C4 announcement has me feeling like
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C4 announcement has me feeling like
One of my personal game design white whales is an OSR game that takes the modern roguelike "core advancement schema is constrained to single runs, plus some sort of auxiliary metaprogression based on rewards for completing runs" and cross-breeds it with the "dungeons are mythic underworlds/fragments of other worlds/living creatures parasitising our reality" conceit that some contemporary OSR games go for to produce a game where the core rules furnish robust character creation procedures but simply have no concept of advancement, incremental or otherwise, and then each individual adventure module has its own context-specific advancement schema which is only effective inside that particular dungeon, and goes away outside of it.
e.g., one dungeon might allow characters to advance by progressively enbodying mythic archetypes to produce something resembling a conventional class-and-level system, save that the "character classes" are specific to that dungeon, and a different dungeon which nominally has the same advancement schema would have a totally different set of playbooks; another might have fully randomised advancement in which player characters acquire weird body-horror mutations that grant mildly game-breaking super powers with no ability to influence which ones they get; and a third might have wholly extrinsic advancement based on acquiring golf-bags full of magic items with oddly specific functions. In each case, progression through the relevant advancement schema would be extremely rapid, such that exploring its full gamut in the span of a single adventure module is feasible, and player characters would "reset to level 1" once that module is complete.
However – and this is the keystone of the entire exercise – we're explicitly not obliging GMs to basically design a whole new game every time they want to roll their own adventure module, because 90% of the text would consist of a long list of modular pieces of advancement schemