>\n<h3>Real Life Event Die<\/h3>\n<ol>\n<li>Encounter<\/li>\n<li>Rest<\/li>\n<li>Deplete Resources<\/li>\n<li>Local Effect<\/li>\n<li>Encounter Sign<\/li>\n<li>NPC Chatter<\/li>\n<\/ol>\n<p><strong>Encounter:<\/strong> Find a blog you're unfamiliar with and read their latest post.<\/p>\n<p><strong>Rest:<\/strong> Write a post on your blog or take notes about an idea if you don't have a blog.<sup>2<\/sup><\/p>\n<p><strong>Deplete Resources:<\/strong> Don't write anything. Go read a book or do something completely unrelated to what you blog about. Some of the best ideas come from these times.<\/p>\n<p><strong>Local Effect:<\/strong> Write a blog post about something you normally would never write about.<\/p>\n<p><strong>Encounter Sign:<\/strong> Write\/take notes on a popular idea that's been percolating around the Blogosphere (flux spaces, pointcrawls, etc.).<\/p>\n<p><strong>NPC Chatter:<\/strong> Share\/Review feedback on a blog post through social media (this includes forums)!<\/p>\n<p><sub>2. Or take this opportunity to start your own blog! Add it to the great machine that is the Blogosphere. Mwahaha...<\/sub><\/p>\n<p><a id=\"blogosphere-flux\"><\/a><\/p>\n<h2>Blogosphere Flux<\/h2>\n<p><a id=\"theme\"><\/a><\/p>\n<h3>Theme<\/h3>\n<p>The Blogosphere is a labyrinthine set of links, connecting points of interests through the wider net. The net is a void, and these links are all that tether people to this space. Links start as fragile ideas but become more stable the more often they are traveled. Even when they are stable, they are dangerous. Network hubs form on points, creating rich communities of people. In time, they develop their own identity.<\/p>\n<p><a id=\"encounters\"><\/a><\/p>\n<h3>Encounters<\/h3>\n<p>Nick suggests the encounter table should be a 2d4 given how rare it will be for a party to thoroughly explore a 2d6 encounter table. Yet, I had too many cool ideas, so I'm making the standard 2d6 encounter table. The rule is there are no rules. I did keep the first and last entries are always a dragon and a wizard, because that's just cool.<\/p>\n<ol start=\"2\">\n<li><strong>Dragon<\/strong><\/li>\n<li><strong>Carouse, Carouse:<\/strong> A small traveling part of the wandering Campaign Caravan. Can provide directions. Demands you buy something. If you don't buy X value worth of things, 3 vendors will attack you, asking why you don't support the local arts.<\/li>\n<li><strong>Slop Eaters:<\/strong> They love theory, no matter if it's good, bad, or ugly. Can cause the party to be confused and\/or believe something untrue. Always in groups of 3 as it is a holy number to them. Operates in ternary logic and shows only ternary graphs.<\/li>\n<li><strong>Deadlines:<\/strong> Broken links that have formed into ghosts. They can teleport and do magic damage. They seek to find connection. Can be laid to rest and will provide intel on the Blogosphere. Travel in packs of 4 or 6.<\/li>\n<li><strong>Rascal, the Dog:<\/strong> A sweet pupper who only wants pets. Only bites if provoked.<\/li>\n<li><strong>Solipsistic Singers:<\/strong> Tall sinewy creatures that sing only about their own blog posts and work without recognition or collaboration. They have no eyes as they can't see anything outside themselves. Often found alone. Will fight each other when in a group.<\/li>\n<li><strong>Chain Links:<\/strong> Guards of the Links. Based on reaction roll will attack. Demands to know why you're traveling and will verify your data integrity.<\/li>\n<li><strong>What is, What are, What will be (WWWs):<\/strong> Philosophers. What more needs said? Their first question to you will always be &quot;What is OSR?&quot; Whether the answer is right or wrong is up to the GM. No matter the answer, they fight you.<\/li>\n<li><strong>Googly Eye:<\/strong> A remnant from Google+. Will recount the Google+ Wars when asked. Based on reaction will attack. Immediate attack if the party does not lament about the Google+ era with them.<\/li>\n<li><strong>Link Hoppers:<\/strong> Edgerunners of the Blogosphere who navigate the Blogosphere with careless ease. As couriers, they will barter in information. Very difficult to track.<\/li>\n<li><strong>Wizard<\/strong><\/li>\n<\/ol>\n<p><a id=\"local-effects\"><\/a><\/p>\n<h3>Local Effects<\/h3>\n<p>The Local Effects are supposed to express the Theme of the flux, and the four distint categories are Altered Circumstances, Minor Choice, Attrition, and Flavor\/Hint. These are meant to be reusable in a flux so need to stay variable.<\/p>\n<ol>\n<li>The link traveled on blinks in and out, dropping the party on a new link in the Blogosphere. The party can spend twice as much Data Integrity to jump back to their original link.<\/li>\n<li>A Blogwagon is congesting the Links and making travel slow. A group of Chain Links is requiring extra pay to pass through.<\/li>\n<li>A Philosopher's Retreat is happening, and people are making pilgrimages to the secret location.<\/li>\n<\/ol>\n<p><a id=\"points-of-interest\"><\/a><\/p>\n<h3>Points of Interest<\/h3>\n<p>Some of these spaces are made up, and others are anthropomorphized versions of bloggers I appreciate and interact with enough to feel comfortable gameifying them!<\/p>\n<p><strong>Shallow Rooms (d6)<\/strong><\/p>\n<p><strong>1. Ruins<\/strong><\/p>\n<p>Blogs, by their nature, leave ruins in their wake. Partially tested games, unfinished campaigns, etc. create this space out of cold, dark rock. Some academics think a castle once stood here. Others say it was an advanced tight knit village. The stone rocks get moved so often by unseen hands that no one has been able to properly study it. Lingering here can make the party leave something behind. A group of surveyors live on the outskirts of the ruins and pay handsomely for anything found inside.<\/p>\n<p><strong>2. Sand Tide<\/strong><\/p>\n<p>An ocean desert of refuse and treasure that eats bloggers slowly over time. Inactive bloggers are often found here. Time is either much slower or faster here, depending on if the tide is high or low. An inactive blogger beckons out for connection. If the party helps, the blogger will share some wisdom of the Blogosphere. If the party attacks, 4 Deadlines are lying in wait to ambush them all.<\/p>\n<p><strong>3. Link Lots<\/strong><\/p>\n<p>A converging space of many links where it's easy to get lost. Lots of Link Hoppers gather here to party as the Chain Links are unable to guard and maintain the area. A hub of sorts for the unwanted and seedier parts of the Blogosphere. A bunch of teens are playing games and want to see if you're cool enough to play with them. If you don't play, they ban you from the lot. Exiting this space has a 50% chance of entering the DIY Funhouse.<\/p>\n<p><strong>4. Campaign Caravan<\/strong><\/p>\n<p>The largest traveling academy in the Blogosphere. Can sell anything on the Equipment list below. Bloggers from all over gather here to participate in Blogwagons, #DungeonYear, #RPGaDay, etc. in this space. The party is easily overwhelmed here and can be swept up in the whatever event is currently going on. Right now, it's Hexmas, so decorations are strewn about with jovial music being played in the background. A woman asks you to log your hex for the event. If unanswered or given an incorrect hex, she will give you directions to  5 Slop Eaters that she says have golden rings. If answered with an empty hex, she will reward you with good drink and safe place to rest.<\/p>\n<p><strong>5. Player's Playground<\/strong><\/p>\n<p>A large land of hex paper with mountains in the shape of dice come into view. A stream of playing cards and tarot swish next to the party, sounding like a millstone at work. A group of people sit on the hex grid, eyes closed. If spoken to, they will ask you for a safety tool. Each answer shifts the ground below from hex to dotted to line paper. Stepping into the stream will trigger a playtest.<\/p>\n<p><strong>6. Appendicitis<\/strong><\/p>\n<p>An island shaped like an appendix that shows each person their own Appendix N interests. In reality, the island prevents the person from escaping as they leech their life force. After 1d4 turns in the space, the player cannot be spoken to unless through Appendix N interests. Breaking free from the island requires a cost to Data Integrity and leaving behind 1d4 of your Appendix N interests.<\/p>\n<p><strong>Deep Rooms<\/strong><\/p>\n<p><strong>1. Prismatic Waystation<\/strong><\/p>\n<p>Further inside the Campaign Caravan, a dazzling room in the shape of a prism holds a wealth of knowledge and a giant pink...bird? A group of Bloggers talk hurriedly about theory. Some are running games in a corner, while others take notes and pontificate. The group feels inviting, and they will do everything they can to distract you from the giant pink bird that whispers wisdom in your ear. The party must charm their way through to explore further.<\/p>\n<p><strong>2. Playtester's Lounge<\/strong><\/p>\n<p>If the party can appease the people in the Playground through a Playtest or by other means, they are granted access to the Playtester's Lounge , a room full of unpolished and mostly finished games. Reams of paper, a rarity here, sit stacked on top of each other. The air is dry here, and the party must navigate the maze without ruining a playtester's work. Beyond this space leads to another flux, Print Prayers.<\/p>\n<p><strong>3. Dungeon Imported Yahoo (DIY): Funhouse<\/strong><\/p>\n<p>A procedurally generated dungeon that's created from the links the party took to get into this room. Take a gameable room from each blogger connected to create a dungeon funhouse.<\/p>\n<p><a id=\"special\"><\/a><\/p>\n<h3>Special<\/h3>\n<p><strong>Travel:<\/strong> Traversing the Blogosphere costs each party member Data Integrity.<\/p>\n<p><strong>Classes:<\/strong>\n3 new special classes from this space are the Bleric, Slopper, and Chain Link.<\/p>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogging-cleric\/\">Bleric: The Blogging Cleric<\/a><\/li>\n<li>Slopper: While it may seem this person spouts drivel, it's actionable theory that could be put to use, but no one ever does. Different from the Solipsistic Singers in that they want engagement from other people. If engaged, may start a cult, akin to Slop Eaters. If ignored, slowly turns into a Solipsistic Singer.<\/li>\n<li>Chain Link: Guards on the Links but also has a vast understanding of the Network in general. High Wisdom and will always have a wordy and insightful blog at the ready for reference in any conversation. Compulsion to continue writing, no matter what.<\/li>\n<\/ol>\n<p><a id=\"equipment\"><\/a><\/p>\n<h2>Equipment<\/h2>\n<p>It's not safe to traverse the Blogosphere unprepared! Quick, roll a d20 and find something useful.<\/p>\n<table id=\"statSheet\">\n<tr>\n    <th>Roll<\/th>\n    <th>Equipment<\/th>\n    <th>Roll<\/th>\n    <th>Equipment<\/th>\n<\/tr>\n<tr>\n    <td>1<\/td>\n    <td>Chain Link Patch<\/td>\n    <td>11<\/td>\n    <td>Spectacles<\/td>\n<\/tr>\n<tr>\n    <td>2<\/td>\n    <td>Clear Prism<\/td>\n    <td>12<\/td>\n    <td>K-Score<\/td>\n<\/tr>\n<tr>\n    <td>3<\/td>\n    <td>Critiquing Cricket<\/td>\n    <td>13<\/td>\n    <td>Elm-Counter<\/td>\n<\/tr>\n<tr>\n    <td>4<\/td>\n    <td>Useful Flowchart<\/td>\n    <td>14<\/td>\n    <td>Safety Tools<\/td>\n<\/tr>\n<tr>\n    <td>5<\/td>\n    <td>Session Scroll<\/td>\n    <td>15<\/td>\n    <td>Sloppy Slaw<\/td>\n<\/tr>\n<tr>\n    <td>6<\/td>\n    <td>Weighted Point<\/td>\n    <td>16<\/td>\n    <td>Data Pass<\/td>\n<\/tr>\n<tr>\n    <td>7<\/td>\n    <td>Reliable Signal Speaker<\/td>\n    <td>17<\/td>\n    <td>Comment-Recorder<\/td>\n<\/tr>\n<tr>\n    <td>8<\/td>\n    <td>A Single Hex<\/td>\n    <td>18<\/td>\n    <td>Blogroll<\/td>\n<\/tr>\n<tr>\n    <td>9<\/td>\n    <td>Dice<\/td>\n    <td>19<\/td>\n    <td>Lost Media<\/td>\n<\/tr>\n<tr>\n    <td>10<\/td>\n    <td>Link Board<\/td>\n    <td>20<\/td>\n    <td>Paper Notebook<\/td>\n<\/tr>\n<\/table>\n<ul>\n<li>A Single Hex (ASH): A map-making system for navigating the Blogosphere. No one knows the diameter.<\/li>\n<li>Blogroll: A cozy bedroll that provides a good night's sleep.<\/li>\n<li>Chain Link Patch: A patch designating you as a member (or supporter?) of the Chain Link<\/li>\n<li>Clear Prism: A small prism that can answer 1 question a week in truth.<\/li>\n<li>Comment-Recorder: A device that records comments and other short-form text.<\/li>\n<li>Critiquing Cricket: A mechanical cricket that critiques every adventure you take, for better or for worse.<\/li>\n<li>Data Pass: Can be used in lieu of Data Integrity when traveling along Links 1d6 times.<\/li>\n<li>Dice: A set of polyhedral dice. They always roll low.<\/li>\n<li>Elm-Counter: Detects and measures the depth of a Link for stability. Named after the scientist, Elmcat, for their data analysis on the Blogosphere.<\/li>\n<li>K-Score: The hottest, newest drug on the Blogosphere. The more doses taken, the closer to Blog a person feels.<\/li>\n<li>Link Board: A hoverboard that allows for faster travel on Links. Every Link Hopper has one.<\/li>\n<li>Lost Media: A datapad of digital media with unknown origins. Could be highly valuable and\/or forgotten media.<\/li>\n<li>Paper Notebook: Incredibly rare. All Bloggers are willing to barter with it.<\/li>\n<li>Reliable Signal Speaker (RSS): Walkie Talkies that allow you to speak with Deadlines and other creatures cut off from the Blogosphere.<\/li>\n<li>Safety Tools: Safe ways of navigating Links. Everything from Palette Grid to Lines and Veils.<\/li>\n<li>Session Scroll: Accurately recounts the last 5 Links the party traveled.<\/li>\n<li>Sloppy Slaw: Favorite food among Bloggers. Often carried by Link Hoppers. Restores 1d6 health.<\/li>\n<li>Spectacles: Can detect Deadlines. Many Bloggers wear them.<\/li>\n<li>Useful Flowchart: A flowchart providing some clues as to how to navigate 1 Point of Interest. Melts after use.<\/li>\n<li>Weighted Point: A heavy lead weight square that can be dropped as an anchor point. Everyone knows how to return here. Cannot be picked up once dropped.<\/li>\n<\/ul>\n<p><a id=\"final-thoughts\"><\/a><\/p>\n<h2>Final Thoughts<\/h2>\n<p>My silly note taking over the past year comboed perfectly into this project, and I'm excited to be sharing the silliness of it all. It's not silly. It's very serious, mind you! I had a lot of fun putting this together, and it was a great test run of utilizing the Flux Space write-up. I am interested in creating a hex map of the Blogosphere that dives a bit more into some of the locations I mentioned. I had more in mind but wanted to keep to the Flux Space structure as much as possible.<\/p>\n<p>Many thanks to Elmcat for the inspiration after visually seeing the Blogosphere in graph form as well as Nick LS Whelan for the Flux Space format!<\/p>\n<p><a id=\"additional-reading\"><\/a><\/p>\n<h2>Additional Reading<\/h2>\n<ul>\n<li><a href=\"https:\/\/elmc.at\/mapping-the-blogosphere\/\">Mapping the Blogosphere by Elmcat<\/a><\/li>\n<li><a href=\"https:\/\/www.paperspencils.com\/flux-space\/\">Flux Space by Nick LS Whelan<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/blogging-cleric\/\">The Blogging Cleric by Kati<\/a><\/li>\n<\/ul>\n"},{"title":"Hexmas 2025 - Hearth","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/hexmas-hearth\/"}},"updated":"2025-12-15T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/hexmas-hearth\/","content":"<p>Another <a href=\"https:\/\/www.prismaticwasteland.com\/blog\/blogwagon-announcement-merry-hexmas\">blogwagon by Prismatic Wasteland<\/a> has summoned the bloggers. This time, it's about creating a hex, using the rankin\/bass Christmas productions as inspiration. You can read more about in Prismatic's post. Let's get into hexes!!<\/p>\n<h2>Hexmas Map So Far<\/h2>\n<p>In the Prismatic Waystation, I've been keeping track of each person who has joyously contributed to the Hexmas map! Here's the current map with my own contribution, Hearth, included. It will be updated regularly as more entries are added.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/Hexmas-Map-v4.png\" alt=\"Image of Hexmas Map 2025\"><\/p>\n<p>Note: The Island of Misfit Toys and King Kringle are not on the Hexmas Map as they were created with no neighbors.<\/p>\n<h2>Hearth - 0404<\/h2>\n<p>My primary inspiration for this hex is Cricket on the Hearth.<\/p>\n<iframe width=\"1864\" height=\"764\" src=\"https:\/\/www.youtube.com\/embed\/TSCoeu6HMxE\" title=\"Cricket On The Hearth\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen=\"\"><\/iframe>\n<h3>Terrain<\/h3>\n<p>Hearth is where the mouth of the Molasses River is. The banks of the river are made of forest with the North side featuring christmas trees, and the South side featuring candy canes. Small villages of crickets are dotted along the river where they live on a hodgepodge of material from their neighbors (toys, wrapping paper, etc.) that's reinforced with molasses as a kind of mortar.<\/p>\n<h3>Location<\/h3>\n<p>Hearth is a small secluded town of cricket humanoids. The town is built from debris that flows down from Snow Miser's area into the Molasses River. Multiple cricket factions live here together in what appears to be harmony, though, it's quickly learned that this is fracturing.<\/p>\n<p>A small council, compromising of the cricket factions run Hearth.<\/p>\n<p>The Factions are:<\/p>\n<ul>\n<li>Forest Cricket: Laborers, Business critters, and the largest group in Hearth.<\/li>\n<li>Water Cricket: The small military arm of Hearth. They skip across the surface of the river, running efficient patrols. They are one a very select few groups that can provide passage to The Island of Misfit Toys.<\/li>\n<li>Underground Cricket: An elite group, they're the spies of Hearth. Some think they aren't even real.<\/li>\n<\/ul>\n<h3>Neighbors:<\/h3>\n<ul>\n<li>North: <a href=\"https:\/\/playtestdummies.substack.com\/p\/merry-hexmas-the-christmas-tree-forest\">The Christmas Tree Forest<\/a><\/li>\n<li>Northwest: Unknown<\/li>\n<li>Northeast: <a href=\"https:\/\/tbr.bearblog.dev\/merry-hexmas-blog-bandwagon-snow-misers-houseboat\/\">Snow Miser's Showboat<\/a><\/li>\n<li>South: <a href=\"https:\/\/thegloaminglog.blogspot.com\/2025\/12\/the-quiet-season.html\">The Quiet Season: Mooncap Manor<\/a><\/li>\n<li>Southwest: Unknown<\/li>\n<li>Southeast: <a href=\"https:\/\/muto2525.substack.com\/p\/the-seven-levels-of-the-candy-cane\">The Seven Levels of the Candy Cane Forest<\/a><\/li>\n<\/ul>\n<h3>NPCs in Hearth<\/h3>\n<ol>\n<li>Big-C (He\/Him) - Forest Cricket. The oldest Cricket out of them all, a kind and senile old critter. Longest sitting councilmember of Hearth. Holds a lot of sway in the community.<\/li>\n<li>Murky (He\/Him) - Leader of the Water Crickets, a friendly drunk that's eager to push out any lingering MegaCorp employees.<\/li>\n<li>Jay (They\/Them) - A Water Cricket that finds Hearth to be antiquated and parties with Snow Miser often.<\/li>\n<li>Hatch (She\/Her) - Rumors of Hatch have circled around Hearth as an Underground cricket. No one knows what she looks like.<\/li>\n<li>Tack - MegaCorp Subsidary. A greedy outsider that's eager to be rid of Hearth entirely.<\/li>\n<li>Bertha - A blind woman that's protected by Big-C.<\/li>\n<\/ol>\n<h3>Terrain Affinity<\/h3>\n<p>I'm wanting to utilize <a href=\"https:\/\/theplayreports.com\/posts\/terrain-affinity\/\">Terrain Affinity<\/a> with this hex rather than a traditional encounter table, so if the party passes through here X number of times, certain areas of the hex will be discovered by the party. They're the following:<\/p>\n<table id=\"statSheet\">\n<tr>\n    <th>Terrain Affinity Count<\/th>\n    <th>Discovery<\/th>\n<\/tr>\n<tr>\n    <td>1<\/td>\n    <td>An ex-Megacorp employee lives secluded on the South banks of the river. They will warn of what's hapening in the Seven Levels of the Candy Cane Forest if treated nicely.<\/td>\n<\/tr>\n<tr>\n    <td>2<\/td>\n    <td>A crystallized tree stands 20 feet tall in the middle of the river in a spot that most never see. The wind asks for ornaments to be hung on it when players stand near it. A crow sometimes lands on top and will lead players to a trap placed by Tack.<\/td>\n<\/tr>\n<tr>\n    <td>3<\/td>\n    <td>An abandoned building known as The Poor House has a note pinned on its door, beckoning for donations. Most crickets will not even talk about this place if the party asks. If the house is repaired or material equivalent done in donations, Hatch will appear to the party and give them the Blessing of Hearth.<\/td>\n<\/tr>\n<tr>\n    <td>4<\/td>\n    <td>A shattered monolith is buried in an abandoned Cricket Village. It tells a tale of how an underwater volcano created the Molasses River. A creature is said to live around the hydrothermal vents of the volcano, biding its time.<\/td>\n<\/tr>\n<tr>\n    <td>5<\/td>\n    <td>A small brook leads to an overgrown memorial for an old toymaker. It's for Bertha's father who helped build Hearth when it was first established. Only Big-C knows more about it.<\/td>\n<\/tr><\/table>\n<p>Note: Another nice thing about Terrain Affinity, the pips for affinity can change every hex, and they don't have to correspond to a dice roll, which I like a lot.<\/p>\n<h2>Hexmas Key and Stocking Stuffers<\/h2>\n<p>I want to do something that celebrates all the other creators on the Hexmas Map, so I'm giving each creator their own Stocking Stuffer. This is a brief comment on what I love about each hex created so far.<\/p>\n<table id=\"statSheet\">\n<tr>\n    <th>Number<\/th>\n    <th>Hex Number<\/th>\n    <th>Hex Name<\/th>\n    <th>Stocking Stuffer<\/th>\n<\/tr>\n<tr>\n    <td>1<\/td>\n    <td>0303<\/td>\n    <td><a href=\"https:\/\/elsewhere-elsewhere.neocities.org\/posts\/2025-12-07-23.-hexmas\">Three Calves<\/a><\/td>\n    <td>This is a hilarious interpretation, and I love how it becomes old hat very quickly before they kill the *nomad* again, haha. I enjoy how it's told more like a story than a standard hex sheet.<\/td>\n<\/tr>\n<tr>\n    <td>2<\/td>\n    <td>0402<\/td>\n    <td><a href=\"https:\/\/periaptgames.blogspot.com\/2025\/12\/blogwagon-transient-snowfields.html\">The Transient Snowfields<\/a><\/td>\n    <td>I'm obsessed with the concept of a Gingerbread mecha, and I wonder if this writer is a fan of Legos? Animated snow gives such etch-a-sketch vibes too.<\/td>\n<\/tr>\n<tr>\n    <td>3<\/td>\n    <td>0403<\/td>\n    <td><a href=\"https:\/\/playtestdummies.substack.com\/p\/merry-hexmas-the-christmas-tree-forest\">The Christmas Tree Forest<\/a><\/td>\n    <td>I appreciate that there are stats for the encounters on this one, but my favorite part is the Advent Henge, taking a well known landmark and turning it into a fighting arena.<\/td>\n<\/tr>\n<tr>\n    <td>4<\/td>\n    <td>0405<\/td>\n    <td><a href=\"https:\/\/thegloaminglog.blogspot.com\/2025\/12\/the-quiet-season.html\">The Quiet Season: Mooncap Manor<\/a><\/td>\n    <td>The art on this hex alone is perfect. I wish had these skills, haha, but I also love the gameable odd jobs list that gives a lot of incentive for players to travel\/stay.<\/td>\n<\/tr>\n<tr>\n    <td>5<\/td>\n    <td>0503<\/td>\n    <td><a href=\"https:\/\/www.fluoriteguillotine.com\/blog\/2025\/11\/08\/blogwagon-broken-bronco-on-the-silver-steppe\/\">The Silver Steppe<\/a><\/td>\n    <td>The multi-part quest for repairing the Tiny Bronco is a delight. Some of this post reminds me of FFXIV. Am I wrong or right here? Nice to see grasslands as a terrain hex too. At the end, re-entering the hex has some triggers which I love. Obviously.<\/td>\n<\/tr>\n<tr>\n    <td>6<\/td>\n    <td>0504<\/td>\n    <td><a href=\"https:\/\/tbr.bearblog.dev\/merry-hexmas-blog-bandwagon-snow-misers-houseboat\/\">Snow Miser's Houseboat<\/a><\/td>\n    <td>This hex sounds like a good time to party it up. I love the usage of penguins and often enjoy a X-in-6 chance of something happening. A houseboat is a great break from more common Christmas themes too. Party with the Penguins when?<\/td>\n<\/tr>\n<tr>\n    <td>7<\/td>\n    <td>0505<\/td>\n    <td><a href=\"https:\/\/muto2525.substack.com\/p\/the-seven-levels-of-the-candy-cane\">The Seven Levels of the Candy Cane Forest<\/a><\/td>\n    <td>So much sweet (pun intended) gameable content in here. As a kid, I loved all the weird flavored candy canes, so this one is dear to my heart. I like the socio-economic considerations with it as well.<\/td>\n<\/tr>\n<tr>\n    <td>8<\/td>\n    <td>0506<\/td>\n    <td><a href=\"https:\/\/coppershaman.com\/merry-hexmas-babbling-baboon\/\">Babbling Baboon<\/a><\/td>\n    <td>There's a dungeon map! Another mecha, this time a baboon, and I'm into it. It feels absurd and demonic to me in a good way. Another socio-economic commentary. This one seems all about the cost of toys and supporting the local arts!<\/td>\n<\/tr>\n<tr>\n    <td>9<\/td>\n    <td>0602<\/td>\n    <td><a href=\"https:\/\/ponderthegoose.blogspot.com\/2025\/12\/merry-hexmas-sadtown.html\">Sadtown<\/a><\/td>\n    <td>My favorite part of this hex are the list of NPCs that are in Miser's court, and all of them hail from other hexes on the map. I love the collaboration! Also lots of great details on locations in this.<\/td>\n<\/tr>\n<tr>\n    <td>10<\/td>\n    <td>0603<\/td>\n    <td><a href=\"https:\/\/magnoliakeep.blogspot.com\/2025\/11\/blog-bandwagon-orcish-toy-factory.html\">The Orcish Factory<\/a><\/td>\n    <td>The firsty entry to the bandwagon, I believe, and part of what set our orientation of the hexmap! Caves of Co-Op is a great name and my favorite area of this hex. This is where I'd be, haha.<\/td>\n<\/tr>\n<tr>\n    <td>11<\/td>\n    <td>0604<\/td>\n    <td><a href=\"https:\/\/meadowofthewitch-hares.blogspot.com\/2025\/11\/the-chapel-of-green-hexmas-blogwagon.html\">The Chapel of the Green<\/a><\/td>\n    <td>My favorite piece here is the Cephalophore Class. What a great cleric variant that hits the vibes of this Hexmas perfectly.<\/td>\n<\/tr>\n<tr>\n    <td>12<\/td>\n    <td>0605<\/td>\n    <td><a href=\"https:\/\/muto2525.substack.com\/p\/the-seven-levels-of-the-candy-cane\">Swirly Twirly Sea<\/a><\/td>\n    <td>Tacked on at the creation of the 7 Levels of the Candy Cane Forest, this one is still unwritten about it. Mayhap you, fine reader, will take up the pen and tell us about this place?<\/td>\n<\/tr>\n<tr>\n    <td>13<\/td>\n    <td>0703<\/td>\n    <td><a href=\"https:\/\/errantthinking.com\/sleeping-slopes\/\">The Sleeping Slopes<\/a><\/td>\n    <td>Love the volcano in this one, and it gives me vibes for a fun volcano dungeon crawl. As someone who also included a volcano, this is my favorite part of this hex!<\/td>\n<\/tr>\n<tr>\n    <td>14<\/td>\n    <td>0704<\/td>\n    <td><a href=\"https:\/\/errantthinking.com\/vorpal-vale\/\">The Vorpal Vale<\/a><\/td>\n    <td>The alliteration in this name feels so good to say out loud. The curse and its mechanics are a super fun way to dump all kinds of lore and references of which my favorite entry is Ruprecht Belznickle, the redcap.<\/td>\n<\/tr>\n<tr>\n    <td>15<\/td>\n    <td>0705<\/td>\n    <td><a href=\"https:\/\/errantthinking.com\/rime-ridge\/\">The Rime Ridge<\/a><\/td>\n    <td>I enjoy how much the weather impacts travel here, especially the fog rolling into he vale given what's going on. Yay weather!<\/td>\n<\/tr>\n<tr>\n    <td>16<\/td>\n    <td>0803<\/td>\n    <td><a href=\"https:\/\/errantthinking.com\/powder-plains\/\">The Powder Plains<\/a><\/td>\n    <td>I appreciate the name January Junction and like the small town that it is. I'm also a big sucker for cults so haha.<\/td>\n<\/tr>\n<tr>\n    <td>17<\/td>\n    <td>0804<\/td>\n    <td><a href=\"https:\/\/tree-climber.blogspot.com\/2025\/12\/merry-hexmas-autumn-valley.html\">The Autumn Valley<\/a><\/td>\n    <td>This hex has trains and an autumn council that I love. Long live public transportation! The flavor in this hex is fabulous.<\/td>\n<\/tr>\n<tr>\n    <td>18<\/td>\n    <td>N\/A<\/td>\n    <td><a href=\"https:\/\/komodogames.substack.com\/p\/merry-hexmas-the-island-of-misfit\">The Island of Misfit Toys<\/a><\/td>\n    <td>This is another one that gives heavy dungeon vibes, and I like how King Moonracer as a character. Misfit constructs gives a perfect blend of tabletop and Christmas.<\/td>\n<\/tr>\n<tr>\n    <td>19<\/td>\n    <td>N\/A<\/td>\n    <td><a href=\"https:\/\/diekugames.com\/merry-hexmas\/\">King Kringle<\/a><\/td>\n    <td>An entire adventure rather than a blog-filled hex! I appreciate that it's freely available and find the art to be super inviting. The doomstack mechanic is neat and interesting. I'm keen to try it!<\/td>\n<\/tr><\/table>\n<h2>Final Notes<\/h2>\n<p>I appreciate that with each hex entry we get, there's more collaborative overlap in the encounters and what kind of people players might find. This has been one of my favorite blog bandwagons, and I think the one I've put the most work into so far, haha.<\/p>\n<p>In doing the stocking stuffers, it seems Snow Miser is our most referenced character\/production of the Rankin\/Bass productions.<\/p>\n<p>If I'm missing your entry, please reach out, and please feel free to use the Hexmaps map as well. Ping me @Bakenshake on BlueSky or Discord if you do.<\/p>\n<p>Enjoy!<\/p>\n"},{"title":"Terrain Affinity - A Hexcrawl Tool","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/terrain-affinity\/"}},"updated":"2025-12-13T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/terrain-affinity\/","content":"<p>A few years ago, my first sandbox campaign used the <a href=\"https:\/\/www.flatlandgames.com\/btw\/\">Beyond the Wall (BtW)<\/a> system, and it was also an excuse to buy <a href=\"https:\/\/www.hexographer.com\">Hexographer<\/a> to create my own hexcrawl. I had no idea what I was doing, so I often referred to <a href=\"https:\/\/www.prismaticwasteland.com\/blog\/hexcrawl-checklist-part-one\">Prismatic Wasteland's Hexcrawl Checklist<\/a>, a post that's fast become a classic reference. I also owned tons of adventures, dungeons, and settings that I wanted to drop into the world. BtW felt like a great system for achieving that, and the village creation gave a natural starting hex. My group created Idaho, a lovely little village with some secrets in the dark arts. After a handful of sessions, these are the things they heard about the world.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/player-facing-map.PNG\" alt=\"Player facing map of BtW Campaign\"><\/p>\n<p>Some of you might immediately recognize a few locations listed by name, but if you don't, I stocked the following adventures\/settings (check them out):<\/p>\n<ul>\n<li><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/409280\/falkrest-abbey\">Falkrest Abbey<\/a> by <a href=\"https:\/\/axianspice.blogspot.com\">Axian Spice<\/a><\/li>\n<li><a href=\"https:\/\/weirdwonder.itch.io\/tannic\">Tannic<\/a> by <a href=\"https:\/\/weirdwonder.bearblog.dev\/\">Amanda P.<\/a><\/li>\n<li><a href=\"https:\/\/killjestergames.itch.io\/tomb-robbers-of-the-crystal-frontier\">Tomb Robbers of the Crystal Frontier<\/a> by <a href=\"https:\/\/alldeadgenerations.blogspot.com\">Gus L.<\/a><\/li>\n<li><a href=\"https:\/\/brad-kerr.itch.io\/hideous-daylight\">Hideous Daylight<\/a> by <a href=\"https:\/\/bradkerr.net\">Brad Kerr<\/a><\/li>\n<li><a href=\"https:\/\/basicfantasy.org\/downloads.html#kh1\">The Blackapple Brugh<\/a> by Kyle Hettinger<\/li>\n<li><a href=\"https:\/\/eldritch-fields.itch.io\/bloodsoaked-gem-caverns\">Bloodsoaked Gem Caverns<\/a> by <a href=\"https:\/\/eldritchfields.blogspot.com\">Tam\u00e1s Kisbali<\/a><\/li>\n<\/ul>\n<p>For travel between hexes, I used a mixture of <a href=\"https:\/\/www.dolmenwood.necroticgnome.com\/rules\/doku.php?id=camping\">Dolmenwood's camping rules<\/a> and the <a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/124392\/d30-sandbox-companion\">d30 Sandbox Companion<\/a>.<\/p>\n<p>It's funny to look back at these, because now I know quite a few of these folks! When I was starting out, I thought, &quot;These are the cool folks making cool things and I want to include them&quot; I mean, I still think that, but I never imagined I'd get to <a href=\"https:\/\/weirdwonder.bearblog.dev\/pax-unplugged-2025-new\/\">playtest Amanda P.'s new adventure at PAX Unplugged<\/a>. Community is a delightful and fragile thing that we must work hard to take good care of. Back to hexcrawls!!<\/p>\n<p>Here is the GM view of the same map with the listed out modules\/settings named.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/gm-facing-map.PNG\" alt=\"GM facing map\"><\/p>\n<p>Did we get to even a fraction of all this? Nope - the campaign subsequently blew up after 6-7 sessions, haha. I still have my map, and I earned valuable GM experience when it comes to sandbox play. It also gave birth to the idea of <strong>Terrain Affinity<\/strong> that would serve well in any given hexcrawl.<\/p>\n<h2>What is Terrain Affinity?<\/h2>\n<p>Parties often go through the same hex multiple times, and while many tools exist to create encounters and the like, I wanted a quick tool to reward players passing through the same clearing 10 times. To do this, I had a list of the hexes with pips underneath the hex name. Each time the party entered the hex, I filled in a pip. Once they hit X amount of pips, a secret is revealed.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/terrain-affinity-example.PNG\" alt=\"Hexes with pips\"><\/p>\n<p>In the image, the party has traveled through this Basic Hex twice, but on the fourth time they pass through it (past the pipe symbol that indicates triggering something), a new location is revealed. This could be the following:<\/p>\n<ul>\n<li>Landmark that's commonly known to locales but not on any maps<\/li>\n<li>A small set of ruins that's often missed due to the overgrowth<\/li>\n<li>New NPCs could have moved into the area and\/or reveal themselves after watching the party come through enough times<\/li>\n<\/ul>\n<p>While this isn't an exhaustive list, it's an easy way to drop additional, fun moments into a hexcrawl without stocking the map with events that are far away from each other. If factions and NPCs change over time, why can't knowledge of the land change as well?<\/p>\n<p>Let me know your thoughts over on BlueSky @Bakenshake.<\/p>\n"},{"title":"Mothership - ABYSS \/\/ EXE","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/mosh-the-abyss\/"}},"updated":"2025-12-12T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/mosh-the-abyss\/","content":"<p>Been a minute since I got to be a player, but I'm back with <em>more<\/em> Mothership. This is fast becoming one of my favorite systems to run and play in.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>December 12, 2025<\/td>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/ok-robot.itch.io\/abyssexe\">ABYSS \/\/ EXE<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.tuesdayknightgames.com\/pages\/mothership-rpg\">Mothership<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Lyndsey<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>3<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Becky - Teamster)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Sent to a deep-sea lab for data extraction<\/li>\n<li>Found puddles of water in said deep-sea lab<\/li>\n<li>Crew became weird TV static nonsense<\/li>\n<li>Saw the abyss and the abyss looked back<\/li>\n<li>LEFT IMMEDIATELY<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>I love the Mothership system. Ever since Over\/Under ended, I\u2019ve been running and playing it a bunch! My deluxe box set had been sitting on my bookshelf too long untouched and now its gotten more use than ever. The extra box I purchased as an add-on to fill with modules is fast becoming full.<\/p>\n<h2>The Party<\/h2>\n<ul>\n<li>Aaron - Verlin (Marine)<\/li>\n<li>Pat - Niles (Teamster)<\/li>\n<li>Kati (Me) - Becky (Teamster)<\/li>\n<\/ul>\n<p>Both Aaron and Pat brought characters from a session of Mothership that I had run earlier (Year of the Rat) this month. I was the only stress-free character, Becky, a perky teamster that served as the Union Rep.<\/p>\n<h2>The Brief<\/h2>\n<p>Deep sea lab in a trench with lots of classified information. It\u2019s been a long-term isolation for its current project. We\u2019ve worked for the company in a variety of ways. Verlin and Niles are contractors, while Becky is a salaried employee. The lab has gone silent, and we\u2019ve been sent to retrieve the data\/salvage from the lab. They don\u2019t seem to care about the crew and have specifically told us it is not a rescue mission\u2026<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/abyss-exe-map.PNG\" alt=\"Map of the deep-sea lab\"><\/p>\n<p>We dock with no issues and find water in the docking bay and airlock. The air lock was mechanically damaged, but we made it through fine thanks to the union folk using their mechanical repair.<\/p>\n<p>The Central HUB has overturned furniture; the crew quarters are barricaded with a bookshelf. We found a maintenance hatch next to some lockers that require biometrics.<\/p>\n<p>Half eaten black, pulsating and moldy food in the mess hall, and there\u2019s an emergency med kit with 1 used use in it. Nutrient injectors that look like guns. We all take one.<\/p>\n<p>Shattered beakers and a free standing 10-gallon fish tank sit on the back wall of the Research Lab. It looks like it is filled with television static. We hear a slight hum in the background. There are terminals in the room with video logs and under a microscope, I see only ones and zeros. There\u2019s a body on the floor in a lab coat, face down. Verlin lightly kicks the body, revolver out. A loud static rings into the room, and the body is void of all pigments, sickly and translucent. The air hums with static. Its jaw unhinges and approaches us, humming. TV static tendrils whip out of its open maw.<\/p>\n<p>I crack a cold one and chuck it at the thing. Water doesn\u2019t seem to bother it. Verlin panics from our inability to attack it effectively, and we\u2019re stressin\u2019 hard about this whole situation. It screeches a song to Niles and me. That static seems to be influencing us, but after killing this lab employee, it starts to subside. We spray a nutrient injector in the fish tank, and it seems a little calmer. Is it consuming organic matter and converting it to TV static??<\/p>\n<p>Niles saw off the hand of this employee. We plan to use it for the hatch that requires biometrics. Verlin finds a cryo syringe, and we head to the server room.<\/p>\n<p>The servers seem to be dying and are breathing warmth into the room. Niles reads the logs, and it appears the AI allowed an infection to set in. The AI is not housed on any of the servers here. We take all the data from the servers. Becky frantically unplugs the servers, and it seems to put pressure on the hull of the deep-sea lab as it groans.<\/p>\n<p>We take the hand to the hatch, and it takes us to the Overlook. Looking out from the Overlook into the deepest part of the trench where it feels like it is sentient and looks back at us. Something about a trench mother??? A convergence??<\/p>\n<p>WE LEAVE LIKE BATS OUTTA HELL. Shockingly, no one dies, and we're able to evacuate before<\/p>\n<h2>The Takeaways<\/h2>\n<p>As I've said, I always enjoy running or playing Mothership. This session was my friend, Lyndsey's, first time running Mothership. She did a fantastic job. Perhaps more skill checks to induce extra stress, but it was still fun. Also one of our players had a tight 90 minute window to play, and we did all that in the alotted time, taking a &quot;snap decision-making&quot; approach. Impressive to do that and still have suspense with a system you're unfamiliar with in such a short amount of time.<\/p>\n"},{"title":"PbtA is Bad for new GMs","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/pbta-bad-for-new-gms\/"}},"updated":"2025-12-03T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/pbta-bad-for-new-gms\/","content":"<p>When people ask for a good system change - from say something like 5e - that's easy to handle, I used to always recommend PbtA. Now, I don't, and it isn't because PbtA is bad. It's because you need an experienced GM to properly pilot the system.<\/p>\n<p>Powered by the Apocalypse (PbtA) is a framework designed by Meguey and Vincent Baker for Apocalypse World. In fact, <a href=\"https:\/\/www.kickstarter.com\/projects\/lumpleygames\/apocalypse-world-burned-over\">they're running a Kickstarter for its third edition<\/a>. Go check it out!\nThe way PbtA works is players pick a Playbook that has a set of actions, called Moves, that are custom to that Playbook. There are also specific progressions notes for each Playbook. Everything a player does is a Move, and the same is true for the GM, having their own sheet of GM Moves.<\/p>\n<p>The Playbooks provide players everything they need, and GMs can focus on narratively storytelling. At least, that's the pitch I got for it. Here's what happened instead.<\/p>\n<h2>You get a Playbook, and you get a Playbook!<\/h2>\n<p>In PbtA, character sheets are a compact trifold with all the progression for a player cleanly laid out in advance. I didn't have to look up anything for when they leveled up, and leveling up happened at different moments for the party based on their rolls and how they narratively played. This is good stuff, and I love it to this day.<\/p>\n<p>Where the character sheets become difficult is when each playbook has their own series of moves that give them special actions. In theory, this is fun and makes playbooks unique. As a GM, this is a nightmare, especially if your players are new to the system. Rather than the GM having the opportunity to look up an action and make a ruling in the moment (or in advance during prep), the narrative is stalled as the party resolves how an ability happens. To me, this means the GM must have mastery of the Playbooks for them to be viable at the table. Okay, that's a lot. It means there aren't that many playbooks, right? Wrong! There are dozens of playbooks, and custom made ones pop-up as soon as someone types the letters PbtA for any PbtA inspired system. Just writing this has spawned a dozen playbooks into existence.<\/p>\n<p>In a big picture sense, this is a boon to the PbtA community, because it gives agency to GMs and players to create the kind of setting and characters they want ala Blades in the Dark. Yet, this is only really viable if your GM is comfortable with quick rulings when players are constantly saying, &quot;I have this ability here. Can I use it?&quot; What started as a compact trifold has turned into a bunch of 1-2 page reference sheets that everyone needs to constantly read until wrot memorization takes place.<\/p>\n<h2>To GM Move or not to GM Move...<\/h2>\n<p>This is assuming the players are active participants. If they're new to PbtA altogether, then you might end up in a situation like I did where players didn't read their playbook beyond their 3 stats and treated the playbook as either a no clas character or tried to wedge 5e stat checks into it. When I was a newer GM, I didn't push back and let players do what they wanted. This led to me not using the GM moves that are provided at all. One because the list was exhaustingly long and felt like it slowed down play from me wanting to check, &quot;Is this a move? Do I do it here?&quot; when really it's just general GM pacing and set dressing. It feels like a GM being turned into bubble boy rather than given guard rails. This might be bias as a more experienced GM now, though, so take that as you will.<\/p>\n<p>As a more experienced GM, I sometimes reference the GM rules but not really. I have a better handle on pacing and when to raise stakes or push players, so I don't feel the need for them. Rather, I have a way better grasp on the Player moves and when to ask for them if a player is new or maybe forgets to apply them but wants to.<\/p>\n<p>Because see, the Playbook is just the character sheet and the players also have a list of Moves they have to track that tie to a stat where they maybe could have used a Playbook ability to a much higher degree of success...At least the dice rolling is always 2d6...<\/p>\n<h2>Conclusion<\/h2>\n<p>Now when a more experienced GM is at the helm with players actively reading their playbook in advance, the session is wildly different. For example, listening to <a href=\"https:\/\/bsky.app\/profile\/monsterhourpod.bsky.social\">Monster Hour<\/a> where one season they played Absurdia, a PbtA inspired system, the fluidity of play is wonderful. Of course this is with editing and polish so it isn't an ideal example, but it's one of many things that got me thinking about this. I thought to myself how I have never run such a fluid PbtA game except maybe Brindlewood Bay and I only ran it like a month ago for my book club. So again, an experienced GM is almost needed to best utilize the mechanics of a PbtA system. This isn't even taking into account any special mechanics that are on top of PbtA-adjacent games where there's faction involvement, special moves for the party, etc.<\/p>\n<p>Nowadays, I recommend anything that's considered &quot;rules lite&quot; but even this is a can of worms and doesn't accurately capture a system in any way, shape, or form other than it being &quot;different&quot; as so aptly pointed out <a href=\"https:\/\/bsky.app\/profile\/jazzelves.bsky.social\/post\/3m6yygmcglc25\">here<\/a>. Honestly rather than system, I ask about setting, because that dictates the kind of system you want way more. Is it dystopian? Is it cozy? Is it futuristic? Medieval? What are the vibes you want at the table and then let's talk about a system, or set of mechanics, you might enjoy.<\/p>\n"},{"title":"Orbital Megastructure - Playtest","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/orbital-megastructure\/"}},"updated":"2025-11-27T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/orbital-megastructure\/","content":"<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>August 16, 2025<\/td>\n<\/tr>\n<tr>\n    <td>Playtest<\/td>\n    <td>Infected Settlement in Sector 6 \u2013 Exiled Seers<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>Orbital Megastructure<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Evlyn Moreau<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Jules \u2013 Human Variant of Killvek Clan)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Saw some creepy cyborgs?<\/li>\n<li>Travelled to a node and scavenged<\/li>\n<li>Old contact visited our camp<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Orbital Megastructure (OB) is a system in the works by <a href=\"https:\/\/evlyn.itch.io\">Evlyn Moreau<\/a>, known for a variety of illsutrative work in the RPG scene. I most recently picked up <a href=\"https:\/\/evlyn.itch.io\/a-feast-for-a-sphinx\">A Feast for a Sphinx<\/a> at Pax Unplugged this past weekend where Evlyn did the illustrations. Can't wait to get it to my table but back to OB!<\/p>\n<p>In this system, there are many components of it I thoroughly enjoyed. From the usage die to the map creation, it is full of delightful subsystems that I want to see more of in game design. I wasn't able to playtest every sub-system as the session type we did was a Settlement-based one rather than a Nomadic one and even within the session type, we did not cover all the procedures in the one session. I'll cover what I can!<\/p>\n<p>First, all equipment is tied to a usage die. Each use has the risk of the item stepping down a die (only on a 1 or 2) until it breaks. There's inherent risk to using items, but even if it steps down, you still get the benefit which is nice.<\/p>\n<p>Even the marching order for a party's travel is interesting. Each player is marked as either the HEAD, EYES, BODY, or TAIL of the party. This gives each member in marching order an area of focus in regards to travel. For example, the HEAD is for pathfinding, while the EYES are for scouting. To me, this makes a marching order more interesting and party involved rather than leaving it to the best party member involved.<\/p>\n<p>Another neat subsystem that I enjoyed was node creation. Traveling is a pointcrawl, and when you come to a new node, each person draws a line to generate the node. You can see the one we created below in The Brief. I loved this idea of the interior of the nodes not being designed in advance.<\/p>\n<p>The camping and downtime system reminded me a lot of Dolmenwood and in a good way. Camping provides the narrative opportunity for the party to bond or continue conversations which don't relate to pure survival, so it's a nice break in the vibe<\/p>\n<p>You can tell how in love with Orbital Megastructure I am, and I hope to be part of future playtests. Huge thanks to Evlyn again for its creation and organizing playtests for it.<\/p>\n<p>p.s. I'm happy to run a session of it at any time, Evlyn. &lt;3<\/p>\n<h2>The Party<\/h2>\n<ul>\n<li>Jules (she\/they)<\/li>\n<li>Nerith (she\/they)<\/li>\n<li>Ento (he\/they)<\/li>\n<li>Jordi (he\/they)<\/li>\n<\/ul>\n<p>I somehow managed to fit my character on an index card. Although it isn't the best organized, I enjoyed the challenged of managing everything in such a compact way. I felt it fit the theme and vibe of OB well.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ob-char-1.jpg\" alt=\"Character Sheet, Front\"><\/p>\n<h2>The Brief<\/h2>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ob-first-node.PNG\" alt=\"Starting Node, our Settlement\"><\/p><p style=\"text-align: center;\"><em>The starting node for the party's settlement.<\/em><\/p><p><\/p>\n<p>As we leave the Settlement, Ento sees a body wearing Kevlar drag a corpse to throw onto another one. We see a tendril from a corpse. Whatever it is, it notices us. Their cybernetic eyes swivel and focus on us. Ento waves at them, hoping for a peaceful response. They continue their way, ignoring us. Once they leave through a side tunnel, we inspect the corpses. The two corpses have gunshot wounds riddled through them. Jordi examines the body and believes they are scouts with weathered boots and bags. Were they trying to reach our settlement? They had a data pad on them that indicates they came from the Agora. We loot their bodies and notice their weapon holsters are missing. The cyborg probably took them. Jordi hacked a personalized data pad and ended up talking to a ghost. We decided not to follow the cyborg and continue our journey.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ob-drawing-a-node.PNG\" alt=\"Healthcare Node Creation\"><\/p><p style=\"text-align: center;\"><em>The Healthcare node as generated by the party with a numbered area.<\/em><\/p><p><\/p>\n<p>We make it to the Healthcare node and being so tired, we decide to survey the Healthcare node and scavenge for anything useful before continuing. I found a battleground in the Security sector where there was a fight between cyborgs and people who had the nanoplague. We found a landmark and some other useful items. Someone found a Personal Data Log from Vina of Clan Morovo. We opt to make camp in this node and then continue tomorrow. Nerith keeps watch, while the rest of us make chit chat or maintain our equipment.<\/p>\n<p>Throughout the night, someone approaches our camp. It\u2019s an older woman with a feminine voice that seems to recognize Nerith. Some sort of old contact. They converse, and we pack up camp ready to climb north towards Agora.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>No prep, very procedure-based<\/li>\n<li>Good use of usage die for both environment and items, especially since scavenging and using equipment is a big part of playing your character<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Want to see more from clans<\/li>\n<li>Procedures seem GM-heavy and requires knowing how to pilot it (can become a pro once you\u2019re familiar with it all)<\/li>\n<\/ul>\n"},{"title":"Mythic Bastionland - Fosk","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/realm-of-fosk\/"}},"updated":"2025-11-19T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/realm-of-fosk\/","content":"<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>September 9, 2025<\/td>\n<\/tr>\n<tr>\n    <td>Open Table<\/td>\n    <td>Realm of Fosk<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>Mythic Bastionland<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Olobosk<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Viv - The Mirror Knight)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Travelled to a bridge that was covered in overgrowth<\/li>\n<li>Met a lady from the pond (quite the seducer)<\/li>\n<li>Went looking for a Seer to help us<\/li>\n<li>Cleared the bridge and restored it<\/li>\n<li>Attacked by murderous crabs near the Castle<\/li>\n<li>Lost Sir Waltheof to Crabs<\/li>\n<\/ul>\n<h2>The Party<\/h2>\n<ul>\n<li>Lady Viv, The Mirror Knight<\/li>\n<li>Lady Amara, The Barbed Knight<\/li>\n<li>Sir Waltheof, The Hooded Knight<\/li>\n<\/ul>\n<h2>The Brief<\/h2>\n<h4>Day 1<\/h4>\n<p>We ran into a woman, a Vassal perhaps, named Sevil Cran. She told us rumors of a storm brewing that would overtake the realm. We dismissed it beyond our abilities and asked about other things we could accomplish. She mentioned a bridge South of Fosk that was in disuse and needed repair. Sevil hopes if it\u2019s repaired, it can be used as an evacuation route when the storm hits. She also said there was a Seer south in the Singing Trees, near the city of Sargos.<\/p>\n<p>Thus, we set out for the bridge. It smelled floral sweet with undertones of old vegetation. The surface was covered as if it were a rug. Roots hung off the bridge from trees that reached into the deep water below. As we stepped forward, the smell changed. Viv noticed golden specks in the air, probably impacting our ability. We left and sought out some peasants along the river to gather more information. They told us where to find the Singing Trees as we think the Seer will tell us the weakness of this bridge Myth.<\/p>\n<p>As we galloped to the area, we came across a pond with a man asleep who was fishing. He advised us to heed her words and warns us of how dangerous the area is. He told us of a woman to that he desires who cannot be trusted. He says she betrayed him. He said they would meet near ponds or bodies of water. The man has clearly lost his mind. Was he speaking of a Jenny Greenteeth or a fish?<\/p>\n<p>Evening now and so we made camp with the fisherman. During Viv\u2019s watch, a lady with a sword came out of the pond. She did not appear hostile towards us. In fact, she assumed we were friends although her words gave a threatening undertone. She focused on Viv who invited her to sit by the fire. This woman showered her with compliments and tried to woo Viv and learn more about her. As the sun rises, she scampered off back into the pond which woke the fisherman.<\/p>\n<h4>Day 2<\/h4>\n<p>Although Viv didn\u2019t get a good night\u2019s sleep, the rest of our party did. Amara performed the Red Hunt on the fisherman to track his location in case he became a danger to us. Then, we began our search for the Singing Trees.<\/p>\n<p>The land was quite flat as it leads to the dry desert to the South. Many curtains of trees made it difficult to find our way. Eventually, we heard on the wind a tuneful whistling that started to get louder. Drawing nearer, the tune became more complex and changed octaves. This led us to a glade with a mud hut in the center. Smoke puffed out the hut, and the door was covered in a thick matte of leaves and ivy.<\/p>\n<p>The door to the hut opens before we even knock. She was expecting us and invited us in. We saw a reflection of the woman\u2019s face as she passed a series of mirrors. She told us of a coming storm in her visions just as Sevil Cran said. The bridge is not a Myth, we\u2019re told, but rather it\u2019s something that has moved into the realm. She gave us soaked rags to cover our face and protect us from the pollen near the bridge.<\/p>\n<p>With guidance, we gallop back to the bridge. On our way, we were struck with a vision of the city, perhaps? It was gone as quickly as it came. Then, we were on the other side of the bridge. We donned our soaked rags and began cutting our way through. Our minds remained clear as we cut. The vines whipped around us and tried to ensnare us. They\u2019re covered in small pink flowers that spurt pollen.<\/p>\n<p>We attacked and hacked for what felt like hours. Eventually, the bridge felt as if it loosened up, and the sound of wood creaking back was the sound of victory. Upon our return to Fosk, we saw a flock of sheep being chased by dog-sized crab creatures that rose up from the waters and crossed the beach. Unfortunately, after slaying 3 crabs, Sir Waltheof succumbed to his wounds.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Character Creation is fun, though limited<\/li>\n<li>Combat is much more collaborative and team focused<\/li>\n<li>Using the map and travelling to locations is fun<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Couldn't find any but need to play more to see if I find the Knight archetype too limiting. Currently unsure!<\/li>\n<\/ul>\n"},{"title":"I've Lied on Dice Rolls","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/lied-dice-rolls\/"}},"updated":"2025-11-16T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/lied-dice-rolls\/","content":"<p>Lying on a dice roll is often remarked as a horrible behavior to do. I've always laughed and agreed with statements like, &quot;Yeah how much of a loser do you have to be to cheat in a RPG?&quot; Turns out, I have been that loser. I would argue that it's way more common than people think and comes from a variety of places.<\/p>\n<h2>Lying as a Player<\/h2>\n<p>For me, the impetus for lying about a dice roll was not only to do what I want. Rather, it came from a drive to be useful, to have a proud moment, or to be worth something in the party. For a long time, I lacked a community, and I wanted to prove that I deserved to be in this space as a player and creator. Why did my brain think, &quot;Yes if we lie on this damage roll, we will be valued as a contributing member!&quot;<\/p>\n<p>Although the lying on rolls wasn't always tied to success. Sometimes I would lie when I thought the story would be more interesting if I failed or wanted to give another character the opportunity to do something interesting. This lie felt justified in that was I had the grace to step aside and let someone else take the limelight. How gracious of me to be intentionally useless in my party!<\/p>\n<h2>Lying as a GM<\/h2>\n<p>I've also lied about dice rolls as a GM, not just a player. If I know a player is already struggling, do I really need to kill their character too? At my table, it's important to consider the emotional regulation and social implications of your rolls. We all love chance and the risk of success, but sometimes in a session, we just need to make it to the next hook, the next room, etc.<\/p>\n<p>I don't lie about dice rolls anymore, and I stopped partly from the guilt I felt around what people would say about it and partly because I don't need to chase the feeling of being useful at a table. I already know I am and can create interesting narrative outcomes for myself regardless of any roll. I trust my ability to be a storyteller and play with people who value me just as much as I value myself.<\/p>\n<p>Have you lied about dice rolls? If so, when and in what context?<\/p>\n"},{"title":"The Grift of Grash - Over\/Under","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/over-under-part-2\/"}},"updated":"2025-11-11T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/over-under-part-2\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ou-logo.png\" alt=\"The Over\/Under Logo created by Sam Sorensen.\"><\/p><p style=\"text-align: center;\"><em>The logo for Over\/Under, created by Sam Sorensen.<\/em><\/p><p><\/p>\n<p>This post is part of a series.<\/p>\n<ol>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-1\/\">Resources as Players - Over\/Under<\/a><\/li>\n<li>You are Here.<\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/\">Doing OT in OU - A Deep Dive into Over\/Under<\/a><\/li>\n<\/ol>\n<p>Today over\/under ends, and...I can't begin to explain the mixed emotions about it. The first is relief, because if you've been playing to stay up to date like I have, then you know it's exhausting and intense and overwhelming all the time.<\/p>\n<p>I wanna talk today about Jules, my character, on the Dream, and how she ended up CEO of a bank and embezzling most, if not all, the Public Works Funding into horse cocaine therapy.<\/p>\n<h2>Week 1<\/h2>\n<p>Jules came to Dream for work like many other denizens. They joined the Union for simple pay to cover the O2 tax. An android, she quickly joined the Android Rights Alliance and created their scrappy membership cards. One single question changed her life forever and it wasn't even hers to ask.<\/p>\n<p>One of the shopkeepers had asked about covertly supporting androids and the ARA in general. Jules asked for the shopkeeper in the ARA about covert support. This flagged her to be recruited by Bratva by DOC. Obviously, she joined.<\/p>\n<p>The eagerness that Jules (and myself) have for Bratva puts Jules into overdrive to the point where they're recruited for recruiting. A small group of us are either scouts (Jules' job) or recruiters (My ride or die Stevie's job). Scouts find potential recruits, mark down how they've behaved on station so far, what they have an interest in, and then pass their info onto the recruiter to ideally bring them into Bratva. Jules was a good scout and earned extra pay and information for it.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/da-banner.png\" alt=\"The Dream Atlas Banner\"><\/p><p style=\"text-align: center;\"><em>The logo for the Dream Atlas.<\/em><\/p><p><\/p>\n<p>All the while, she's running the Dream Atlas, an info hub where people can pay to list their businesses\/events for a price. It was meant to serve a one-stop shop for ongoings in the blocks nad market channels as the thread quickly became overwhelming as hell.<\/p>\n<h2>Week 2<\/h2>\n<p>Recruiting at this point is dying down. Not many new folk are joining, and Operation Total Bratva is in full swing. Without a recruiting job, Jules looks for other things to work her mind. She finds the Code Breakers Club and while mostly lurking, tries to do some of the ciphers herself.<\/p>\n<p>Jules continues in this way until the Choke Incursion where all hell broke loose. Personally, I hit a lot of bleed and burnout here and pulled back on participating. I was very close to quitting, but Grash Uppem pulled me and Jules back in.<\/p>\n<p>Jules joined the green thumbs crew, using the garden store as a front for Bratva activities. New life is brought to both me and Jules. We have a purpose, and we're doing shady things!! However, this was short lived as Grash turned his attention to running Gold &amp; Grash, a bank that planned to use the set token mining minigame for loot boxes. It really should have been called Uppem 'n Gold, but what does Jules know about marketing?<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ID_Jules2.png\" alt=\"Jules' ID Card for Grash&amp;Gold\"><\/p><p style=\"text-align: center;\"><em>Julses' ID Card for Gold &amp; Grash as created by Abigail L'mantra.<\/em><\/p><p><\/p>\n<p>Everyone thinks the bank is a scheme and a grift by Grash, because Grash has been grifting people for days now with shenanigans.<\/p>\n<p>At the same time as Jules is brought into the bank business, Stevie Hexagons has convinced Jules to go into advertising and thus the Dream Atlas Ads begins.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/atlas-ads-issue-2.png\" alt=\"Atlas Ads Issue 2\"><\/p><p style=\"text-align: center;\"><em>Issue 2 of the Atlas Ads which I failed to maintain after 4 issues.<\/em><\/p><p><\/p>\n<h2>Week 3<\/h2>\n<p>Jasmine Gold, the other co-owner of the bank, is kicked from the Union (as is Jules), and she leaves the Dream for good. Jules is the one to pick up all the pieces of Gold &amp; Grash, rebranding it to Prospero's Trust. Jules becomes CEO, holding votes for the remaining board members.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/Prosperos_Trust_Logo.png\" alt=\"The new bank logo for Prospero's Trust\"><\/p><p style=\"text-align: center;\"><em>The new logo for Prospero's Trust as created by Abigail L'mantra.<\/em><\/p><p><\/p>\n<p>At the same time, the Obshchak is hearing proposals for Public Works funding, and she tells Jules that the bank needs to work and be legitimate, so Jules makes it happen. They apply, secure funding, and also the Obshchak appoints Jules to disperse the daily funding for all the Public Works projects which accounts to 700kcr (700,000 credits) a day!<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/Prosperos_Trust_ID_cards5.png\" alt=\"Jules' ID Card for Prospero's Trust\"><\/p><p style=\"text-align: center;\"><em>Jules' ID card for Prospero's Trust. Once again created by the chracter Abigail L'mantra.<\/em><\/p><p><\/p>\n<p>The first few days Jules is a rule follower and working very, very hard to gain the trust of the Dream. The bank <em>is<\/em> legitimate, and the interest rate stated is guaranteed (5% most of the time it was opened for the rebrand).<\/p>\n<h2>Week 4<\/h2>\n<p>Then, Jules considers what if she did scrape a few thousand here and there? The first day she does it, she only takes a super small amount, but anyone keeping a spreadsheet should have immedaitely clocked the difference. Yet, no one says a word to her.<\/p>\n<p>The next day, she's feeling more confident, and time is running out. Maybe she can make Top Ten with this whole embezzlement scheme. The only thing holding her back is if Babushka (the Obshchak) would be pissed at her (probably), because she feels a deep desire for Babushka's approval and doing good work. Still, it doesn't stop her.<\/p>\n<p>She completely takes Mr. Moneybags's 200kcr deposit multiple days in a row and only gives 3\/4 of the amount for most projects. She tends to take less from the top of the smaller amount projects, especially ones like the emergency dispatch center who only got 5kcr\/day.<\/p>\n<p>So yeah, Jules embezzled millions of credits from the bank and public works to get on the Top Ten for a measly 4 days. I'm unsure if the stress of getting caught was worth it or not. Someone could have come into the bank and asked to withdraw all their funds, and I wouldn't have been able to do it the last couple of days. In fact, I specifically asked all my other tellers to close larger accounts, so I could hoard my wealth.<\/p>\n<p>Shoutout to Mr. Moneybags, &quot;Big&quot; Bill, and the Obshchak for all your credits. You made Jules' corrupt banker timeline come true.<\/p>\n<h2>Wrap-Up<\/h2>\n<p>Listen, I wanted to go out with a bang. I was either gonna get caught, caause a huge commotion, and maybe die (doubt it). Or, I was gonna spend a bunch of credits on cocaine and figuring out if Grash was ever truly alive or dead. Either way, it was a win-win for my character.<\/p>\n<p>Looking back, I should have charged more money and started earlier to get onto the Top Ten. I don't expect to win anything, but I had a hell of a time trying.<\/p>\n"},{"title":"Resources as Players - Over\/Under","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/over-under-part-1\/"}},"updated":"2025-10-27T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/over-under-part-1\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ou-logo.png\" alt=\"The Over\/Under Logo created by Sam Sorensen.\"><\/p><p style=\"text-align: center;\"><em>The logo for Over\/Under, created by Sam Sorensen.<\/em><\/p><p><\/p>\n<p>This quickly became part of a short series:<\/p>\n<ol start=\"2\">\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-part-2\/\">Over\/Under Part 2: The Gift of Grash<\/a><\/li>\n<li><a href=\"https:\/\/theplayreports.com\/posts\/over-under-deep-dive\/\">Doing OT in OU - A Deep Dive into Over\/Under<\/a><\/li>\n<\/ol>\n<p>I've been participating in the giant experiment that is <a href=\"https:\/\/samsorensen.blot.im\/mothership-month-2025-wargame-over\/under\">over\/under<\/a>, and I've had extreme highs and lows with it so far. If you aren't familiar with the rules, you can find them <a href=\"https:\/\/docs.google.com\/document\/d\/1390AEfO3BgSKRCapJLxcGIhJXpd1HWYQ-pOuHuhTZSk\/edit?tab=t.0#heading=h.cjgx5thzrri\">here<\/a>.<\/p>\n<p>This past weekend in O\/U, we saw wildly polished ARGs (Augemented Reality Games) that fooled the bosses and denizens around the station. It caused quite a bit of OOC (Out of Character) discussion but also made for some of the most compelling roleplay in the server. I don't want to dig into that here (see another post coming soon), but these events have made me consider player agency and its application in this wargame.<\/p>\n<p>The way O\/U is structued is all players (denizens) have the following actions:<\/p>\n<ol>\n<li>Join a faction<\/li>\n<li>Roleplay (business, personal, etc.)<\/li>\n<li>Trade Credits, Tokens, or Shares<\/li>\n<\/ol>\n<p>After this weekend, players felt the wargame element ceased, and all factions had entered into a peace treaty. This was not the case. Still, the idea of peace left many players feeling lost, myself included. The faction espionage intertwined with roleplay stagnated, to some degree, and players felt their sense of agency was gone even though nothing about it changed on a mechanical level.<\/p>\n<p>To be clear, O\/U has two Tiers of play simultaneously going. Tier 1 is the wargame with the bosses, and each faction trying to achieve its goal. Tier 2 are the denizens roleplaying, living their lives, forming connections, etc. Remmeber, each faction has its own goals. A way to help achieve those goals is when it has enough people (real life humans) to utilize their Class Actions. An active player on the server as a Teamster is a resource the Union Bosses can place on a Dock to earn resources and further their goals. The Tier 2 denizen player won't actively see this but loosely knows it's happening.<\/p>\n<p>When this is all put together, you get interesting things like resources (denizen players) having player agency (being real people and making their own decisions). Joining a faction is the singular most impactful way a player can shape the war game play. As a Teamster, I only see one side, but it's very difficult to leave once you join. I've heard from other players this is true across the board and reaffirms in my mind that choosing a faction is powerful.<\/p>\n<p>Recently, some Union members have become disgruntled for a variety of reasons and opted to leave (both in character and out I believe). Even though we don't see what that does behind the scenes, I imagine that greatly hurt the Union at a wargame level. This makes being a Boss extremely difficult. Not only are you playing a wargame with strategic goals in mind, you must lead your faction and provide direction. Otherwise, you lose your resources to be succuessful in the wargame at all. I can't think of many games where resources make independent decisions beyond how you utilize them, and that's what makes O\/U interesting. People can quit a faction or refuse to join one. They don't have to engage with that part of it at all if they don't want to, so factions have to make it enticing for them to join. Otherwise, why bother?<\/p>\n<p>Maybe this is just a love letter to the bosses, and\/or me desperately trying to peel back the curtain I can't find, haha. Either way, O\/U is giving me a lot to chew on as a designer, and I hope for any who have or are participating, they're taking care of themselves and enjoying it for what it is - A BIG OLE' EXPERIMENT.<\/p>\n"},{"title":"Bargaining Cognitive Dissonance to Enjoy Art","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/enjoying-art-morally\/"}},"updated":"2025-09-09T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/enjoying-art-morally\/","content":"<p>Got into a discussion about when you should link to relevant content in your blog, but not all the authors are cool, so should you? Maybe even some of them are problematic, and you no longer want to support them. What do you do?<\/p>\n<p>Well, I don't know, because this post isn't about that. We dove deeper into the topic, and it got me thinking...Is enjoying art a moral act? My question isn't to place judgement or responsibility on any one party but rather to explore the possibility of separating the art and artist. It's become a common phrase when we're met with bad actors in creative spaces. &quot;Separate the art from the artist&quot; they say, but I don't believe it's possible.<\/p>\n<p>For example, Holding the belief that Neil Gaiman is a terrible person but also holding the belief that the Sandman comics are amazing is challenging. It creates a cognitive dissonance that we rationalize and jutsify until we're comfortable. For example, &quot;I won't buy anything by Neil Gaiman again&quot;, but it's fine to read and enjoy the comics in the privacy of my home is a line most people draw to allow themselves to continue enjoying the art. They bargain with themselves to get out of the cognitive dissonance.<\/p>\n<p>I imagine most people fall into this category, and this is where I want to pivot to focus on ttrpgs, their creators, and how we as consumers enjoy them.<\/p>\n<h2>Enjoying TTRPGs - What does that even mean?<\/h2>\n<p>I believe that ttrpgs are an interesting category where the art is interactive and improvisational. These are aspects that we love about them otherwise why would we play them? This makes separating the art and artist trickier, because the ideas shared in a module are passed through the facilitator's filter of their own principles and biases.<\/p>\n<p>First, we must define what is &quot;enjoying art&quot;, and we also must define what is moral to some degree. Since this is a blog centered around ttrpgs, then that will be the focus of the definition of &quot;enjoying art&quot;. As already stated, it's a little tricky with ttrpgs, because you might not own a ttrpg item that a creator you don't align with. Yet, you may still participate in its consumption, conscious or not. Therefore, the sharing of those ideas are included in this definition.<\/p>\n<p>Morality, on the other hand, is an entirely subjective thing. We have two buckets of morality to consider. First, we have the morality of an individual and the morality of a group or culture. Again, since we're only considering ttrpgs, then that will be our group morality. The individual morality is exactly as it sounds and was briefly discussed in our example above. As a not-philosopher, I'm defining them as the following:<\/p>\n<ol>\n<li>&quot;enjoying art&quot; - Consumption or sharing of ttrpg works\/ideas<\/li>\n<li>Individual Morality - Your own collection of beliefs and principles<\/li>\n<li>Group Morality - No AI art and no bigotry are the 2 key pillars I can think of. I know there are more, but to keep it simple, we'll only reference these.<\/li>\n<\/ol>\n<p>With some real basic definitions under our belt, I wanna look at some specific comments that came up in our discussion. I'm going to highlight some arguments made for the &quot;separating the art from the artist&quot; and include my own thoughts on these.<\/p>\n<h2>No Perfect Creator Exists<\/h2>\n<p>There's an argument to be made where everyone is fallible, and no perfect creator exists.  In this sense, it means there is no one person that can cater and appeal to all audiences. As a society, we've driven ourselves to an extreme in this way because of the internet, specifically social media.<\/p>\n<p>The marketing embedded throughout social media requires us to simultaneously create a bland and unassuming product to be appealing to a large audience while also showcasing its uniqueness and why it's the best option out of the sea of hundreds of thousands of options. This dissonance itself begets creators taking the stance of, &quot;I'm not picking a side, and X isn't political.&quot; I would argue that ttrpg creators are already in a niche space and suffer from this less. Instead, we see many modules, or systems, that are hacks of other existing and well known frameworks. To some extent, I appreciate this process, because it does drive interesting innovation for rules.<\/p>\n<p>While not the focus of this post, it is an inherent contributing factor. I urge you to <a href=\"https:\/\/www.carolhanisch.org\/CHwritings\/PIP.html\">read the essay that coined the phrase &quot;the personal is political&quot;<\/a>.<\/p>\n<p>However, hacking a system, or creating a variant, feeds directly into my next point on how there is more than one way to support a creator.<\/p>\n<h2>Support is more than finance<\/h2>\n<p>As stated with ttrpgs, there's multiple ways to support a creator. It doesn't have to be purely financial, because sharing the ideas of a creator supports their ideas. Not only does sharing the content support them but so does playing, or consuming, the content.<\/p>\n<p>I think this would also include sharing it on social media unless you're specifically discussing the problems you have with it. This strays into how critiquing a work can oftentimes promote it in ways we don't want. I don't believe there is any way to mitigate this. It's also difficult to create a space where critical analysis can occur, especially on a platform like social media. +1 to the Blogosphere.<\/p>\n<p>The bottom line is we have to be super vigilant in the creators we utilize which sucks. The level of research we as consumers are willing to do is also a component to the bargaining process.<\/p>\n<h2>Expanding our Worldview, not our Moral Compass<\/h2>\n<p>I took this conversation to my wife who made an excellent point in that one of the reasons we consume art is to expand our worldview, not to be moral. Exposing ourselves to new ideas and other perspectives is a big piece of experiencing art, but I don't think it exists in a vacuum. It can't exist in a vacuum.<\/p>\n<p>Should someone be penalized for exposing themselves to ideas that they, ultimately, don't agree with? How does someone learn they don't align themselves morally with an idea without understanding the problems with that idea? Sure, they could go with the majority of people who dislike X, but that's not someone making the decisions for themselves. I imagine most people behave in this way. If person A discovers a creator is problematic and shares that with person B, then person B isn't required to engage with the creator's work and probably won't.<\/p>\n<p>The question then becomes how much overlap is there between experiencing the art to expand your worldview versus experiencing the art to determine if it morally aligns with you?<\/p>\n<p>This leads us to what I'm calling the Bargaining Equation.<\/p>\n<h2>The Bargaining Equation<\/h2>\n<p>In the discussion, the recipe for rationalizing our way out of cognitive dissonance always has 4 components to it.<\/p>\n<p>Time, meaning when the problematic event occurred. A better word might be context for its time. Was what this person did considered normal? Was it allowed? That may still not justify it for most. It wouldn't for me, but again to the individual, it might be enough to say, &quot;Oh that happened 20 years ago and everyone did it then.&quot; Do you still hold that person accountable even though it's outdated?<\/p>\n<p>Level of Success, meaning are they a high profile creator with billions to their name with a large audience and huge impact on the industry. I believe since money is the largest bargaining chip most people think they have, it's a reason this one is often included. Even though we know that you can support a creator by doing more than simple buy their work, financial support is still a big driving factor.<\/p>\n<p>Research, meaning how much research a person is willing to do on a creator before engaging with their content. This one is the only part of the equation that I view as optional, and it's impacted by both the creator's level of succes as well as what is already known about the creator. Have they been involved in any controversies? Did they do something problematic and were unwilling to change?<\/p>\n<p>Principles, meaning is the value of my principle ranked higher in my internal heirarchy of beliefs to be worth <em>more<\/em> than the support I could give them. This is the most nebulous of the three as it asks a lot of the individual and their morals. For example, if someone is anti-bigotry and anti-AI but into Crypto, am I still willing to support them?<\/p>\n<h2>Conclusion<\/h2>\n<p>So what?<\/p>\n<p>I wrote this to breakdown how I myself choose to engage with art that has problematic creators attached to it. I started by asking myself questions like...Is it possible to divorce the art and creator? Does my enjoyment of art change from that information?<\/p>\n<p>When I asked how other people drew their own lines, many did admit that their enjoyment of art from creators who they had issues with was greatly diminished after discovering what problematic behaviors the creators exhibited. I imagine it's hard to enjoy art without thinking about a controversy that's tied to its creator.<\/p>\n<p>Do you think the Bargaining Equation covers everything? Do you think it's possible to separate the art from the artist? Let me know your own thoughts to enjoying art over on BlueSky or Discord.<\/p>\n"},{"title":"Appendix K","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/appendix-k\/"}},"updated":"2025-09-08T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/appendix-k\/","content":"<p>The Blogging Clerics, or Blerics, have been summoned again by the Bandwagon! This time, we're posting our own Appendix N entries. As a 90s kid, my list is comprised almost entirely of digital media with a dash of physical.<\/p>\n<h2>Digital Media<\/h2>\n<p>Here, I'll cover the digital media that inspired me. The video games, the TV shows, etc. The biggest theme I've noticed throughout is if I liked the soundtrack to the game or TV show, then I was more likely to fall in love with the characters. Before I jump into this section, I have to share that when I was in college and a dual major in Mechanical Engineering and Art, I started a video game mural in my bedroom that captured all my favorite video games from my childhood. I one day had the dream of sending it in to GameInformer to be highlighted in it. All this never happened, but I still have the partially finished thing on my bedroom wall at my parent's house. Enjoy!<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/mural-1.jpg\" alt=\"Part 1 of 3 of my Video Game Mural\"><\/p>\n<p>This image highlights a quote from Heavy Rain with a poorly drawn piece of origami next to it. The partially sketched character next to the quote is from the box cover of The Longest Journey, which I still own!<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/mural-2.jpg\" alt=\"Part 2 of 3 of my Video Game Mural\"><\/p>\n<p>This part of the mural highlights Kingdom Hearts and the Skies of Arcadia logos. I didn't trust myself enough to draw characters, but I wanted small key items from a smorgasboard of games I loved. Next to the Skies of Arcadia logo, there is the Oblivion symbol. To the left of the Kingdom Hearts logo is a mammoth which is a central part to the Syberia games.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/mural-3.jpg\" alt=\"Part 3 of 3 of my Video Game Mural\"><\/p>\n<p>This image highlights the most prominent pieces. Starting from the top, there's the Syberia logo with a small automaton sitting in the S. Icicles line the top of the ceiling too. Below it, there's the iconic thumbs up from the Fallout games. Briefly sketched next to the Fallout character was supposed to be a gene tonic from the Bioshock series. The red dragon is from Dragon Age with the Lost Odyssey logo beneath it. The unfinished but sketched out Big Daddy is next to the dragon.<\/p>\n<p>Writing and reviewing these images, it's no wonder I became a video game developer, haha.<\/p>\n<h3>Skies of Arcadia (Video Game)<\/h3>\n<p>My first console gifted to me was a Dreamcast at 7, and my dad made me try all kinds of games on it to see what I would like. The one I kept coming back to play was Skies of Arcadia. This was my first Japanese Roleplaying Game (JRPG) that I played. Another amazing soundtrack where I would leave the game on the main menu, so it looped through the main theme. I did this with Kingdom Hearts too, though if you left it at the main menu, it would play an entire animated music video to an orchestral version of Utada Hikaru's Simple &amp; Clean.<\/p>\n<iframe width=\"941\" height=\"706\" src=\"https:\/\/www.youtube.com\/embed\/c1LAhY_uRnI\" title=\"Skies of Arcadia Soundtrack - Main Theme\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen=\"\"><\/iframe>\n<h3>Syberia (Video Game)<\/h3>\n<p>This gorgeous game is set in a fictional world where Automatons are integrated into the world. You play Kate Walker, a lawyer from New York, sent to seal the deal on a toy factory after the owner has passed. Kate quickly discovers there is another heir to the factory that sends her on a journey in the footsteps of a genius inventor, Hans Voralberg. In doing so, she realizes that what she had back home might not have been what she wanted after all.<\/p>\n<p>I fell in love with the soundtrack to this game, and this was before they released soundtracks separately. The only way to hear the piece I loved was to watch the final cutscene over and over again when Kate waits until the absolute last minute to choose to change her life.<\/p>\n<iframe width=\"1306\" height=\"706\" src=\"https:\/\/www.youtube.com\/embed\/JhYuEjPdIgA\" title=\"Syberia 1 ending\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen=\"\"><\/iframe>\n<h3>The Longest Journey (Video Game)<\/h3>\n<p>When people ask me what my favorite video game, I always answer with The Longest Journey (TLJ). It's a game about a young artist, April Ryan, in college figuring out how to survive in a dystopian land called Stark. Little does she know there's an entire other world, Arcadia, that's filled with magic. It's her job to keep these worlds in blanace. One cannot exist without the other. The writing is sharp and whimsy, the characters are loveable, and the story reminds you that it's important to have balance in all things.<\/p>\n<p>In today's world, you're either a STEM kid or a humanities kid with an overwhelming emphasis on the STEM kids. I ended up a STEM kid, but I've come to realize, once again, that it's important to have a blance of both. I think that's why creating video games and desiging ttrpgs scratches that itch for me. There are technical and creative components blended together to create something beautiful. I think about this whenever I create something.<\/p>\n<h3>Disco Elysium (Video Game)<\/h3>\n<p>The writing and art in this game are sharp! While not a point-and-click adventure game, it makes you <em>think<\/em> in ways you don't expect. All the side quests that you think are filler really aren't and tie into the broader world of the game. It was delightful to have emotions mapped to skills in a RPG format. I'm currently working on a RPG framework where Disco Elysium is one of, if not the most, inspirational piece of it.<\/p>\n<h3>Hellsing (Anime\/Manga)<\/h3>\n<p>I was an angsty teen into vampires. What more can I say about this one? I remember watching this with my parents. The story was dramatic, the music epic, and I was obsessed. My step-mom even made me a Hellsing themed birthday cake one year. Yeah, my step-mom is the coolest.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/hellsing-cake.JPG\" alt=\"Birthday cake with Hellsing sigils\"><\/p>\n<h3>Star Trek (TV)<\/h3>\n<p>My mom, dad, step-mom, and step-dad could never get along, but the one thing that united them all? Star Trek. Each had their own favorite show and captain, but at the core, they all recognized the importance of Starfleet. My favorite captain is Captain Janeway from Star Trek Voyager. She was the first female captain and that always stuck with me.<\/p>\n<p>As a kid, I felt I was supposed to behave like a Vulkan, but in the dysfunction from my childhood, I acted more Klingon than anything else. Watching B'Elanna Torres reconcile with her own Klingon identity and anger struck home for me. Representation matters!<\/p>\n<h3>Honorable Mentions<\/h3>\n<ul>\n<li>The Prince of Egypt (Listen, the soundtrack and cast for this goes so hard - don't even come for me)<\/li>\n<li>The Secret of Monkey Island<\/li>\n<li>Star Wars: Knights of the Old Republic<\/li>\n<li>Batman the Animated Series<\/li>\n<li>Avatar the Last Airbender<\/li>\n<li>Kingdom Hearts<\/li>\n<li>Detroit: Become Human<\/li>\n<li>She-Ra and the Princesses of Power<\/li>\n<\/ul>\n<h2>Physical Media<\/h2>\n<p>Here's all the physical media that I believe impacts my design. For these, I think the format of the book goes a long way. How do they use character perspectives? Is the narrator unreliable?<\/p>\n<h3>Artemis Fowl by Eoin Colfer<\/h3>\n<p>I read these as a kid, and they have stayed in my heart forever. I had a huge crush on Captain Holly Short. This was some of the first urban fantasy I ever read and loved. Again, the blend of modern day technology with fantastical creatures was perfect for me. The series inspired me to write a set of fantasy short stories about a centaur\/fairy drug cartel in modern day. See, everything is making sense now, haha.<\/p>\n<h3>Gateway by Frederik Pohl<\/h3>\n<p>One of my best friends threw this book at me when I said I wanted to read more classic science fiction. Even though the main character is whiny as hell, I loved the concept of the world and of people in such desperate times, they would take an uncharted trip into space on alien technology. The best part about this book is that between the chapters, there are entire pages of artifacts from the world. Sometimes these are flyers found in a common area or an advertisment, highlighting how the company lured people in. Any time I see this kind of thing in a book, I fall in love with it even more.<\/p>\n<h3>The Martian Chronicles by Ray Bradbury<\/h3>\n<p>This was the third book I read by Ray Bradbury after reading both <em>Something Wicked this Way Comes<\/em> and <em>Fahrenheit 451<\/em> for school. The Martian Chronicles is still my favorite, because it's a collection of vignettes set in the same world. It gives me such one-shot vibes, and you kind of have to piece together a bit of what's happening in the world at large as you read each short.<\/p>\n<h3>A Psalm for the Wild-Built by Becky Chambers<\/h3>\n<p>This book is core hopepunk. How could such a short novella make me cry with joy? It's wholesome and hopeful in a way that's refreshing in the science fiction genre. It's not all dystopian and death. Sometimes you just want to have tea and chat. This world dovetails really well with my joy of Syberia and the idea of automatons. I started work on a small region where a hidden city primarily functions with and around automatons that hopefully I'll finish one day!<\/p>\n<h3>Honorable Mentions<\/h3>\n<ul>\n<li>A Series of Unfortunate Events<\/li>\n<li>Pendragon<\/li>\n<li>Pokemon<\/li>\n<li>Stormlight Archive<\/li>\n<li>The Spear Cuts through Water<\/li>\n<\/ul>\n<h2>Conclusion<\/h2>\n<p>Two big takeaways I've seen in curating this list is that music is extremely important to me when consuming digital media of any kind. If I don't vibe with the soundtrack, I'm out! The second is that I like being asked to think about stuff. Whether it's a fantasy world or dystopian future, I want creators to give me space and time to think about what's really going on. This is probably why I love investigation games like Monster of the Week, Mothership, and Vaesen.<\/p>\n"},{"title":"Roll Dice, Make Music!!","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/roll-dice-make-music\/"}},"updated":"2025-08-05T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/roll-dice-make-music\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/OW-sheet-music.jpg\" alt=\"A picture of the Outer Wilds main theme sheet music by Andrew Prahlow\"><\/p>\n<p style=\"text-align: center\">A picture of Outer Wilds Main Theme sheet musicby Andrew Prahlow.<\/p>\n<p>I've had this idea rolling around my head since GenCon (so not very long) about how ttrpg sessions, regardless of system, could empower a group to create music! I wouldn't call myself a musician, but I used to play in my high school band back in the day, haha. So, I have the smallest idea of what I'm doing when it comes to reading and wrting sheet music.<\/p>\n<p>I'm going to be using Powered by the Apocalypse (PBtA) as an example, since playbooks fit this idea vwell. The premise is that each move you use corresponds to a specific note. String those together, and you get music!! Here's an overview of the process:<\/p>\n<ol>\n<li>Roll for Time Signature<\/li>\n<li>Map music notes to playbook moves<\/li>\n<li>When a player takes a move, mark the Note down and the roll.<\/li>\n<li>(Optional) Determine if the note is flat or sharp<\/li>\n<li>Play the music!<\/li>\n<\/ol>\n<p>Let's look at something like Monster of the Week and get into the specifics.<\/p>\n<h2>Roll for Time Signature<\/h2>\n<p>Before you start playing, you need to roll for your Time Signature which sets how many beats there are per bar. You can roll a d2 or flip a coin to determine time signature. I know these aren't the only time signatures possible, but they are the most common and easiest to grasp.<\/p>\n<table>\n<thead>\n<tr>\n<th>Roll<\/th>\n<th>Time Signature<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>1<\/td>\n<td>3\/4<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>4\/4<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Map notes to playbook moves<\/h2>\n<p>With a time signature set, let's look at the moves in MOTW. They are the following:<\/p>\n<ul>\n<li>Kick Some Ass<\/li>\n<li>Act Under Pressure<\/li>\n<li>Help Out<\/li>\n<li>Investigate a Mystery<\/li>\n<li>Manipulate Someone<\/li>\n<li>Protect Someone<\/li>\n<li>Read a Bad Situation<\/li>\n<li>Use Magic<\/li>\n<li>Big Magic<\/li>\n<\/ul>\n<p>There are some other Weird and Phenomena ones too, but let's just start with these. Now, let's pair these moves with our notes. Here's a brief on sheet music for those unfamiliar. The whole thing is called the Staff, then we have Lines and Spaces. Notes can be on both Lines and Spaces. We have mnemonics to remember which music notes go where. For the lines, it's &quot;Every Good Boy Does Fine&quot;, or as I prefer to remember it, &quot;Every God Bows Down First&quot;. The spaces spell out &quot;FACE&quot; with no cool mnemonic to remember.<\/p>\n<p>For simplicity, we're only looking at The Treble Clef which is the fancy lookin 'G' on the left-hand side of the Staff in the picture.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/sheet-music.PNG\" alt=\"Picture of sheet music with monikers for remembering notes\"><\/p>\n<p>So we're going to take the notes and tie them to moves. You can do this randomly or roll for it or whatever. I'm using the mnemonics from above and going straight down the list, so I know which E note goes where rather than having to guess. So now my move list looks like this:<\/p>\n<table>\n<thead>\n<tr>\n<th>Move<\/th>\n<th>Note<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Kick Some Ass<\/td>\n<td>Every<\/td>\n<\/tr>\n<tr>\n<td>Act Under Pressure<\/td>\n<td>Good<\/td>\n<\/tr>\n<tr>\n<td>Help Out<\/td>\n<td>Boy<\/td>\n<\/tr>\n<tr>\n<td>Investigate a Mystery<\/td>\n<td>Does<\/td>\n<\/tr>\n<tr>\n<td>Manipulate Someone<\/td>\n<td>Fine<\/td>\n<\/tr>\n<tr>\n<td>Protect Someone<\/td>\n<td>F<\/td>\n<\/tr>\n<tr>\n<td>Read a Bad Situation<\/td>\n<td>A<\/td>\n<\/tr>\n<tr>\n<td>Use Magic<\/td>\n<td>C<\/td>\n<\/tr>\n<tr>\n<td>Big Magic<\/td>\n<td>E<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Marking the Note in Play<\/h2>\n<p>Imagine your character sheet or a group handout has all this written up and there's a blank piece of music sheet to mark on as you and your group play. Let's say the first move of the session is Act Under Pressure, and that's a G note. Let's say it was a really good roll of 11.<\/p>\n<p>With PBtA, each Move has a tier of of success that we can pair with note length like so.<\/p>\n<table>\n<thead>\n<tr>\n<th>Level of Success<\/th>\n<th>Note Length<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>On a 7+ OR 7-9<\/td>\n<td>Quarter Note<\/td>\n<\/tr>\n<tr>\n<td>On a 10+<\/td>\n<td>Half Note<\/td>\n<\/tr>\n<tr>\n<td>On a 12+<\/td>\n<td>Whole Note<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>So our Act Under Pressure roll of 11 would be a half note of G.<\/p>\n<p>What happens when you fail a roll? Great question! That becomes a rest note, and if you fail consectively, it's another rest.<\/p>\n<h3>(Optional) Roll for Flat or Sharp note<\/h3>\n<p>Ahhh, but what about flat or sharp notes? You can count odds as sharp, and evens as flats based on the roll.<\/p>\n<p>So, our Act Under Pressure would become a G-sharp for half a note.<\/p>\n<h2>Mapping to Sheet Music<\/h2>\n<p>You don't have to make the sheet music as you play. Instead you keep a running list of all the moves with their roll and map it later as a post-session activity. The notation then becomes a table like this:<\/p>\n<table>\n<thead>\n<tr>\n<th>Note<\/th>\n<th>Roll<\/th>\n<th>Length<\/th>\n<th>Sharp or Flat<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>G<\/td>\n<td>11<\/td>\n<td>Half Note<\/td>\n<td>Sharp<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>You still have a quick reference\/record of it, but this way it doesn't slow down the action of the game at all. After that, you now have a bit of music you could play or share or ask someone you know who is musically inclined to play it for you!<\/p>\n<h2>Other Thoughts<\/h2>\n<p>Some other ideas\/options for this system. The music could be broken up further where each player has their own music and then it all comes together. Maybe player 1 is a guitar, while player 2 is a piano. There are a bunch of directions you could take this idea in.<\/p>\n<p>One-shot sessions could be riffs, while campaigns are symphonies.<\/p>\n<p>Either way, I think the music a group creates could be a fun memento to have.<\/p>\n"},{"title":"Old Gods of Appalachia - All's Well","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/ogoa-gen-con\/"}},"updated":"2025-07-31T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/ogoa-gen-con\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/ogoa-cover.PNG\" alt=\"Logo for Old Gods of Appalachia by Monte Cook Games\"><\/p>\n<p>Old Gods of Appalachia (OGoA) is a Cypher system based game that focuses on an alternate Appalachia in the 19th century. The stereotypes of Appalachia are not welcome here. With only 4 players at the table and an older British GM, we were set to have a hoot.<\/p>\n<p>The player next to me, Derek, was from Georgia, so we explained to the table what some of the most contentious discussions in the region are:<\/p>\n<ol>\n<li>How do you say Appalachia? The correct answer is App-uh-LATCH-uh, or I'll throw an Apple atcha.<\/li>\n<li>What do you put on your hotdog and if it isn't sauce (chili as you heathens call it) and slaw, then it doesn't matter.<\/li>\n<li>What BBQ sauce you like best? Sweet with vinegar. The tangier, the better!<\/li>\n<\/ol>\n<p>With all that settled, we moved onto learning about the game.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>All's Well<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.montecookgames.com\/store\/product\/old-gods-of-appalachia-roleplaying-game\/\">Old Gods of Appalachia<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Cool British Guy<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Bert)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Cursed ring doing arranged marriages thanks to a witch<\/li>\n<li>Had to travel through bog and cemetery to find witch<\/li>\n<li>Made friends with a ghost<\/li>\n<li>Made a deal with the witch<\/li>\n<li>Found a giant spider in a well with eggs<\/li>\n<li>Got curse removed<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>The Cypher system utilize consumables as the main power rather than class abilities or equipment, so you're encouraged to use cyphers as you find more in the world and are capped with how many you can carry. Even character types (classes) who can't perform or understand magic can still use Cyphers, so it's an accessible consumable. This was my first time playing a Cypher-based game, and I think the setting did a lot to make me love it.<\/p>\n<p>Something else that's interesting is rather than the GM making rolls, they have the option to do Intrusions. Intrusions allow the GM to add a complication to the scene, but the players receive XP for it. If a player accepts, they earn 2 XP, keep 1, and give 1 away to another player. Players can refuse the intrusion by giving the GM an experience point. XP can be used for other things like a re-roll or altering the narrative. At my table, they were primarily used for re-rolls, since it was a timed one-shot at a convention.<\/p>\n<p>This mechanic reminded me a lot of Action Points from Modiphius's 2d20 system where complications rise from the players rolling poorly which the GM can use at any time without player consent. I think I like the added facet of player consent, because you often don't know how the GM intrusion will play or where it will take you. It provides player agency and a relationship with the GM that I find interesting rather than simply contested rolls.<\/p>\n<p>A mechanic I found confusing about the system is Effort and Edge. Both of these are static modifiers to a player's Character Sheet. Effort allows you to do cool things like increased damage or ease the difficulty of a task. It's a single stat on your sheet to reference. Edge, however, reduces the cost of spending your Stat Pool. So Edge helps make the action cheaper when using Effort to reduce the difficulty of a task. Confusing, isn't it? You also have an Edge with stat, so there's a Might Edge, Speed Edge, and Intellect Edge.<\/p>\n<p>I think because of how similarly named Edge and Effort are, it made it difficult for my brain to think of these as two distinct mechanics. I would have preferred Effort to be renamed Stamina or Labor, because you can only spend your Stat Pool based on how much Effort you have. Edge is clearly meant to denote advantage in some capacity which makes sense. It's a little convoluted, but once it clicked for me, it was fun to risk and manage my resources this way. Learning curve was real, though.<\/p>\n<h2>The Brief<\/h2>\n<p>The adventure we played was called All's Well which requires 2 of the players to be comfortable with intimate implications. Derek and I chose to be the characters with such an entwined fate. Basically, a cursed ring in my family that my pa gave me was meant to be some fertility ring but turns out it does arranged marriage and until we get married, the two people suffer damage.<\/p>\n<p>Damage in the Cypher systems comes from player stats (Might, Speed, Intellect) which can be replenished through recovery rolls (limited number that take incremental amounts of time with each use). When one stat hits 0, you are impaired. When the second hits 0, you are debilitated, and finally when all 3 stats hit 0, you're dead.<\/p>\n<p>We learn the ring was cursed by the Chester Witch, and we need to find her. Of course it requires going through a bog and past an abandoned cemetery. The bog has a nasty crocodile made of peat, sticks, and mud that tries to chomp it's way through us. Eventually, we &quot;kill&quot; it and make our way through the bog.<\/p>\n<p>We head to the cemetery and feel like we're being followed. On the way, we run into a ghost that asks us to be led back to his tombstone, because his wife always visits his grave. It's sweet, but when we arrive, his wife is buried with him and has moved on. He moves on too but not before telling us about a cache buried in the corner of the cemetery. It has more Cyphers, and as we take them, a large creature stalks into the cemetery. We build a circle of protection, and I intimidate it into fleeing. Quickly, we head to the witch's house.<\/p>\n<p>We do some surveillance before greeting her. We learn her intentions are not to hurt us, but she also doesn't seem inclined to help. A murder of crows hangs around the house and greets us, inviting us in. We head in and make a deal with the witch. She says to go to a small abandonded town near here and at the bottom of the well is a creature with eggs. Bring an egg back, and do not harm the creature, then she'll remove the curse on the ring.<\/p>\n<p>It's dark now, and the well has a green glow from the eggs at the bottom. We see the creature is a large spider. Thinking it has sentience and a past with the witch, we tell it our mission. It willingly gives us an egge and tells us to take a letter to the witch, an old letter that's been waiting to be delivered for a long time. We do this, and the witch keeps her end of the bargain, lifting the curse off the ring.<\/p>\n<h2>The Takeaways<\/h2>\n<p>I discovered the GM really doesn't roll which has its own set of positives and negatives. I'll dive into this more on my post about running a session of OGoA with my own group.<\/p>\n<h3>Pros<\/h3>\n<ul>\n<li>Loved the setting and Cyphers felt like a good fit for Appalachia<\/li>\n<li>Felt like I had agency and impact on the narrative<\/li>\n<\/ul>\n<h3>Con<\/h3>\n<ul>\n<li>Confused by Effort and Edge early on, learning curve to understanding your character sheet<\/li>\n<\/ul>\n"},{"title":"Fortune Favors the Flavor","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/fortune-tables\/"}},"updated":"2025-05-19T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/fortune-tables\/","content":"<img src=\"https:\/\/theplayreports.com\/assets\/images\/fortune-cookie.jpg\" width=\"50%\" height=\"50%\">\n<h2>Introduction<\/h2>\n<p>Opening and eating fortune cookies provide a chance for ominous, vague, or hysterical moments in a campaign setting. Whether it's adding the phrase &quot;in bed&quot; after reading a fortune or laughing at the sometimes unclear message in them. This idea came to me after remembering how in <a href=\"https:\/\/necroticgnome.com\/collections\/dolmenwood\">Dolmenwood<\/a>, each player has a birthday that provides a bonus for that day only. My party hasn't passed enough in-game time for it to be my birthday, and I thought it'd be nice to have something similar that could be used at any table. I'd like to walk you through my iterative process on what I'm calling - and bear with me here - the Fortune Table.<\/p>\n<p>I've thought about how this could function in a few different ways, and each one pulls from different threads. The first, a table with bonuses provided, is the most obvious.<\/p>\n<h3>1 - Roll on a table, get a bonus<\/h3>\n<p>The idea for this one is that in whatever system, or world, you're playing in, the result of the roll provides some inherent bonus for a short time (e.g. the day). Example use cases include getting a reading done by a psychic, opening a gift, reading a certain book, eating certain foods, etc.<\/p>\n<p>This implementation looked something like this:<\/p>\n<table>\n<thead>\n<tr>\n<th style=\"text-align:center\">Roll<\/th>\n<th>Fortune<\/th>\n<th>Effect<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"text-align:center\">1<\/td>\n<td>Welcome change.<\/td>\n<td>Shopkeeps are in a good mood! 10% discount for you.<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">2<\/td>\n<td>Your determination will overcome any obstacle.<\/td>\n<td>+1 to hit rolls<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">3<\/td>\n<td>You have an iron will which helps you succeed in everything.<\/td>\n<td>Eating bad\/stale food won't incur any consequences.<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">4<\/td>\n<td>A thrilling time is in your near future.<\/td>\n<td>Gain +3 to initiative.<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">5<\/td>\n<td>Happiness comes when you least expect it.<\/td>\n<td>Re-roll a death saving throw one additional time.<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">6<\/td>\n<td>Consider your actions when next you meet someone new.<\/td>\n<td>Hear the first impression of new people you meet without them knowing.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>There's not much excitement here, in my opinion. Yes, there's an opportunity for a bonus that may or may not impact the player. Then again, the player might not even use it. Who cares about getting a +1 to hit rolls if we're in a shopping session?<\/p>\n<p>It also lacks player engagement. What did the player do to warrant such a bonus other than stumble upon it? Perhaps that's enough for some parties. I wanted more. Then, I thought about my playtest session in <a href=\"https:\/\/www.dreamrpg.com\">Jason Bradley Thompson's Dreamland<\/a> game and how prompting players in a similar word bank way could be powerful even in small moments.<\/p>\n<hr>\n<h3>2 - Roll for a prompt that is tied to certain words\/ideas<\/h3>\n<p>In this version, the fortune doesn't provide a character bonus but rather a narrative one. The GM prompts the players by rolling on the Fortune table and making note of how they tell the story. If players don't want to engage, then that's their loss.<\/p>\n<p>The idea behind this is to create those small moments of world and character building that happen in a story when the party is breaking camp or recovering from a huge loss. All of these prompts should be couched in the character's POV, not the player's. The GM is looking for players to either match the word\/idea listed in the <strong>Looking For...<\/strong> column. Let's look at an example of a GM prompting the player in the morning as the party is breaking camp.<\/p>\n<table>\n<thead>\n<tr>\n<th style=\"text-align:center\">Roll<\/th>\n<th>Prompt<\/th>\n<th>Looking For...<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"text-align:center\">1<\/td>\n<td>Describe your favorite meal.<\/td>\n<td>Savory, homemade, delicious, sweet, lost recipe<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">2<\/td>\n<td>Explain how you survived a near death experience.<\/td>\n<td>Life flashing, alone, prayer, last resort, fight or flight, scar, potion<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">3<\/td>\n<td>Talk about the coolest creature you've encountered.<\/td>\n<td>Physical description, how they treated you, where they met<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">4<\/td>\n<td>Reveal someone who inspires you and why.<\/td>\n<td>Given an opportunity, respect, discovery, learning<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">5<\/td>\n<td>Share a story from your childhood.<\/td>\n<td>Mischievous, rebel, sneaky, silly, cute, tragic, coming of age<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">6<\/td>\n<td>Tell the party about your dream last night.<\/td>\n<td>stirring emotion, faded memory, ethereal, ominous, vivid, felt real<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>The GM rolls a 2 which is &quot;Explain how you survived a near death experience.&quot; The player recounts how they &quot;Were swiped at by a great owlbear in a cave. My party stayed to fight, casting entangle to keep the beast at bay. A young wizard gave me their life-saving potion which stabilized me until we were able to rest and travel back. This is how I got this large scar on my face.&quot; This story would qualify as capturing fight or flight, scar, and potion. The GM can then decide if there is any additional benefit the player receives based on what they've shares, such a small amount of XP, coin, or discovering something in the world that loosely ties to the story. The Fortune Table does not need to be limited to only breaking down camp.<\/p>\n<p>Some additional instances where the Fortune table can be utilized are:<\/p>\n<ul>\n<li>Downtime activities<\/li>\n<li>In preparation for a large battle<\/li>\n<li>Resting in a dungeon<\/li>\n<li>Idle chat while on the road<\/li>\n<\/ul>\n<p>Basically, any quiet moment or an opportunity for roleplaying that could use the slightest push forward is a great usage of the Fortune Table. While I really enjoy this new iteration, it still felt like it was lacking in its ability to capture what a player might say\/be expanded on. I thought instead of what if only the prompts are provided, but the GM needs to fill out the <strong>Looking For...<\/strong> column themselves, since they know their party best (hopefully).<\/p>\n<hr>\n<h3>3 - Provide the table of prompts but have the GMs fill in the blanks of what they're hoping to see + Living Table<\/h3>\n<p>This last format is a small tweak to the previous one, using the same prompts as above except the words\/ideas that the GM is looking for are filled in by them. Allowing GMs to curate the Fortune table makes it a more flexible tool and supports the players opportunity to showcase existing backstory and development that's already occurred.<\/p>\n<table>\n<thead>\n<tr>\n<th style=\"text-align:center\">Roll<\/th>\n<th>Prompt<\/th>\n<th>Looking For...<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"text-align:center\">1<\/td>\n<td>Describe your favorite meal.<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">2<\/td>\n<td>Explain how you survived a near death experience.<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">3<\/td>\n<td>Talk about the coolest creature you've encountered.<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">4<\/td>\n<td>Reveal someone who inspires you and why.<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">5<\/td>\n<td>Share a story from your childhood.<\/td>\n<td><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">6<\/td>\n<td>Tell the party about your dream last night.<\/td>\n<td><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Once a prompt has been completed, there are a couple options on how to proceed. Asking the same player the same prompt reveals the nature of the Fortune table and is probably not wanted. I would mark it out and put notes about the player's response there instead. For example, if I rolled a 6 and asked Player A to share their dream last night, I would make notes about that story and when I rolled a 6 again, it would be about that player's dream. Rather than asking Player A about the dream, I would prompt Player B or the whole party. Making the tables dynamic allows for these small moments to be built on over time into something larger, if wanted. The GM could also replace the prompt with a new one which could be related to something that has happened to that player.<\/p>\n<p>Having a Living Table came from <a href=\"https:\/\/icastlight.blogspot.com\/2025\/03\/random-encounter-tables-as-adventure.html\">I Cast Light's post about Random Encounter Tables<\/a> which discussed the idea of dynamic encounter tables for dungeons as players progressed through them. My interpretation of them is to use the table narratively in a way that's quick and easy for GMs to add into those quiet moments. These don't have to be carried over throughout campaigns. They could be great for one-shots where there's limited time, but players still want to have an identity of some kind. Lastly, it would be an excellent addition to relationship questions that are part of character creation such as <a href=\"https:\/\/www.flatlandgames.com\/btw\/\">Beyond the Wall<\/a> or <a href=\"https:\/\/possumcreekgames.com\/pages\/wanderhome\">Wanderhome<\/a>.<\/p>\n<h2>Final Thoughts<\/h2>\n<p>It's easy to see how this applies in a fantasy setting, but I'm looking forward to trying to implement it into my Fallout campaign. I've actually opted to create a small d6 table for each player in my campaign, based on the backstory and notes they've given me of their characters. Since we're only two sessions into the campaign, I think starting this system now could have very cool implications down the road. My Fallout party consists of 4 players, each with a different background. Let's look at the Miss Nanny robot and her motives\/goals. Her name is Rosie, and she's a Miss Nanny bot who believes her children are still alive. She wanders the Commonwealth, hoping to find them. Here's the Fortune Table for Rosie I've created.<\/p>\n<table>\n<thead>\n<tr>\n<th style=\"text-align:center\">Roll<\/th>\n<th>Prompt<\/th>\n<th>Looking For...<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"text-align:center\">1<\/td>\n<td>Did you have a favorite child? Why?<\/td>\n<td>Gladys, Marvin, behavior, protocol, no favorites<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">2<\/td>\n<td>What meal did the children ask you for most often?<\/td>\n<td>Dinner food items (meatloaf, spaghetti, steak, etc.)<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">3<\/td>\n<td>What was the name of your suburb that you lived in?<\/td>\n<td>An existing settlement in the Commonwealth, gated community<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">4<\/td>\n<td>When she finds the children, what will she say to them?<\/td>\n<td>Worried about them, relief, protocol, returning home<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">5<\/td>\n<td>Where did Betty, your potted plant, come from?<\/td>\n<td>Gift, family, left in the home, stranger<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align:center\">6<\/td>\n<td>Why did you leave the Cross's home?<\/td>\n<td>Persuaded, alarmed, forced, needed to<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>I'm undecided if on rerolls I should push for more details on the story provided from the original prompt or go for a new prompt to further expand the characters. I'll keep y'all updated. Let me know your thoughts over on <a href=\"https:\/\/bsky.app\/profile\/bakenshake.bsky.social\">BlueSky<\/a>!<\/p>\n"},{"title":"The Blogging Cleric","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/blogging-cleric\/"}},"updated":"2025-05-07T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/blogging-cleric\/","content":"<p>I heard the clack of keys as <a href=\"https:\/\/prismaticweekly.substack.com\/p\/emergency-bandwagon-conclave-edition\">Prismatic Wasteland's call<\/a> to blog about clerics summoned people in the blogosphere. We rose up like the curmudgeons we, sometimes, are. What poured forth from my imagination was a new class altogether. I give you...the Blogging Cleric, or the Bleric, a Nondescript Cleric with many talents. To generate this class, I asked my peers how they would describe OSR Bloggers. I got the following word bank to work with:<\/p>\n<blockquote>\n<p>Creative, Contentious, Old, Active, Hodgepodge, Idiosyncratic, Handsome, Brave, Virile\nDangerous, Insular, Defensive, Nondescript, People who make blog posts, Adventurous<\/p>\n<\/blockquote>\n<p>With nothing but words and my own experience, I set out to create this <s>monster<\/s> class. It's a straight forward class with a twist. Every day, you re-roll your Wisdom stat. Sometimes the Bleric is profound with its words, and other times it's drivel.<\/p>\n<h4>Class Name: The Nondescript Cleric, or Bleric (known in our world as the Blogging Cleric)<\/h4>\n<ul>\n<li><strong>Requirements:<\/strong> Literacy?<\/li>\n<li><strong>Prime Requisite:<\/strong> Wisdom<\/li>\n<li><strong>Hit Dice:<\/strong> 1d4<\/li>\n<li><strong>Maximum Level:<\/strong> 14<\/li>\n<li><strong>Armor:<\/strong> Any<\/li>\n<li><strong>Weapons:<\/strong> Common household items only<\/li>\n<li><strong>Languages:<\/strong> Alignment, Common, +2 of their choice<\/li>\n<\/ul>\n<h4>Description<\/h4>\n<p>A Bleric appears from an unknown land but often appears in places where the philosophy of the frivolous occurs. They simultaneously welcome other ideas, while staunchly advocating for their idea only. Blerics rarely travel with other Blerics as they often disagree with each other respectfully unless something heinous, or \u201cincorrect\u201d, is said. This makes Blerics come across as insular and defensive. As they gain experience, though, they are much more active in the Bleric community, supporting each other and dare I say accept other Bleric ideologies.<\/p>\n<p>Blerics worship one of two gods:<\/p>\n<ul>\n<li>Weird<\/li>\n<li>Gonzo<\/li>\n<\/ul>\n<h3>Class Traits<\/h3>\n<ul>\n<li>Reroll Wisdom at the start of every day.<\/li>\n<li>Gain two additional languages of your choice.<\/li>\n<li>Blerics can shun creatures with an intelligence less than them with a Wisdom check.<\/li>\n<\/ul>\n<h3>Divine Magic<\/h3>\n<ul>\n<li><strong>Holy Symbol:<\/strong> A scroll, or book, on the Bleric\u2019s views of a topic covered by every other Bleric with their own added nuance (hexcrawl vs. pointcrawl, fixing the thief, what is OSR, etc.). This is one of many unwritten requirements to becoming a Bleric.<\/li>\n<li><strong>Magical Research:<\/strong> A Bleric of any level may spend time and money on research. When more time than money is spent on a research project, the results are improved. Blerics of the same school may help each other in research endeavors.<\/li>\n<li><strong>Spell Casting:<\/strong> Blerics do not have to prove their faith. Fervently believing they are correct is enough. Owning a scroll, book, or other similar magical item that showcases their beliefs helps too.<\/li>\n<li><strong>Turning the Unintelligent:<\/strong> Blerics with an intelligence difference &gt;3 successfully make creatures flee from their droning. A difference &gt;5 smites them by the Bleric's god, destroying them.<\/li>\n<\/ul>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/bleric-level-progression.PNG\" alt=\"Bleric Level Progression Table\"><\/p>\n<h2>Bleric Spells<\/h2>\n<p><strong>1st Level<\/strong><\/p>\n<ul>\n<li><strong>Scrawling:<\/strong> The caster furiously writes to change the ability\/attack of one monster. The numbers relating to the ability\/attack are rerolled by the GM at random, using 1 die higher than they would normally be. The name of the monster must be known by the caster.<\/li>\n<li><strong>Pontificating:<\/strong> If the caster does nothing for 1d4 rounds of combat, barring words of encouragement and general vocal antics, then they may cast a spell from another class of equal or lower level once per day.<\/li>\n<li><strong>Taxing the Taxonomy:<\/strong> Once per month, the Bleric may tax a village, NPC, or faction to garner 2d6 * 10 of gold that must be shared by the party.<\/li>\n<\/ul>\n<h2>Bleric Starter Equipment<\/h2>\n<p>Roll 1d20 to determine starter equipment for the Bleric. All results are a hodgepodge of items. Enjoy!<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/bleric-starter-equipment.PNG\" alt=\"Bleric Starter Equipment Table\"><\/p>\n<h2>Final Thoughts<\/h2>\n<p>This was fun and silly, and I hope you enjoyed reading about Blerics. Roll up a Bleric, and share it with me on <a href=\"https:\/\/bsky.app\/profile\/bakenshake.bsky.social\">BlueSky<\/a>.<\/p>\n"},{"title":"Info Grids & Bargain Tables","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/info-grids-and-bargains\/"}},"updated":"2025-04-15T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/info-grids-and-bargains\/","content":"<h2>Another Prep Tool<\/h2>\n<p><em>Note: This post includes spoilers for the adventures Another Bug Hunt and A Wicked Secret.<\/em><\/p>\n<p>This is the first content, theory, or prep post I'm writing. The main thing is, it's not a Play Report. Rather, it's a deep-dive into a prep tool I found on <a href=\"https:\/\/www.thenovelgamemaster.com\/2025\/03\/information-grids-for-mysteries.html?ref=explorersdesign.com\">The Novel Game Master's<\/a> blog where they talked about creating a GM-facing aid to reference at the table during investigation-based adventures. That post uses <a href=\"https:\/\/www.tuesdayknightgames.com\/products\/another-bug-hunt\">Another Bug Hunt<\/a> for <a href=\"https:\/\/www.tuesdayknightgames.com\/collections\/mothership-core-rules\">Mothership<\/a> as their example (see Figure 1).<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/infogrid-abh.PNG\" alt=\"The Info Grid example in The Novel Game Master post.\"><\/p>\n<p style=\"text-align: center;\">Figure 1: The Info Grid example from The Novel Game Master blog.<\/p>\n<p>I've taken the framework and extended it for <a href=\"https:\/\/freeleaguepublishing.com\/shop\/vaesen-2\/a-wicked-secret-and-other-mysteries\/\">A Wicked Secret<\/a> in the <a href=\"https:\/\/freeleaguepublishing.com\/games\/vaesen\/\">Vaesen<\/a> system. My version includes the following tables:<\/p>\n<ul>\n<li>Info Grid<\/li>\n<li>Bargain Table<\/li>\n<li>Location-Based Information<\/li>\n<\/ul>\n<h2>Creating the Info Grid<\/h2>\n<p>Expanding on the info grid above took a lot of work, because the layout and organization of A Wicked Secret is done by location rather than NPC. Within each location, the NPC knowledge, false rumors, and location-based clues are included all under a single location. This made it challenging to parse out what should go into my info grid and what should not. I decided that all NPC knowledge would be included as well as the rolls for acquiring the location-based clues. For example, one of the locations is <strong>The Church and the Graveyard<\/strong>. The location is outlined like this:<\/p>\n<ul>\n<li>The Church and the Graveyard\n<ul>\n<li>Challenges<\/li>\n<li>Clues<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Everything listed under the main heading are bullet points of clues\/interactions that can occur. Along with this, both headings of Challenges and Clues include potential clues that are gained from a conversation with the priest, a notable NPC (see Figure 2). This meant if players spoke to the Priest briefly, left to go somewhere else in the village, and then come back, it would be challenging to keep track of the player knowledge. It also meant constant scrolling through a 32-page adventure of mostly text.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/clues-vaesen-aws.PNG\" alt=\"A couple clues from A Wicked Secret\"><\/p><p style=\"text-align: center;\">Figure 2: A couple clues in the Church for A Wicked Secret.<\/p><p><\/p>\n<p>My first task then was to pull out every NPC knowledge check from each location (see Figure 3). I started by listing the NPCs included in the module. Next, I had to come up with the high level points of knowledge that the characters could discover from all these NPCs, something that made sense and\/or would be required to solve the mystery at hand\/kill the Vaesen. The most important part of this step was making sure my Key had no more than 3 entries, because keeping track of what the hell a letter K meant versus an L or some other letter felt like an added barrier to usage that I wanted to avoid. Due to the simplicity of the key and the information I pulled from the module, I was able to easily add False Rumors as an addendum to the info grid which was great when my players fell for some of these red herrings at first.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/infogrid-aws.PNG\" alt=\"The Info Grid I created for A Wicked Secret\"><\/p><p style=\"text-align: center;\">Figure 3: The Info Grid I created for NPC knowledge.<\/p><p><\/p>\n<p>The last addition to the info grid was to add a Player Knowledge column on the left-hand side. As we progressed in each session, I was able to quickly mark off what players had uncovered and at a glance, I knew what pieces of the mystery they were missing.<\/p>\n<p>Reading through the scenario, it's also unclear what sidebar textboxes are player-facing, GM-facing, or even flavor. Significant paragraphs of text march you through the setting, NPC goals, and location-based clues, while not providing quick access or reference to what players know and don't know (see Figure 4).<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/vaesen-sidebars-aws.PNG\" alt=\"Confusing siebar textboxes for A Wicked Secret\"><\/p><p style=\"text-align: center;\">Figure 4: A couple clues in the Church for A Wicked Secret.<\/p><p><\/p>\n<p>The image on the left-hand side of Figure 4 is a location-based clue that can be found by the players in the church aka player-facing, while the image on the right-hand side is a NPC overview that is GM-facing. The NPC overview not only reveals the type of Vaesen the players are hunting (a church grim), but it tells them what happened to Nils (cursed), one of the first NPCs the players encounter after being hired. In fact, when the players met Nils, I shared the image on the right and quickly had to delete after a re-read. Sure, you could argue that the headings are different as well as the font styling, but this is not consistent throughout the scenario.<\/p>\n<h2>Extending the Grid: Bargain Tables<\/h2>\n<p>Almost every investigation system I've played in requires the playrs to roll or do something to obtain NPC knowledge. Due to how much information was provided in A Wicked Secret, it made sense to create what I'm calling a Bargain Table. This listed out what players had to do to acquire the information they wanted on the Info Grid (see Figure 5).<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/vaesen-aws-bargain-table.PNG\" alt=\"The Bargain Table I created for A Wicked Secret.\"><\/p><p style=\"text-align: center;\">Figure 5: The Bargain Table I created for A Wicked Secret.<\/p><p><\/p>\n<p>Granted, this does not capture every roll possible when it comes to interacting with the NPCs, but again it's the high-level ones. Each H key in the Info Grid corresponds to an entry on the Bargain Table that allows a GM to quickly find what players need to do to acquire the knowledge. Creating this sub-table allowed me as a GM to get more into character and improv with the NPCs. When designing the table, I found that blocking them out by each NPC helped a great deal in keeping it organized. This is why the H keys in the Info Grid (see Figure 3) are numbered by each NPC rather than the information.<\/p>\n<h2>Further Expansion: Location-Based Clues<\/h2>\n<p>Beyond NPC knowledge, I mentioned there were both location-based clues and false rumors. The false rumors were easy to tack onto the bottom of the Info Grid. I did the same thing with the Location-Based Clues (see Figure 6).<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/vaesen-aws-location-clues.PNG\" alt=\"The Location-Based Clues table for A Wicked Secret.\"><\/p><p style=\"text-align: center;\">Figure 6: The Location-Based Clues table for A Wicked Secret I created.<\/p><p><\/p>\n<p>I took the same approach that I did with NPC knowledge except that H entries had to be keyed by the handout provided rather than the NPC that gives them out. Specifically, Handouts 2B-2D are the key to the players solving the mystery, which they can find in multiple locations. The scenario supports having you dole out these texts at various locations, which you can see listed in the Location-Based Info table.<\/p>\n<h2>Final Thoughts<\/h2>\n<p>Admittedly, I created all of this for a one-shot, and I was inspired by the blog post where I first saw the idea. I don't think I could have successfully run this scenario without an aid like this. There's too much information that's sprinkled throughout each location. This aid was a godsend for between sessions, because I could quickly look at the tables and anticipate what players were going to search\/check next.<\/p>\n<p>Oh, and on top of all this, there's also a Countdown clock in the background. Some rolls in the scenario are contingent upon what phase you're in. There were so few of these, though, that I did not find a clean, or viable, way to add them. I considered another colmun in the Info Grid that included which phase they could be acquired in, but this felt like bloat to an already expansive aid.<\/p>\n<p>The bottom line is, I think investigation scenarios should include something like this as a reference. I wouldn't even mind it as a blank sheet that I then dig through the module to fill out. Either way, I know this scenario intimately thanks to creating this, so I was able to be more flexible when my characters did unexpected things. I'm looking forward to using it more in future investigation scenarios and am curious what y'all think about it as a staple reference in such modules.<\/p>\n"},{"title":"Dreamland - Through Ultan's Door","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/dreamland\/"}},"updated":"2025-04-08T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/dreamland\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/dreamland-cover.PNG\" alt=\"Cover of the Dreamland Quickstart\"><\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/ben-laurence.itch.io\/through-ultans-door-issue-1\">Through Ultan's Door<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.exaltedfuneral.com\/products\/dreamland-quickstart\">Dreamland<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Jason<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Lily\/Cultist\/Rollory)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Discovered a weird door only we could see<\/li>\n<li>Dreamt in the Inquisitor\u2019s Temple<\/li>\n<li>Murdered a giant, one-eyed bird<\/li>\n<li>Met some guild-less that asked us to take them away<\/li>\n<li>Was chased by murderous creatures<\/li>\n<li>Conjured a sick boat<\/li>\n<li>Woke up in shock, remembering my dream self and the city of Zyan<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Dreamland is one of the coolest systems I've had the privilege to play in. There are few dice in Dreamland. Almost everything is built on words and pillars. To begin, you have to make your Dream Self and Waking Self. That's right, you get two characters to play. Your Waking Self is the person who has memories (tied to Pillars) that you can utilize while playing as your Dream Self to sculpt and change Dreamland. Your Dream Self is a person tied to one of the 5 Pillars in the game with skills and abilities.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/dreamland-pillars.PNG\" alt=\"The 5 Pillars of Dreamland\"><\/p>\n<p>Throughout play as your Dream Self, you access a Word Bank by collecting words. This becomes your Personal Pool. Dreamers are limited in how many words they can have by their Dreamer Level. The Word Bank is generated from a set of ~300 words and maintained by the DM. The number of words in the Word Bank is determined by the number of players, and almost all words in the bank are tied to one of five pillars, Pillar Words. Some are neutral words and don't count to the cost of seeing if you break a Pillar of Dreamland.<\/p>\n<p>When players want to do something with their Pillar Words, they describe what their character is doing and try to use X number of words from their Personal Pool in their speech. Then, they have to roll 1d10 to see if they broke a Pillar of Dreamland. If it's less than or equal to the number of Pillar Words they used, they break a Pillar of Dreamland. These have different effects on both players and dreamland.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/dreamland-setup.PNG\" alt=\"Dreamland setup before play\"><\/p>\n<p>As a Pillar breaks, the Night Clock is moved forward by 1 hour. When it hits midngiht, the players &quot;wake up&quot; to their Waking Self. Sometimes they've forogtten things about themselves, or they die while in Dreamland. It's super fun and very unique in the way it puts players in the position of narrating exactly what they do and with what words.<\/p>\n<p>I can see Dreamland becoming a framework and spawning games that have their own set of pillars and word banks.<\/p>\n<h2>The Party<\/h2>\n<ul>\n<li>Caleb Wannabe game designer \/ Poet - Iraun<\/li>\n<li>Larry Businessman \/ Gravedigger \u2013 Ong Zwarba<\/li>\n<li>Lily Museum intern \/ Cultist - Rollory<\/li>\n<li>Clio Nondescript \/ Executioner<\/li>\n<\/ul>\n<h3>My Character<\/h3>\n<ul>\n<li><strong>Name:<\/strong> Lily (b. ~1992)<\/li>\n<li><strong>Current Age:<\/strong> 33 (~2025)<\/li>\n<li><strong>Gender:<\/strong> Female<\/li>\n<li><strong>Background:<\/strong> A young intern, working at the Carnegie Natural History Museum after finishing their master\u2019s in public history. Born in the rust belt that is Indiana, Lily left cornfields for Pittsburgh after graduating. She left behind her mother and sister on bad terms. Her father passed away when she was very young. She\u2019s well liked with coworkers and has no problem meeting and making friends. In the evenings, she takes classes in stained glass. She believes there is magic in art and historical items like bones and shells.<\/li>\n<\/ul>\n<h4>Skills<\/h4>\n<ol>\n<li>History<\/li>\n<li>Charming<\/li>\n<li>Tarot Readings<\/li>\n<li>Stained Glass<\/li>\n<li>Partying<\/li>\n<li>Collector<\/li>\n<\/ol>\n<h4>Memories<\/h4>\n<ul>\n<li>Memory 1: Books filled with stories of fascinating foreign lands (Faraway); Starting to fade; Now completely gone<\/li>\n<li>Memory 2: Love of your friends; wild nights out with them, drinking, carousing (Passion)<\/li>\n<li>Memory 3: A museum of natural sciences; rooms filled with bones, fossils, shells (Mystery); Starting to fade<\/li>\n<\/ul>\n<h3>The Brief<\/h3>\n<p>In Pittsburgh, we are told about a door in this appliance shop that only certain people can see. A TikTok creator is promoting how there isn\u2019t a door in this appliance shop. It\u2019s an off-white door with a plain aluminum handle. People brush over the door as if it isn\u2019t there, and no one turns the doorknob. Somehow, the four of us can see the door, and we\u2019re all drawn to it.<\/p>\n<p>The owner of the shop won\u2019t let us record in the shop without paying a fee. He tells us about legends of people dying in the building and other unfortunate events. Caleb opens the door and finds a dark little corridor that goes about 8 feet. There\u2019s a blue door painted with gold leaf and swirling pattern with an elegant handle in the shape of a swan\u2019s neck.<\/p>\n<p>Caleb steps in and disappears, gone in a blink. Larry and I followed in wonder where he could have gone. We\u2019re not sure if we were pulled through or walking through the door, but we see ourselves in a medieval castle, beyond its blue and gold gates. As we gather our surroundings, we don\u2019t\u2019 remember who we are or each other. Here, we make our dream selves.<\/p>\n<p>I am the Cultist, and I look like a religious version of the witch king of Angmar.<\/p>\n<p>We\u2019re in a small room. Chipped tiles of geometric pattern with an archway to the left of us, while a door to our right has claw marks. Through the archway, we see a large room with alcoves, and in the center sits a dry marble fountain. There are 3 corpses in robes with plagues masks that remind me of plague doctors, hanging in this room from a railing. Knowing this religion, I recognize they have been sacrificed to the Pickled Prince by having their throats slit and blood drained.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/dreamland-1.PNG\" alt=\"Dreamland with the Word Bank and Night Clock\"><\/p>\n<p>Our Executioner sees a bird with nothing but wings and a glaring eye. It\u2019s menacing but we\u2019re able to resist the hypnosis of it. The Executioner cuts it down once we all resist, but I feel a shock of psychotic damage as if I\u2019ve lost something dear to me.\nOur Poet creates a marvel where English words dance upon the corpses (a vision only he can see), and he sees\/hears how upset they are to not be laid to rest correctly. \u201cCan\u2019t be buried in the sky city of Zyan\u201d They desperately want out of this darkness.\nAs the Gravedigger looks to see if we can bury these corpses here, a great big bear trap snaps at him and injures him.<\/p>\n<p>We remember we\u2019re from the city of Zyan. I have found myself in the inquisitor\u2019s theater, a place that formally belonged to the theater. Part of an inquisitor\u2019s religious duty was not to kill criminals. They lived in remorse in their final days. People who have committed shameful crimes are sent here after becoming guild less. The corpses that hang before us appear to be guilded people.\nI used to be a member of a forbidden cult, and the memories of this place come back to me. It was a public torture chamber, but they say a curse has fallen upon the city of Zyan. This is why this place is no longer in use. There is guild-less, among others, and I know even boats can come from the sewers. There\u2019s a ruin where the guild-less dwell near here, foul beings no longer considered human.<\/p>\n<p>Recalling this causes us to hear people from Reality, and I become Impassioned.<\/p>\n<p>Meanwhile, the Gravedigger reaches for a light and falls. The fall triggers us to hear bumping from the scratch door on the right.<\/p>\n<p>This pack of explorers, or guild-less, appears past the door. Mine and the Executioner\u2019s silver-tongued words convince them not to attack us, and they ask us to follow them back as if they\u2019re scared.<\/p>\n<p>My name returns to me. I am Rollory. I once had another name\u2026I think.<\/p>\n<p>We pass a statue of the Pickled Prince and come upon a priest and a group of the guild-less. Our Executioner recognizes that this was the priest that killed the other people in the torture chamber. They beg us to take them away and show us to the piers where the river is gross and smelling awful.<\/p>\n<p>Suddenly, we hear creatures\/hogs coming for us and the guild-less. A miracle comes to me, and I conjure a boat on the water for us to flee from the creatures. We flee!<\/p>\n<p>Even though we are successful in our escape, all but the Executioner catch a stray bullet from the creatures\u2019 guns.<\/p>\n<p>And then\u2026. we\u2019re awake.<\/p>\n<p>I forget about the joys of reading fantasy, my book club, and don\u2019t remember purchasing many of the books that line my cozy, little library.<\/p>\n<h3>The Takeaways<\/h3>\n<h4>The Pros<\/h4>\n<ul>\n<li>Character creation plays a big role<\/li>\n<li>Innovative and exciting<\/li>\n<li>Unlike anything I have ever played<\/li>\n<\/ul>\n<h4>The Cons<\/h4>\n<ul>\n<li>Must be comfortable in sharing creatively (beyond roleplaying your character)<\/li>\n<\/ul>\n"},{"title":"Vaesen - A Wicked Secret","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/vaesen-secrets\/"}},"updated":"2025-03-23T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/vaesen-secrets\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/vaesen-cover.jpg\" alt=\"Vaesen cover\"><\/p><p style=\"text-align: center;\"><em>Rulebook cover for Vaesen<\/em><\/p><p><\/p>\n<p>This was a pickup game after Precognition! I had been itching to play this system for a while and opted to join. Glad I did as it was very cool and prompted thinking about how we set up, run, and manage investigation scenarios as a whole.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/freeleaguepublishing.com\/shop\/vaesen-2\/a-wicked-secret-and-other-mysteries\/\">A Wicked Secret<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/freeleaguepublishing.com\/games\/vaesen\/\">Vaesen<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Joel<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Gertrude - Doctor)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Harrassed a traumatized man about his experience<\/li>\n<li>Interviewed a powerful pagan woman<\/li>\n<li>Found a dead body<\/li>\n<li>Got the priest killed<\/li>\n<li>Almost died from a church grim<\/li>\n<li>Rid the town of the church grim but did not catch pagan woman<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Vaesen is a nordic horror investigation system where players have what's called the Sight and can see the supernatural. Skill checks are utilized to discover what's really happening in the world, and only a 6 counts as a success. Equipment, traits, and attributes are added together to give the player their dice pool when rolling. Players can suffer conditions, both mental and physical, that diminish their dice pool, depending on the type of skill test they're making. It's a straightforward and simple system to get into that allows room for improvisation for both the GM and the player.<\/p>\n<h2>The Brief<\/h2>\n<p>While we\u2019re at our crappy castle, we receive a letter from August von Meijer. He tells us about one of his employees, fleeing a village at night in his night shirt and raving about a beast. Now, we\u2019re doing research of our own to see if we can deduce anything before getting involved. Our research yielded knowledge of pagan rituals and their natur motifs, tying into some religion. We've also heard rumors that the village has a bloody past and their pagan rituals persist to this day. Lastly, the previous priest of the village died under mysterious circumstances. His body was found mutilated in the woods. With this knowledge, we set off on our journey.<\/p>\n<p>Arriving in August's office, he notified us that he'd be covering our travel and lodgings. He's very eager to be done with this deal and secure the land. A woman named Marta is allowing us to stay with her, and he's informed us that a Dorotea Skytt was deep in negotiations with him. No one has said yes or no to his deal yet.<\/p>\n<p>He told about his employer, Lindesk\u00f6ld, who had been put in isolation due to fear of him hurting himself or others. We spoke to Lindesk\u00f6ld who told us about a beast with glowing red eyes that followed him. He remembered church bells ringins and had scratches all over his arms from tree branches.<\/p>\n<p>Investigating the village, we spent much time talking to Marta and the priest who seemed to be quibbling over something. The priest had medieval texts, relating to the behavior of the creature. We deduced it to be a church grim, a beast that would do anything to protect the church.<\/p>\n<p>A circle of crows alerted us to a dead body, another employee of August's who had been missing for a couple of days. We found a note on his body about meeting with the priest, though not in his handwriting.<\/p>\n<p>By nightfall, the priest was killed by the church grim, and I threw a rock at the church and ran away, hoping to give the rest of my group time to burn the beast's bones that were under the foundation of the church.<\/p>\n<p>Somehow, we all lived, and the church grim was destroyed!<\/p>\n<h2>The Takeaways<\/h2>\n<p>After playing this, I immediately ran it for my one-shot group and felt this was the best scenario to use, since I was already familiar with it. You can read more about it in my post about <a href=\"https:\/\/theplayreports.com\/posts\/info-grids-and-bargains\/\">Info Grids &amp; Bargain Tables<\/a>.<\/p>\n<h3>Pros<\/h3>\n<ul>\n<li>Very different investigation style<\/li>\n<li>Felt like I had player agency on the outcome of the investigation<\/li>\n<li>Very easy for players to get into<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Requires realizing that not all clues are NPC-based<\/li>\n<li>Need players who are willing to be creative in discovering information<\/li>\n<li>A lot of management on the GM side<\/li>\n<\/ul>\n"},{"title":"Call of Kid-thulhu - Haunted Halloween","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/kid-cthulhu\/"}},"updated":"2025-03-18T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/kid-cthulhu\/","content":"<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>Call of Kid-thulhu<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Jess<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Paul - Costume: Batman\/Mothman)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>2<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Legend in town that kids who come to a haunted house never return<\/li>\n<li>Roger, some bully, dares us to do it. Locks us inside the house. The house apparently can be locked from the outside?? LAME.<\/li>\n<li>We explore the crappy downstairs, and no one wants to go upstairs.<\/li>\n<li>Explore the fireplace. There's a pair of boots in the living room as if someone has been squatting here.<\/li>\n<li>We see spooky shadows in a mirror that try to talk to us. Joey is charmd by it and tries to go into the basement.<\/li>\n<li>We go upstairs and find Roger with a knife. We lure him into a hole in one of the upstairs room, and he falls to his death. His body was not his body.<\/li>\n<li>Joey is lured to the basement, and we all go and try to figure out how to escape + save him<\/li>\n<li>Find a lair through a basement drain and destroy an atlar and her before dying....yay!<\/li>\n<\/ul>\n<h2>The Party<\/h2>\n<p>Key: Player Name: Character Name (Halloween Costume) - Vibes\/Notes<\/p>\n<ul>\n<li>Lyndsey: Shirley (Amelia Earhart) \u2013 Walking ad for the girl scouts, wears her scouting uniform as much as possible; talks about camping all the time<\/li>\n<li>Aaron: Joey (Boba Fett) \u2013 Leather jacket, has had to repeat 5th grade multiple times, cusses, and smokes<\/li>\n<li>Kati: Paul (Batman\/Mothman) \u2013 Class clown, you know<\/li>\n<li>Zac: Joe (Jason) \u2013 Poor as fuck, loyal<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>I've played quite a bit of Call of Cthulhu, so I was curious about the kid-version of it. The number of skills available is quite stripped down, and instead<\/p>\n<h2>The Brief<\/h2>\n<p>We walked into the house. There\u2019s a bunch of candles everywhere. Roger was bragging about how we won\u2019t stay the night. There are plants, and they\u2019ve been well taken care of? How bizarre, how bizarre. We ask if Roger has been living here, and he says no way.<\/p>\n<p>Roger throws the key out of the letter flap on the door and tells us Ace is coming in the morning to let us out. Paul asked how we\u2019re locked in (my GM said to go with the module haha). He tells us there\u2019s a spare key hidden somewhere in the house.<\/p>\n<p>There was a cat that was alive! The cat tries to swipe at Jo who barely misses. Jo doesn\u2019t kill it, but it runs aways and scurries up the staircase.<\/p>\n<p>We get to the basement door, and Roger can\u2019t get it open. He says he\u2019s been down there before, but it doesn\u2019t seem like it. None of us can get it open, not even Joey. We go back to the family room and look at things a little more closely. We notice that all the figurines and pictures that are in here have eyes scratched out. There\u2019s one photo that we take that looks like a girl about our age.<\/p>\n<p>In the dining room, we found a shattered mirror. Joey picks up a piece of the shattered mirror and sees a shadow in the mirror that\u2019s not there when he turns around. In the hallway, there\u2019s a pair of boots that look bad and smell as bad as the knapsack I found.<\/p>\n<p>Jo sneaks away and goes upstairs to follow Roger. After Joey continues to look in the mirror and tells Paul to look in the mirror, we see the shadow again. Then Joey continues looking into it and sees his grandma. He\u2019s acting weird. I try to snatch it from him and fail.<\/p>\n<p>Eventually, we go upstairs and explore a crappy bathroom. I see the shadow again in the mirror and shatter the mirror with my slingshot. We go into a scorched bedroom where it looks like there was a crazy fire but only in this room. I catch Joey trying to sneak off and try to get the mirror away from him again. I end up using my slingshot on Joey\u2019s hand to disarm him. He runs downstairs to get another piece of mirror.<\/p>\n<p>Roger appears at the end of the hallway with his arm behind his back. We try talking to him, but he has a knife in his hand. He doesn\u2019t seem scared or to recognize pain as if he was possessed. Three of us are fighting Roger upstairs, while Joey goes gets another piece of mirror. Then, he immediately heads to the basement. The woman who looks like his grandmother asks if he\u2019s ready, and the door to the basement falls off its hinges.<\/p>\n<p>Joey seems normal again after some time. It\u2019s almost like he doesn\u2019t remember the debacle with the mirror. After luring Roger to a hole in the room, he falls through and dies. Bugs run away from his body as if he was possessed. Shirley finds a dead body in a closet with a missing left hand. We think it\u2019s some squatter, since we found some boots and a backpack.<\/p>\n<p>Joey comes up from the basement, while Shirley and Paul come back downstairs. Joey and I have a smoke. Jolene holds the cigarette but doesn\u2019t smoke it. We try to call 911, and the operator takes our call but doesn\u2019t seem to hear us. We hang up, and a creepy old woman calls us back. We quickly hung up the phone.<\/p>\n<p>We go to the basement, and eventually find this disgusting woman's lair that's through one of the drains below. We find this altar with a hand and destroy it, killing her in the process before we're killed.<\/p>\n<h2>The Takeaway<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>I can see the appeal of this for kids<\/li>\n<li>The dynamic lighting in Roll20 added a good level of immersion for the group as we explored the house<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>The module requires quite a bit of buy-in (no one wanted to go upstairs)<\/li>\n<li>Seemed to require GM work to get us from point A to B. Our GM did a great job in having spooky stuff happen to keep us moving forward.<\/li>\n<\/ul>\n"},{"title":"NUKED! - A Post-Apocalyptic Knave Hack","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/nuked\/"}},"updated":"2025-03-16T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/nuked\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/nuked-cover.PNG\" alt=\"NUKED! rulebook cover\"><\/p><p style=\"text-align: center;\"><em>The rulebook cover of NUKED!<\/em><\/p><p><\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>The Strange Lab of Dr. Erichtho<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/harshrealmpress.itch.io\/nuked\">NUKED!<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Mac<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>5<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Big Brain - John Rotgut)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr>\n<tr>\n    <td>Players<\/td>\n    <td>Big Brain (John Rotgut), The Bloodhound (Doug), The Okkultist (Father \u2013 Gas 4 Coin), The Snatchfinger (Red Ed), and Bunker Baby (Honcho)<\/td>\n<\/tr>\n<\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Someone's digging up bodies in the local graveyard<\/li>\n<li>We find an old airstream in the middle of the swamp<\/li>\n<li>Found a mad scientist in an underground bunker<\/li>\n<li>Frankenstein experiment on the dug up bodies<\/li>\n<li>We help the scientist finish the experiment<\/li>\n<li>Murder the expiriment and one of our party members died<\/li>\n<li>We Frankenstein HIM and take the doc to town<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>NUKED! is a rules lite system set in a post-apocalyptic world. It takes inspiration from systems like Knave and M\u00d6RK BORG. The layout of the rulebook shows the inspiration it takes from media such as Fallout and Mad Max, among others.<\/p>\n<p>There are no classes, and skill tests use a d20, requiring a roll under to succeed. Grit is a special stat that can be used to reroll dice. They felt similar to Omens in M\u00d6RK BORG. There's a lot of good stuff packed into this 40-page rulebook. The last one I'll comment on is that like any good post-apocalyptic world, there's plenty of items lying around. Aside from the slot-based inventory system, each item has a usage die. When using an item relating to an ability, you roll that item's usage die and on a 1 or 2, the number of uses drops by one. When you're out of item uses, the item breaks or is consumed.<\/p>\n<h2>The Brief<\/h2>\n<p>We start in the town of Bilgewater at 2 PM on a Tuesday where we overheard there are bodies missing from the graveyard. Guards saw them take bodies into the swamp, and they couldn\u2019t catch them. Bilgewater is a terrible company town, so people don\u2019t have much here. There\u2019s a bounty of 300 scrap if we can figure out who is stealing the bodies and what they\u2019re doing with them. Water Merchants Union owns this town and are the ones who put the bounty up.<\/p>\n<p>We decided to head to the graveyard and inspect the scene of the crime. Bridges and docks connect this soggy\/marshy area. The graveyard is on the outskirts of town. There\u2019s someone who looks like a caretaker (Dante) of the space and lives in a shack next to the graveyard. Caretaker reveals the bodies are usually taken the day after the body is put in the ground. There\u2019s an old uranium mine that\u2019s causing a lot of death around here. Three months ago, he noticed the first body disappeared. We ask him to show us where the most recent graverobbing occurred.<\/p>\n<p>Dante takes us to the most recent death, a guy named Baxter who died of radiation sickness. We notice a blockier set of footprints. Doug, having been a Junior Ranger Scout, deduced there are two sets of footprints. The first are robot feet, while the second are humans perhaps in a larger environment suit of some kind. Dante also tells us about how the swamp is seriously radiated. He suggests some rad pills or a gas mask.<\/p>\n<p>With zero preparation, we march into the swamp. The weather is clear as we progress. We continue without breaking for camp. It starts to rain, and we start to lose the trail. We continued the same way we were heading and found an airstream on a slightly bigger island in the swamp. There\u2019s an old dirt road we can see that goes to the south. No lights are on in the airstream, and midnight is approaching fast. I try to lockpick the airstream which has an electronic keypad on it and fails. The radiation is high here, and the group backs away to recuperate for a little bit before returning.<\/p>\n<p>As we return to the airstream, there\u2019s the smell of exhaust and burnt meat. We didn\u2019t hear any noise as we approached, and I lockpick the electronic keypad successfully this time. We explore the airstream and find a secret door that leads further down. After climbing down a ladder and going through a decontamination process, we enter a lab where a man admits to taking the bodies and trying to pull a Frankenstein. In the end, we agree to allow the doctor to continue his experiment (and even help him) to bring one of these zombies to life. We agree that after he\u2019s successful, we\u2019ll take him to Bilgewater for his crimes.<\/p>\n<p>The experiment was a success (obviously because we were involved), and it immediately tried to attack us. We try to tranquilize the abomination, but it ends up killing Father \u2013 Gas 4 Coin. In the end, the Frankenstein was electrocuted and charred to pieces. Since Frankenstein did a clean break of Father \u2013 Gas 4 Coin\u2019s head by snapping his neck, the party, along with the doctor, decided to resurrect him. It was successful, sort of, and he must wear a neck brace for a while. We return to town and get the 300 scraps.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Rules lite Knave\/Fallout vibes<\/li>\n<li>Enjoyed the importance of stats<\/li>\n<li>The environment has a big impact (e.g. weather, radiation)<\/li>\n<li>Item usage is a cool mechanic that I want to explore more<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Hard not to compare to Fallout<\/li>\n<li>Unsure if I got the full experience of the system from a one-shot<\/li>\n<\/ul>\n"},{"title":"M\u00d6RK BORG - Mind Dungeon of the Crystal Eye","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/mork-borg-crystal-eye\/"}},"updated":"2025-03-16T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/mork-borg-crystal-eye\/","content":"<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>Mind Dungeon of the Crystal Eye<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/morkborg.com\">M\u00d6RK BORG<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Daria (Bees777)<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Ashe - Ashborn Apostle)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Entered a tavern and met some chill people<\/li>\n<li>Touched a crystal eye and ended up in a dungeon<\/li>\n<li>Encountered weird glitches of the barkeep<\/li>\n<li>A few floors later, encountered a giant disembodied mouth with two eyes<\/li>\n<li>Murdered the mouth<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>This was my first time playing M\u00d6RK BORG, and I loved how simple the system was. I also loved the grunge and grit I felt in my character. We're all metal as fuck, and we're all scum. For the session, we used the roll20 character sheets provided for the system, so I didn't learn what to roll as well as I would have liked. Still, the pregens were great to get us into the system and start being murder hobos.<\/p>\n<h2>The Module<\/h2>\n<p>The module run was created by our GM, which I thought was pretty cool! Everything took place in a single tavern. A crystal eye in the back of the tavern teleports players to a glitchy version of reality that preys on the party members memories and previous encounters with people inside the tavern. I love the premise of this dungeon and think it allows for a lot of variablity.<\/p>\n<h2>The Party<\/h2>\n<p>This was a great group with solid variety in class. One of our players, Josh, did quick character sketches of each party member. I'm not sure what supplement our classes came from or if they're from the rulebook (my copy is on its way as I type this)! Here's a table of each party member with their character sketch.<\/p>\n<table id=\"statSheet\">\n<tr>\n    <th>Player<\/th>\n    <th>Character<\/th>\n    <th>Character Sketch<\/th>\n<\/tr>\n<tr>\n    <td>Kati<\/td>\n    <td>Ashe (Ashborn Apostle)<\/td>\n    <td><img src=\"https:\/\/theplayreports.com\/assets\/images\/ashe-mb.png\"><\/td>\n<\/tr>\n<tr>\n    <td>Josh<\/td>\n    <td>Klogg (Swamp Goblin)<\/td>\n    <td><img src=\"https:\/\/theplayreports.com\/assets\/images\/klogg-mb.png\"><\/td>\n<\/tr>\n<tr>\n    <td>Richard<\/td>\n    <td>Harmug (Basilisk Half-Breed)<\/td>\n    <td><img src=\"https:\/\/theplayreports.com\/assets\/images\/harmug-mb.png\"><\/td>\n<\/tr>\n<tr>\n    <td>Heart<\/td>\n    <td>Wort (Goblin Grifter)<\/td>\n    <td><img src=\"https:\/\/theplayreports.com\/assets\/images\/wort-mb.png\"><\/td>\n<\/tr>\n<\/table>\n<h2>The Brief<\/h2>\n<p>We started in this average-looking tavern. Ashe finds a seat in the corner of the tavern to judge all the other patrons with her back to a wall. Harmug speaks to one of the patrons and browses their wares. Wort beelines for the bartender, asking for a drink. Klogg gambles, losing Silver left and right. The goblin accuses people of cheating and regrets not cheating himself. He finds out there are mirror golems in the Crystal Eye. The group drinks more, buys some scrolls, and sets out for the Crystal Eye.<\/p>\n<p>We all reach out and touch it. We get lightheaded and fade to black, waking up in a hall of mirrors. The mirrors reflect us all and show us differences in our age, skin, etc. It\u2019s a trip!<\/p>\n<p>As we explore, we run into the old man that sold us scrolls. A couple of our party recognize that he doesn\u2019t look right. He has a static to him and is talking like a VHS that\u2019s rewinding. He keeps saying, \u201cLooks like you forgot something!\u201d Once we ask what we forgot, he says our head and attacks us. After we attack, the face shifts to our mothers and begs us to stop attacking it. It moves me, Ashe, and paralyzes me with emotion. I\u2019m unable to attack from the emotions I\u2019m feeling. Eventually, I\u2019m able to gain my senses, and we hack and slash the foul thing until it\u2019s dead. As it dies, it shatters into a bunch of faces that look familiar to us.<\/p>\n<p>We continue traveling north until we find the bartender who looks glitchy. We kill the glitchy looking bartender and find a sick ass sword that\u2019s good against golems and constructs. Harmug takes the sword, swapping out his generic one for it.<\/p>\n<p>Further exploration reveals another glitchy memory, one of the gamblers a couple of us played with. Not wanting to fight again, we throw a smoke bomb at the glitchy memory and try to sneak by. We see another eye and touch it, leaving behind some loot and avoiding a couple fights.\nWe moved to a long hallway-like room with many doors. There are grates on the north and south end. I cast Morbid Incensation and plunge the room into darkness to buy our group time to explore the room. We start opening doors left and right, searching for the eye. All the while we are defending ourselves from imps. We loot some treasure, kill some imps, and then get the hell out of there via chariot. Klogg summons a chariot to carry us to the room with an eye, and we\u2019re in a labyrinth.<\/p>\n<p>There\u2019s colored sand behind glass for the walls that move and look like some kind of galaxy or lava lamp. Two mirror golems on the north and south ends of the room bar our way. We shatter one with glass exploding around us. The second one is no match for us now that we have this sick sword for destroying mirror golems. We quickly move to the next floor.<\/p>\n<p>There is a giant disembodied mouth in the center of the room with two eyes that raise up from the pit. The eyes leak a black ooze beneath them. As we fight, the mouth swallows Harmug. Before he\u2019s taken, he\u2019s able to throw the Videns sword to the ground, and then he\u2019s gone. Klogg, after consuming rage power, destroys the mouth with two strikes from his Zweihander and yells, \u201cSWALLOW THIS!\u201d while flipping off the mouth. The mouth drops a crystal eye. I kill one of the eyes, and we all make our way to the eye to leave this infernal place.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Very modular in the way it allows your character to act (e.g. omens)<\/li>\n<li>I appreciated the Roll20 macros and character sheet for quick play<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Using the roll20 character sheets got us into the adventure quickly but didn't learn the rolls very well<\/li>\n<li>Dungeon was pretty linear; Felt more like a delve where each floor was more dangerous<\/li>\n<\/ul>\n"},{"title":"OD&D - Spawning Grounds of the Crab-Men","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/odd-precognition\/"}},"updated":"2025-03-15T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/odd-precognition\/","content":"<img src=\"https:\/\/theplayreports.com\/assets\/images\/od&d-book1-cover.PNG\" alt=\"Cover of Book 1 from OD&D, Men & Magic\" width=\"400\" height=\"600\">\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/www.fightonzine.com\/issues\/issue3.html\">Spawning Grounds of the Crab-Men<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.drivethrurpg.com\/en\/product\/28306\/od-d-dungeons-dragons-original-edition-0e\">Original Dungeons & Dragons (OD&D)<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td><a href=\"https:\/\/attronarch.com\">Attronarch<\/a><\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>5 (with each person controlling 2 characters)<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Ulfam and Gill Boi)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Found some cool looking crab-shell canoes<\/li>\n<li>Canoes swarmed by albino rats and 2 people die<\/li>\n<li>Gill put almost everyone and himself to sleep, including the rats<\/li>\n<li>Made it to shore before capsizing!<\/li>\n<li>Split the party! Half the group found a pack of troglodytes, the other a pack of crab-men<\/li>\n<li>Feared the pack of troglodytes, murdered the crab-men<\/li>\n<li>Confronted Crazy Clonk (and probably would have died)<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>My first session at <a href=\"https:\/\/tabletop.events\/conventions\/precognition-2025\">Precognition<\/a> was the opportunity to play Original Dungeons &amp; Dragons, specifically the rules in the 3 little brown booklets. I must admit, I still don't know much about it, haha, other than primarily combat and how to cast a couple of spells. The first system I played was 3.5e, so discovering OD&amp;D was neat. However, I can see some elements that have carried through to this day in places such as B\/X and OSR, such as group initiative rolling rather than individual, among other things.<\/p>\n<h2>The Party<\/h2>\n<p>Attronarch, our GM, had <a href=\"https:\/\/attronarch.com\/2025-character-creation-challenge-day-31\">a page on their blog with 100 pregenerated characters<\/a> which made rolling for a character seamless. Grab a d100 and off you go. I think creating these pregens were part of the <a href=\"https:\/\/tardiscaptain.com\/2024\/11\/26\/2025-character-creation-challenge\/\">character creation challenge<\/a>, which I'm tempted to do for fun. I rolled 80 and 34, getting Ulfam Rainwell and Gilandila Imraandiril \/ Firmgiant.<\/p>\n<h2>The Brief<\/h2>\n<p>Eight adventurers walk into a cave where there is an underground river. There are a handful of upturned crab shells (canoe sized) with paddle pairs that look like crab claws. Some of the party investigates them and finds nothing suspicious. All of us hop in and start paddling. Swarms of rats come on board the first two crab shells and kill Fork-Tongued Dragolen. People are trying to catch up, but during that time, Boris is eaten alive.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/boris-eaten-alive-od&amp;d.PNG\" alt=\"Boris and Fork-Tongued eaten alive by rats\"><\/p>\n<p style=\"text-align: center\">The party cruising down an underground river in crabshell canoes, while two party members are casually eaten alive by albino rats.<\/p>\n<p>As the group continued fighting the rats, Gill (an ever-wise magic user), used a scroll of sleep which put the remaining rats to sleep plus Gill, Thorvald, and Skorri. Susan drank a potion of giant strength and jumped into Ulfam and Kettra\u2019s crabshell, while the two of them stabilized the crabshell. They landed without capsizing, but the crabshell cracks under the weight of 4 people. We throw a rope at 2 adventurers we see on a shore near a ruined tower who pulls us over. Gill and Thorvald are still sleeping. Gill briefly explore the ruined tower which smells horrendous. Kettra wanders away, trying to loot the dead corpses that are floating down the river and stumbles upon a pack of troglodytes. A couple party members watch the pack of troglodytes, while the rest cross a bridge and inspect a narrow passage in the cave. Not wanting to wait, Kettra and Clawnut go after the troglodytes and try to shove them into the water. They miss spectacularly and start combat.<\/p>\n<p>As Susan explored the narrow passageway, Ulfam followed, and we were attacked by 5 crab-men from above. Gill and Thorvald ran to help with the Troglodytes, while the rest fought the crab-men. Thorvald ran up to smash their faces in, while Gill used his Wand of Fear. He scared all but 1 of the troglodytes, but unfortunately also feared Kettra and Thorvald.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/split-the-party-od&amp;d.PNG\" alt=\"Gill Boi fearing the troglodytes, while the party fights crab-men.\"><\/p>\n<p>The battle with the crab-men continues as Susan and Skorrie climb up to attack them. Ulfam shoots one with a crossbow. As we kill one and one runs away, 2 more crab-men appear. We kill all but 1 of the crab-men and then promptly split the party down two different archways to confront CRAZY CLONK.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/crazy-clonk-od&amp;d.PNG\" alt=\"The group, still split, and about to die.\"><\/p>\n<p style=\"text-align: center\">The party about to die, I'm sure of it.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Magic is so damn broken in OD&amp;D<\/li>\n<li>Strategy is super important (surprise)<\/li>\n<li>Very easy to roll player side (our GM was definitely doing a bunch of number crunching\/checking matrices I think)<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>If people are unfamiliar with the style, it makes it difficult to coordinate with your party!<\/li>\n<li>Adjustment to the phases of combat being their own discrete parts (movement, missile fires, spell, and melee); I'm undecided on if I liked it or not. It was more realistic, for sure, and made for interesting combat rather than, &quot;I hit, now you hit&quot; stuff.<\/li>\n<\/ul>\n"},{"title":"Into the Odd - Deluge at Drizzle Distillery","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/ito-kala-mandala\/"}},"updated":"2025-03-15T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/ito-kala-mandala\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/deluge-at-drizzle-cover.jpg\" alt=\"Cover of Deluge at Drizzle Distillery\"><\/p>\n<p style=\"text-align: center\">The Cover of the Deluge at Drizzle Distillery adventure by Munkao.<\/p>\n<p>The session was ran as part of <a href=\"https:\/\/tabletop.events\/conventions\/precognition-2025\">Precognition<\/a>, a virtual ttrpg con happening March 14-18 2025. Gamemasters and players gathered to spend a weekend playing games through Discord, VTT, and other tools. Just like my previous post with OD&amp;D, this session did not disappoint.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/heycentaur.itch.io\/drizzle-distillery\">Deluge at Drizzle Distillery<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/freeleaguepublishing.com\/games\/into-the-odd\/\">Into the Odd<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Chryphex<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>5<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Bruno)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Two gods are duking it out, because one son is a cheapskate<\/li>\n<li>Worms as conglomerates of other creatures is gross<\/li>\n<li>The place was flooding, so we had to move fast<\/li>\n<li>Much deliberation on when to use totems and for what areas<\/li>\n<li>Found a super cool secret weapon called the Power Parasol<\/li>\n<li>Used the Power Parasol to kill a god (Bye, Balub!)<\/li>\n<li>Saved the distillery with 3 minutes to spare<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>The module is specifically written with Cairn and Into the Odd in mind, so it made sense when the GM ran it with Into the Odd as the system. I had played it before, but with little to no combat happening. When I played it this time, there was a lot of combat, and I discovered the interesting mechanic of how your hit points replenish once out of combat. If you're hit for more hit points than you have, your strength stat starts to become reduced. Characters only have three stats; Strength, Dexterity, and Charisma. You get 1d6 for hit protection, or hit points. It's a roll under system with very easy and quick character creation. No one had access to or used any magic. My starting items came from the module, I think, and was some palm wine and a bell on a stick (which did come in handy)! I found it pretty cool that different interactions can cause you to lose different types of stats. You only die when your Strength hits 0.<\/p>\n<h2>The Module<\/h2>\n<p>This was the first module I played in that was created by Munkao, and it was a delight. The GM was quick to share much of the art with us from the module as we encountered each NPC or item (and was gorgeous). It helped set the tone of the module and brought the world to life. Seeing the NPCs that we encounter before entering the distillery (see below) told us about the different factions, how they behave, and what beliefs these people held.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/npcs-from-deluge.PNG\" alt=\"NPCs from the Deluge at Drizzle Distillery\"><\/p>\n<p style=\"text-align: center\">A handful of NPCs you meet at the start of the Deluge at Drizzle Distillery adventure.<\/p>\n<p>The Brief below is a shortened version of the play session. I took the highlights from the session. Beware! There are spoilers ahead for the module.<\/p>\n<h2>The Brief<\/h2>\n<p>Reader Note: <strong>Magarak<\/strong> is the rain\/storm god, and <strong>Balub<\/strong> is the worm god.<\/p>\n<p>We began in a guest house next to a holy water distillery. There are a few people here looking for adventurers to enter the distillery, specifically a Granny, to find her son, and she\u2019ll give us 900 gold. She talks about how there is a family weapon hidden in there that can kill gods. She says there is a Blueprint for it in their Library, and each half is hidden in the light and workshop. She says the only barrier is the Storm. Before we leave, 3 other individuals overhear us. The Royal Envoy offers us 450g for a drawing of the Purification Apparatus. The messenger offers us 500g to help their members (3) trapped in the Distillery. The Custodian offers us 750g for Drizzle Water (3x) and will not accept less.<\/p>\n<p>We enter the <strong>Drizzle Distillery<\/strong> and are met with an abomination that\u2019s ape shaped but made of worms. We tricked it into running into a section where the roof is exposed. It was immediately struck by lightning and vaporized. A bellowing voice calls out, <strong>\u201cBalub, you interloper, come out. I will destroy you!\u201d<\/strong><\/p>\n<p>The next room has golden water (Drizzle)! Frumble picked up an umbrella in the corner, and a spirit emerged from a statuette that the umbrella was hiding. Half of the group begins groveling, while the rest start cleaning the room. The spirit apologizes for its behavior, and we talk with it. The spirit, <strong>Mo Sokow<\/strong>, is a fermenting guardian that supervises the aging process. It mourns the loss of Drizzle and does not want us to leave the room. We continued to clean the room, and we found 3 empty Drizzle bottles, 50\u2019 of rope, and a turtle reject. As we leave, Maragak is calling for Balub to face him and curses him. Re-entering the prayer room, <strong>a human-sized mole appears<\/strong> and sniffs the air. She greets us and says if we want to make a trade, we\u2019ll have to find her in her inventory room. Jay prays to Magarak and is blessed in some way. We venture forward to a larger room.<\/p>\n<p>High ceilings with a central fountain, shooting out air. There are 4 more spouts in each corner. A chandelier with brightly lit oil lamps with a human underneath. It moves and behaves like a zombie with worms wriggling under its skin. It\u2019s unaffected by the bell. Lustvig uses a cleaver on it, dealing damage. The rest of the party continues to attack it until the zombie collapses. Worms wriggle out of their host. Jay tries to bring the chandelier down delicately but ends up bringing flaming oil down onto the ground. The ball of the chandelier unscrews, and we take it with us. <strong>We suspect this is one half of the weapon Granny was talking about<\/strong>.<\/p>\n<p>A big, heavy door bars the way with extreme cold coming from it. A blast of cold air hits us. In the center, there are 3 people in blocks of ice with a badge with one eye on each. The logbook details how this is a prison. The laziest eye group plus the mole are wanted. We melt the ice blocks and tell them they need to escape. We murder hobo our way to the library and find the blueprint. As we head back the other way, we\u2019re in knee deep water. The distillery is beginning to be destroyed. We hack our way through more worms to the workshop. We construct the <strong>Power Parasol<\/strong> and make our way north to Balub.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/power-parasol-blueprint.PNG\" alt=\"The blueprint for the Power Parasol\"><\/p>\n<p>After some more usage of totems and taking damage from the storm, <strong>we reach Balub<\/strong>, the worm god. We solidify the mud with a turtle totem that Balub is in. He notices us and shapeshifts into a hellhound of worms. We point the Power Parasol at Balub which reflects his attacks. The roof caves in, and Maragak curb stomps Balub to death. Suddenly, the rain stops, and all the worms start to scurry to the ground. WE DID IT.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/complete-map-drizzle.jpg\" alt=\"Complete map and our notes\/exploration of the distillery\"><\/p>\n<p>By the end of it all, we had the following:<\/p>\n<ul>\n<li>Bottles of Drizzle water: 3<\/li>\n<li>Statuettes: 1 sacred frog | Perfect: 1 turtle, 1 carp | Rejects: 2 turtles, 3 carp, 2 dragonfly<\/li>\n<li>Gold total: 3,328 | 83g on dead body, 195g on various messy shelves + all side quests completed + main quest completed<\/li>\n<\/ul>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>PRAISE THE FROG<\/li>\n<li>Don't roll to hit!<\/li>\n<li>Super-fast character creation<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>The system requires the adventure to have a lot of items\/treasure\/puzzles to be interesting, which I don't dislike. This is mostly an observation that the right module needs to be paired with Into the Odd, and this one was perfect.<\/li>\n<li>Once you figure out the puzzle mechanic, it's less puzzle-work and more debating with your team about potential dangers ahead.<\/li>\n<\/ul>\n"},{"title":"Fallout - Smear Campaign","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/fallout-smear-campaign\/"}},"updated":"2025-02-27T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/fallout-smear-campaign\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/fallout-header.PNG\" alt=\"Fallout 2d20 Core Rulebook Cover\"><\/p><p style=\"text-align: center;\"><em>The Core Rulebook cover title of Fallout.<\/em><\/p><p><\/p>\n<p>This GM play report talks about the <a href=\"https:\/\/modiphius.net\/en-us\/pages\/fallout-the-roleplaying-game\">Fallout 2d20<\/a> system. It's easy to see the inspiration the game takes from 5e, but it's also a system with some crunch.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/modiphius.net\/en-us\/products\/falloutrpg_corerulebook-pdf?pr_prod_strat=e5_desc&pr_rec_id=d15948a9f&pr_rec_pid=6584406114474&pr_ref_pid=6584401559722&pr_seq=uniform\">With a Bang, or a Whimper (In the back of Core Rulebook)<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/modiphius.net\/en-us\/products\/falloutrpg_corerulebook-pdf?pr_prod_strat=e5_desc&pr_rec_id=d15948a9f&pr_rec_pid=6584406114474&pr_ref_pid=6584401559722&pr_seq=uniform\">Fallout 2d20<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Kati<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>3<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>GM<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>2<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>The party investigated the farmhouse and was attacked by Joseph.<\/li>\n<li>Returned Joseph to the Mayor who asked for help making sure there was no anti-ghoul sentiment<\/li>\n<li>Group ran a smear campaign against the mayor and had him resign<\/li>\n<li>Attacked by synths (the mayor and other townsfolk) which, after killing all but the mayor, further helped the party in their election efforts.<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Fallout is a 2d20 system, created and published by <a href=\"https:\/\/modiphius.us\/collections\/fallout-the-roleplaying-game\">Modiphius<\/a>. Each d20 rolled counts as one success or failure, and a difficulty from 1-5 is set by the GM. Both the players and the GM have Action Points (the players have a pool of AP) that can be bought to roll more d20's for tests. There's a lot of details in the skills, crafting, and how weapons behave. The level of crunch you want to include is somewhat optional, in my opinion.<\/p>\n<ol>\n<li>\n<p><strong>What rulings that weren\u2019t rulebook supported were made, and why did I make them?<\/strong><\/p>\n<blockquote>\n<p>The effects of weapons that triggered on combat dice rolls. I had them stay stagnant and chose an effect at random rather than checking for each weapon what the list of effects could have been. I felt it slowed down combat, and I didn't have a handy table at the ready to check all weapons.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>Did I have to work around the rules in order to facilitate play? How?<\/strong><\/p>\n<blockquote>\n<p>Not really. The system is a very narrative and cinematic one. Only when specific situations like combat, travel, or crafting are triggered does more of the crunchy side of the system reveal itself. Skill tests are the primary driver in how play is facilitated.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<h2>The Module<\/h2>\n<p>I used the module, <a href=\"https:\/\/marketplace.roll20.net\/browse\/module\/16140\/with-a-bang-or-a-whimper\">With a Bang, or a Whimper through Roll20<\/a> which is an introductory adventure in the back of the Fallout Core Rulebook (CRB). I previously ran the adventure last year for my one-shot group, so I was excited to run it with a new group of players.<\/p>\n<ol start=\"3\">\n<li>\n<p><strong>What did I change about the module? Why? How successful were those changes?<\/strong><\/p>\n<blockquote>\n<p>The changes I made were necessary as the group did not trust, or believe, the mayor's intentions (rightfully). I had to spend time between sessions expanding the settlement. Even thought the module encourages\/wants the group to collaborative worldbuild, I felt it was a better usage of time to have those built in and allow the players to explore it naturally. Rather than the synths<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>How did I use procedures to facilitate play?<\/strong><\/p>\n<blockquote>\n<p>Asking the players for skill tests when they wanted to get NPCs to behave a certain or otherwise interact with the environment in a way that might be challenging.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>What did I modify \u201cbehind the screen\u201d, and why?<\/strong><\/p>\n<blockquote>\n<p>I made up some weapon stats that I couldn't find in the rulebook while we were in session. I probably made up some other numbers at some point too, haha.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<h2>The Party<\/h2>\n<p>Almost the first hour of session 1 was spent creating characters. I think this was mainly due to the fact that I couldn't share PDFs or even reference sheets in Roll20 for players to quickly create their character. I had to take screenshots of the rulebook and share that way. It was a little frustrating!<\/p>\n<ul>\n<li><strong>Charles B. Lucky (Ghoul):<\/strong> Friends call him Chuck, has lived off their luck<\/li>\n<li><strong>Braz (Mister Handy):<\/strong> Medical assistant for a while, \u201cowned\u201d by some raiders and did some weird surgeries, companion to a healer later and then he died, so now wandering and doing freelance labor<\/li>\n<li><strong>Babe (Super Mutant):<\/strong> Carries a big ole\u2019 bat, heard of this mythical place called Diamond City and wanting to learn Baseball<\/li>\n<\/ul>\n<ol start=\"6\">\n<li>\n<p><strong>When did I tailor things to my table instead of randomising them?<\/strong><\/p>\n<blockquote>\n<p>I created some NPCs ahead of time, since I knew the group was wanting to charm them into being against the mayor. I also added some very loose ideas of the layout of the town and a handful of buildings that existed in the settlement. Most of this was lifted from the module in some way and curtailed to what the party wanted to do.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>Were there any pain points in the session, and how did I respond?<\/strong><\/p>\n<blockquote>\n<p>The only pain points were in combat and my forgetting rules. After session 1, I had a nice refresher on procedures. I enjoy the crunch and thought I was prepared, but I had clearly forgotten some rules.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>Were there any emotional or triumphant moments, and did I facilitate that?<\/strong><\/p>\n<blockquote>\n<p>A triumphant moment was when Chuck, a very charismatic character, was able to convince the townspeople to force the mayor to resign. A successful smear campaign was executed.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>How did I maintain pacing during this session? Did I have to work to balance attention between players?<\/strong><\/p>\n<blockquote>\n<p>There were a couple moments when I needed to validate a rule which slowed the pace of the game a bit. Otherwise, the party was motivated by their own goal and came up with creative ways to achieve that goal.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Optional crunch in a good way<\/li>\n<li>Captures the vibe of the Fallout franchise<\/li>\n<li>Great community with <a href=\"https:\/\/docs.google.com\/document\/d\/1HhX8yGHIgy8CV7HXK0wSClxCygMUGY4gMmIMm5Y62Ck\/edit?tab=t.0#heading=h.gdaoqmxkfg2l\">lots of homebrew and reference resources<\/a><\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>The organization of the core rulebook makes it difficult to find the table(s) you need<\/li>\n<li>You must track your player's equipment closely to know what tables you'll need to reference (e.g. knowing how a pipe revolver behaves)<\/li>\n<li>There was no easy way to share the list of perks for players to choose from and see the requisites when creating their characters.<\/li>\n<\/ul>\n<ol start=\"10\">\n<li>\n<p><strong>Was there any prep that felt wasted or unused on reflection?<\/strong><\/p>\n<blockquote>\n<p>No prep was wasted as I went mostly improv once the players chose to deviate from the quest.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>When did I have the most fun this session? Why did I think those parts were fun?<\/strong><\/p>\n<blockquote>\n<p>The most fun was when the party framed the mayor and forced him to resign. There were many charisma rolls to determine who came out on top of the debate in front of the whole town.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n"},{"title":"Crash Pandas - Eat Trash, Beat Trash","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/crash-pandas\/"}},"updated":"2025-02-17T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/crash-pandas\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/crash-pandas-cover.png\" alt=\"Crash Pandas cover image\"><\/p>\n<p>This is a play report on <a href=\"https:\/\/gshowitt.itch.io\/crash-pandas\">Crash Pandas<\/a> by Grant Howitt. Every player is a different raccoon, and you're all trying to drive the same car (done through blind voting) to win a race.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>The Fast and the Furriest<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/gshowitt.itch.io\/crash-pandas\">Crash Pandas<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Jess<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Dr. Doctor)<\/td>\n<\/tr>\n<tr>\n    <td>Human Casualties<\/td>\n    <td>1<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Chose a garbage truck as our vehicle<\/li>\n<li>Harassed, intimidated, and vandalized the competition<\/li>\n<li>Released the trash from our truck in a fiery blaze<\/li>\n<li>Killed a hot dog man<\/li>\n<li>Won the race<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Crash Pandas is a two to three page rule system where each player is a raccoon, driving a vehicle and participating in drag racing. Each raccoon can hold two items (one for each hand) and can roll on a table of 20 items. It's easy to pick up (pun intended) and hilarious to play. You can generate a map as players progress through the race or have one premade with various obstacles. It's entirely up to you, and it's fun.<\/p>\n<h2>The Party<\/h2>\n<p><strong>Bruno Scars<\/strong> \u2013 Lounge singer with many gambling debts, lives in a dumpster behind the nicest hotel in the city.<\/p>\n<p><strong>Fuzzy Gunner<\/strong> \u2013 Undercover cop, found in a dumpster and raised by police force. Tryna see if the vibes are whack at this street racing thing. Adopted by the chief of police and given a dog bed to sleep in.<\/p>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/fuzzy-gunner-bio.PNG\" alt=\"Fuzzy Gunner design and bio\"><\/p>\n<p><strong>Dr. Doctor<\/strong> \u2013 A wizened raccoon that has spent years understanding the occult that is humanity (think Prof. Albin Eberhart von Franz from Nosferatu).<\/p>\n<p><strong>Sprocket Scrapcoon<\/strong> \u2013 Din diesel was a tree wrapped around an old engine in Vin Diesel\u2019s backyard. It was cut down and taken away. Now, Sprocket is following the voice to fulfill his destiny of becoming one with an engine.<\/p>\n<h2>The Brief<\/h2>\n<p>We\u2019re all in the garbage truck. To prep for the race, the gang vandalizes a couple of the vehicles. No one noticed us sabotaging the cars, because they were listening to some dumb human.<\/p>\n<p>Bang! The race starts. We don\u2019t hit anything! Dr. Doctor beats his lead pipe against the door and intimidates the other racers. We juke, we jive, and Dr. Doctor heaves trash over the back end while yelling \u201cFOR HUMANITY\u201d, causing the orange mustang to spazz out. We run the blue car off the road and into a fire hydrant by using 2 cool points. We make a successful right turn and do a sick ass donut to taunt the other racers. As we donut, Dr. Doctor intimidates the ice cream truck after going all \u201cWITNESS ME!!\u201d mad max on them.<\/p>\n<p>We hit the curb in front of the pizza shop and fuck up a tire. Tilted, we are now careening towards a hot dog man and his cart. Apparently, this hot dog man doesn\u2019t have a permit, and the police hate him. So we speed up. The hot dog man and the cart crash through a window. We fix the tire, reverse in this bitch, and then 1 cool point later, we're fleeing the scene of the crime.<\/p>\n<p>Fuzzy is doing mass surveillance checks to make sure we\u2019re safe and not hitting any obstacles. Bruno Scars hands off the driving to Sprocket, so he can perform a concert of his #1 hit \u201cShow me that trash!!\u201d Sprocket splashes paint on the side of the vehicle to boost our speed. We are screaming into this intersection at a respectable speed.<\/p>\n<p>We take a sick turn behind a Chinese restaurant down a narrow alley. The ice cream truck barely follows. We let all the trash out the back. It\u2019s on fire. The ice cream truck is unphased. We throw one last ditch effort. Literally. We chuck a spare tire at them, and they crash. THERE CAN BE ONLY ONE. We win the $10k grand prize, because we are cool as hell critters.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Comedic and hilarious to play<\/li>\n<li>Blind voting for driving a vehicle works (never know what will happen)<\/li>\n<li>Great with teens!<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Can't see much replayability<\/li>\n<li>Maybe <em>too<\/em> rules lite?<\/li>\n<li>Item table should be d100, not d20<\/li>\n<\/ul>\n"},{"title":"Into the Odd - Wonky Willie Times","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/wonky-willie\/"}},"updated":"2025-02-02T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/wonky-willie\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/wonky-willie.PNG\" alt=\"Wonky Willie's cover image\"><\/p>\n<p>This is a play report on <a href=\"https:\/\/prismatic-wasteland.itch.io\/wonky-willies-authentic-interactive-extravaganza\">Wonky Willie's Authentic Interactive Extravangza<\/a>. The adventure was created by a whole group of excellent creators in the ttrpg space. You can grab it for free on itch.io!<\/p>\n<h2>The Stat Sheet<\/h2>\n<ul>\n<li><strong>Adventure:<\/strong> Wonky Willie's Authentic Interactive Extravaganza<\/li>\n<li><strong>Date Played:<\/strong> 05\/24\/2024<\/li>\n<li><strong>System:<\/strong> <a href=\"https:\/\/freeleaguepublishing.com\/games\/into-the-odd\/\">Into the Odd<\/a><\/li>\n<li><strong>GM:<\/strong> <a href=\"https:\/\/www.prismaticwasteland.com\/\">Prismatic Wasteland<\/a><\/li>\n<li><strong>Player Count:<\/strong> 2<\/li>\n<li><strong>My Role:<\/strong> Player (Clarissa)<\/li>\n<\/ul>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Clarissa became an influencer with 30,000 followers on a stolen account<\/li>\n<li>My cousins and classmates killed many people as children, mainly for streamer clout<\/li>\n<li>We followed a masked man into the void<\/li>\n<li>Clarissa acquired a rat as a pet and named it after my dead classmate, Dominic, who was murdered by a labor rights Oompa Loompa<\/li>\n<li>Inherited the chocolate factory<\/li>\n<\/ul>\n<h2>The Brief<\/h2>\n<p>Dominic and Clarissa were classmates taken on a tour of Wonka Willie\u2019s Authentic Interactive Extravaganza (AIE).  Dominic was brought by Mrs. Kronk, our homeroom teacher, and Clarissa came with 4 of her cousins. Two, Timmy and George, would be featured later. The group began in a room with a ball pit. Each child was given a half cup of lemonade and a jellybean with distinct flavors and a brief one- or two-word description. Timmy lost many teeth in the ball pit.<\/p>\n<p>Dominic and Clarissa explored a side door where they discovered a dozen or so Willie\u2019s. Dominic used a super magnet to take all their buttons away from their outfits which made them drop their drawers. Willie led us down a long hallway with doors on each side. We chose to go straight ahead to a salt crystal room covered in Cheeto dust. An erratic man who claimed to be the Salt Miser came forth from the Cheeto dust and ranted to us about saving the planet. We promptly killed him though I can\u2019t remember why.<\/p>\n<p>After murdering him, George felt bad, and a Chocolate Drake appeared to give him a golden ticket. We went up a staircase and discovered an angry Oompa Loompa streaming about the terrible working conditions. Dominic, ever wrathful, wanted to murder him but was in turn murdered by the angry Oompa Loompa. He also killed Timmy and said we were even. Very an eye for an eye. We murdered him too and called his mom about it. Clarissa stole the Oompa Loompa\u2019s phone and took over his stream.\nClarissa made a poll on her stream to see which jellybean George should eat. He ate the Tea Party one which revealed a silver masked man in the ceiling. We used Dominic\u2019s super magnet to follow him. Clarissa used her stream to get him cancelled, which shrunk him down to rat size, and the children murdered him. The Chocolate Drake returned revealing the real Wonka Willie who gave Clarissa and George the business before dying himself.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Vagueness of the jellybeans and their purpose<\/li>\n<li>Tour guide makes it easy to keep things moving<\/li>\n<li>Didn't feel like a dungeon crawl (although I do love dungeon crawling)<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Wanted to discover factions sooner<\/li>\n<\/ul>\n"},{"title":"Tricks & Treats - Doomsday","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/tricks-and-treats\/"}},"updated":"2025-02-02T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/tricks-and-treats\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/tt-outfit.PNG\" alt=\"My Halloween Costume - Denethor, Steward of Gondor with a Kate Spade ketchup packet purse\"><\/p>\n<p>This is a play report on a homebrew Halloween system created by Dwiz from <a href=\"https:\/\/knightattheopera.blogspot.com\/\">Knight at the Opera<\/a>. While the system is not available for play, it was a great treat (pun intended) to play around Halloween.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Date Played<\/td>\n    <td>10\/24\/2024<\/td>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>Downtown Doomsday<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>Dwiz's Halloween Game<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Dwiz<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>6<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Cordelia dressed as Denethor, Steward of Gondor with a Kate Spade ketchup purse on the shoulder)<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Went through a haunted house at a church; Tore up some polticial signs; f the system<\/li>\n<li>Purchased some additional things at the dollar store to cause shenanigans<\/li>\n<li>Set off cherry bombs at a policital rally; Got arrested<\/li>\n<li>Found some weird rat evidence and dead people in the sewers\/construction site in town<\/li>\n<li>Used rat poison to save the town (and also murder them all??)<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>The game mechanics are broken into 15-minute scenes similar to Modiphius's 2d20 system. Playing this way allowed for easy note taking and is why The Brief is broken down in this way. The setting was the early 2000s and felt nostalgic in way that's similar to Kids on Bikes\/Brooms.<\/p>\n<h2>The Brief<\/h2>\n<h3>5:00 - 6:00 PM<\/h3>\n<p><strong>5:00 PM \u2013 All Saints Church<\/strong>: Bug\u2019s brother drops us off at All Saints Church. I threw a Holloway political sign in the parking lot. Threw a tomato at Dustin who was smoking in the back. Aidyn took his lighter.<\/p>\n<p><strong>5:15 PM - All Saints Church<\/strong>: Tried to sneak into the rectory, failed, broke some stained glass and ran away holding hands with Aidyn<\/p>\n<p><strong>5:30 PM \u2013 McDonald\u2019s<\/strong>: Went to McDonald\u2019s with the gang and swiped a white Boo-Bucket from Faith and Dylan.<\/p>\n<p><strong>5:45 PM \u2013 Craven Lounge<\/strong>: Watched Eric tell our teacher off<\/p>\n<h3>6:00 - 7:00 PM<\/h3>\n<p><strong>6:00 PM \u2013 Trick or Treating to the Dollar Store<\/strong>: Gets an orange Boo-Bucket from the bank (was holding a potted plant); Thanks, Bug. Trick or Treated at the Pharmacy.<\/p>\n<p><strong>6:15 PM \u2013 Shopping at the Dollar Store<\/strong>: Hagen purchased an old person mask and some other supplies to frame Buster (his ex-best friend) for murder.<\/p>\n<p><strong>6:30 PM \u2013 Hitchcock Park<\/strong>: Snuck around the stage and found out that Holloway wasn\u2019t there. The campaign staff is freaking out. Aidyn yelled, \u201cSniper!\u201d and set off a cherry bomb. Pigs came to arrest him, but my Alpha got away.<\/p>\n<h3>7:00 - 8:00 PM<\/h3>\n<p><strong>7:00 PM - Construction Site<\/strong>: Found Buster\u2019s prank set up. Hit a remote controller that triggered music and slime on everyone in the park. Climbed down and encountered Buster. I shot him with a stink bomb, and Jessicha, Ben, and I escaped. Unfortunately, Ben got hit with the stink bomb, but that\u2019s the price of justice.<\/p>\n<p><strong>7:15 PM \u2013 Sewage Tunnel<\/strong>: The three musketeers are gonna explore a sinkhole at the construction site to look for vampires. Jessicha wants to kill it, but I want to study it! Ben went first into the tunnel, because he\u2019s the smelliest. We saw a bunch of barrels of coal ash filling the sewers.<\/p>\n<p><strong>7:30 PM \u2013 Sewage Tunnel\/Pharmacy<\/strong>: Followed the candy wrappers in the sewage tunnel and found the pharmacy destroyed and like a bunch of stuff was stolen from there. No one was dead, so it couldn\u2019t be vampires.<\/p>\n<p><strong>7:45 PM - Pharmacy<\/strong>: Trick or Treated our way to the parking garage to watch Russel shred in the parking garage. Stopped at the pizza place, and it was weird.<\/p>\n<h3>8:00 - 9:00 PM<\/h3>\n<p><strong>8:00 PM \u2013 Parking Garage<\/strong>: Watched Russel wipeout and sprain his ankle. What a poser. Jessicha tried to faith heal him. I probably could have helped, being used to injuries like that in my sport.<\/p>\n<p><strong>8:15 PM \u2013 Cronenburg Stadium<\/strong>: On our way to the stadium, Aidyn sees a group of girls he was gonna meet up with to get his first K-I-S-S. They taunt him and call him the blob, running away. Aidyn howls at the moon, and it\u2019s the loudest howl heard in all Eerie. There\u2019s a fee to get into the stadium. BOO, YOU WHORE.<\/p>\n<p><strong>8:30 PM \u2013 Walking to Pest Control<\/strong>: Whoa, we see that the Craven Lounge has been ransacked and continues. See Edward who asks if our parents are registered to vote. Eric harasses him away.<\/p>\n<p><strong>8:45 PM \u2013 Pest Control<\/strong>: There\u2019s a candy bowl, and we see a middle-aged woman giving out candy. We took some candy and left.<\/p>\n<h3>9:00 - 10:00<\/h3>\n<p><strong>9:00 PM \u2013 Intersection of 15th Street and Hooker<\/strong>: We see a dead human body. It\u2019s our teacher. We don\u2019t really care, because he was a douche. A fight ensues with human-sized rats with red eyes. A fight ensues with giant rats. We caught our ride home. We\u2019re stopped by a stampede of people fleeing the stadium. We reverse rolled up to pest control and laced all the candy we have with rat poison. WE SAVED THE TOWN.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>The 15 minute increment of time kept everyone moving forward<\/li>\n<li>Playing as kids on Halloween was thematically really fun<\/li>\n<li>Collecting in candy in a small town allowed for interesting connections\/backgrounds to be established<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Session went long given we needed to trick-or-treat until late and then resolve the module's mystery<\/li>\n<\/ul>\n"},{"title":"Shadowdark - Quickstart Funhouse","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/shadowdark-funhouse\/"}},"updated":"2025-01-27T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/shadowdark-funhouse\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/shadowdark-quickstart.PNG\" alt=\"Shadowdark cover\"><\/p><p style=\"text-align: center;\"><em>The cover to the Lost Citadel of the Scarlet Minotaur dungeon.<\/em><\/p><p><\/p>\n<p>Writing my first GM play report and utilizing <a href=\"https:\/\/playfulvoid.game.blog\/2023\/10\/15\/the-session-report\/\">Idle Cartulary's post on Playful Void<\/a> to structure the play report with some other notes by me. If this works well, I'll continue to use this format. Yay for trying new things!<\/p>\n<p>This GM Play Report is about Shadowdark. I picked up my copy of the book at GenCon and finally had the chance to bring it to the table. Having never run it before, I used the Quickstart dungeon titled Lost Citadel of the Scarlet Minotaur. I had about 2 hours notice before running the one-shot as we had a last minute cancellation on our Call of Cthulhu campaign.<\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td><a href=\"https:\/\/www.thearcanelibrary.com\/products\/shadowdark-rpg-quickstart-set-pdf?srsltid=AfmBOop07FD9_psBq4kOu3rp_ArbR0TfdDnAbKEcTndp5A5FQymOG32N\">Lost Citadel of the Scarlet Minotaur<\/a><\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td><a href=\"https:\/\/www.thearcanelibrary.com\">Shadowdark<\/a><\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Kati<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>3<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>GM<\/td>\n<\/tr>\n<tr>\n    <td>Number of Sessions<\/td>\n    <td>1<\/td>\n<\/tr><\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Party entered from the Northeast and explored most of the northeast section of the dugneon<\/li>\n<li>The group almost died to some pillars that were traps<\/li>\n<li>Triggered many traps (weapon racks, statues, pillars)<\/li>\n<li>All but 1 player died<\/li>\n<li>Killed the minotaur!<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>Shadowdark is an OSR system that loves to dungeon crawl! My group of players are big OSE\/Dolmenwood players, so bringing Shadowdark to them seemed a natural choice. The two biggest and immediate differences from systems like OSE to me were the real-life timer and tracking light sources in real life.<\/p>\n<ol>\n<li>\n<p><strong>What rulings that weren\u2019t rulebook supported were made, and why did I make them?<\/strong><\/p>\n<blockquote>\n<p>None that I can recall.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>Did I have to work around the rules in order to facilitate play? How?<\/strong><\/p>\n<blockquote>\n<p>I had a player who felt the limited number of torches was punitive, and they asked to search in some crates for a torch which I allowed. Not having to worry about light dimnished quite a bit of the tension.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<h2>The Module<\/h2>\n<p>I liked the briefs and room breakdowns. It was easy to pick up and understand everything. In fact, some may have been too brief, but that was fine as I made up what I wanted as we went.<\/p>\n<p>After we played, the group and I discussed the dungeon. It felt more like a funhouse of horrors rather than one cohesive dungeon<\/p>\n<ol start=\"3\">\n<li>\n<p><strong>What did I change about the module? Why? How successful were those changes?<\/strong><\/p>\n<blockquote>\n<p>There were two rooms (really only one) near the northeast entrance that were not labelled, so I turned one into an old storage room, while the other became an extension of the existing hallway it was connected to. It worked fine. Nothing spectacular.<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>How did I use procedures to facilitate play?<\/strong><\/p>\n<blockquote>\n<p>Rolling for encounters regularly, allowing players to explore a space to trigger events<\/p>\n<\/blockquote>\n<\/li>\n<li>\n<p><strong>What did I modify \u201cbehind the screen\u201d, and why?<\/strong><\/p>\n<blockquote>\n<p>I misspoke in a room and implied the trap was a plate when it wasn't in the Sorcerous Pillars room. Rather than correct my statement, I allowed the players to continue with incorrect information (oops! big learning moment!) This was the first of many issues our party had in there. More on this below.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/sd-qs-map-completed.png\" alt=\"Dungeon Map Completed\"><\/p><p style=\"text-align: center;\"><em>This is the part of the dungeon map that was completed by the party.<\/em><\/p><p><\/p>\n<h2>The Party<\/h2>\n<p>I used a random character generator, <a href=\"https:\/\/shadowdarklings.net\/create\">Shadow Darklings<\/a>, which was helpful getting us right into the dungeon, but one of my players disliked not having the opportunity to prep their own gear for it.<\/p>\n<ol start=\"6\">\n<li><strong>When did I tailor things to my table instead of randomising them?<\/strong>\n<blockquote>\n<p>I reduced the damage the minotaur did to give some party members a bit more longevity. All but 1 member died which felt good!<\/p>\n<\/blockquote>\n<\/li>\n<li><strong>Were there any pain points in the session, and how did I respond?<\/strong>\n<blockquote>\n<p>The trap in the Sorcerous Pillars room is that as you pass pairs of pillars, different effects impact you until you retreat behind them. The first is anything that can ignite, will. This is essentially everything in my mind. Further past another set of pillars was an ettercap body. The body in this room made it unclear how the trap functioned, since it had passed the fire pillars yet wasn't a pile of ash. I understand it was placed to be a clue as to how the trap functioned but ultimately left my party frustrated, so they left.<\/p>\n<\/blockquote>\n<\/li>\n<li><strong>Were there any emotional or triumphant moments, and did I facilitate that?<\/strong>\n<blockquote>\n<p>The most triumphant moment was killing the minotaur after the many hazards the party triggered in the dungeon.<\/p>\n<\/blockquote>\n<\/li>\n<li><strong>How did I maintain pacing during this session? Did I have to work to balance attention between players?<\/strong>\n<blockquote>\n<p>My group is really good about staying on task, asking questions, and sharing space around the table, so it was great!<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Enjoyed the heavy emphasis on dungeon crawling<\/li>\n<li>Can see how these mechanics are really enjoyable in a campaign<\/li>\n<li>Liked the light mechanic as a DM and needed to attack light sources MORE to up the stakes and add more tension.<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Maybe should have walked players through character creation<\/li>\n<li>Some players found the light mechanic punitive<\/li>\n<li>Quickstart wasn't as thematically cohesive as I liked<\/li>\n<\/ul>\n<ol start=\"10\">\n<li><strong>Was there any prep that felt wasted or unused on reflection?<\/strong>\n<blockquote>\n<p>Nope!<\/p>\n<\/blockquote>\n<\/li>\n<li><strong>When did I have the most fun this session? Why did I think those parts were fun?<\/strong>\n<blockquote>\n<p>When I wasn't speaking and really letting players sit in a space to explore or ask questions about things.<\/p>\n<\/blockquote>\n<\/li>\n<\/ol>\n"},{"title":"BadgeQuest - Cookie Selling Goes Dark","link":{"@attributes":{"href":"https:\/\/theplayreports.com\/posts\/badgequest\/"}},"updated":"2025-01-23T00:00:00Z","id":"https:\/\/theplayreports.com\/posts\/badgequest\/","content":"<p><img src=\"https:\/\/theplayreports.com\/assets\/images\/bq-cover.png\" alt=\"BadgeQuest book cover\"><\/p>\n<h2>The Stat Sheet<\/h2>\n<table id=\"statSheet\">\n<tr>\n    <th>The Label<\/th>\n    <th>The Details<\/th>\n<\/tr>\n<tr>\n    <td>Adventure<\/td>\n    <td>Mrs. Mayfield's Secret<\/td>\n<\/tr>\n<tr>\n    <td>System<\/td>\n    <td>BadgeQuest<\/td>\n<\/tr>\n<tr>\n    <td>GM<\/td>\n    <td>Jess<\/td>\n<\/tr>\n<tr>\n    <td>Player Count<\/td>\n    <td>4<\/td>\n<\/tr>\n<tr>\n    <td>My Role<\/td>\n    <td>Player (Maddie)<\/td>\n<\/tr>\n<tr>\n    <td>Troop Number<\/td>\n    <td>Troop 613<\/td>\n<\/tr>\n<tr>\n    <td>Cookie Boxes Sold<\/td>\n    <td>15 (crushed it)<\/td>\n<\/tr>\n<\/table>\n<h2>The Snapshot<\/h2>\n<ul>\n<li>Had a normal day but then suddenly our troop mate, Emily, was missing<\/li>\n<li>Met a creepy, shady guy (bounty hunter) that we blackmailed for info<\/li>\n<li>Discovered a wolf pack of old ladies and crashed their cabin party<\/li>\n<li>Creepy bounty hunter vs. Werewolf Ladies + Kid Scouts showdown<\/li>\n<li>We ran off and saved the wolf ladies because girl power<\/li>\n<li>And STILL sold more cookies than Troop #666. What a bunch of losers.<\/li>\n<\/ul>\n<h2>The System<\/h2>\n<p>The game took place in the 90s which was nostalgic for the group as a whole. The way kids interact, especially a group of girls, was fun and relaxing even though we were hunting werewolves. Very camp, very whimsy. The system uses days, broken into a morning and evening segment, to move time forward.<\/p>\n<h2>The Brief<\/h2>\n<p>Dear Diary,<\/p>\n<p>You won't believe what happened this week. Monday was a normal day of cookie selling. We went to visit Lily, the owner of the magic shop in town. Tuesday, I wanted to apologize to Emily's grandma for running through her flowerbed, but we found a bloody, murder scene with fur and a knocked over wagon with cookies on the ground. We called the cops and took a bunch of evidence to solve this mystery ourselves, mainly a picture of four women in town (they're all old). Later that night, some of us snuck out and found a crime scene where Emily was dead in the park.<\/p>\n<p>Wednesday we had to skip school and figure out what was going on, so we went right to the source. The library. Nothing useful in the books, but the librarian helped us figure out who all the old ladies in the picture were. We went to go interview them, but they were all out of town. Turns out, they got some cabin up at the lake. Some of our troop ran into a creepy bounter hunter that called himself Ricky Jones (obviously a lie) and wanted to come with us to kill the werewolves. Oh yeah, he told us the old ladies were a pack of werewolves. HOW COOL IS THAT?!??!<\/p>\n<p>Once we had a plan in place, we spent the evening selling cookies. We can't let our numbers drop just because we're saving the town. Thursday morning, we have Nathan (someone's sibling) drive us up to the cabin (we can't drive duh). The were-ladies tell us one of them can't get out of their werewolf form. We chant some weird latin mumbo jumbo to make the lady human again.<\/p>\n<p>Then, the bounty hunters showed up. I threw firecrackers at the door. They dropped a gun, and I got it!! Then I shot it!! Only warning shots, because I am responsible. We fled the cabin in a jeep and made it back to town. Of course, we had to sell even more cookies afterwards. It was a lot. Anyway, I'm gonna go play games with Jazz. ttyl.<\/p>\n<h2>The Takeaways<\/h2>\n<h3>Pros<\/h3>\n<ul>\n<li>Loved the camp and whimsy<\/li>\n<li>Easy to create a character<\/li>\n<li>Level up system is earning badges which is a neat thematic milestone system<\/li>\n<li>Fun restraints in playing as kids (don't have access to the same things)<\/li>\n<\/ul>\n<h3>Cons<\/h3>\n<ul>\n<li>Wanted a little bit more in the way of skills\/special abilities with my character<\/li>\n<\/ul>\n"}]}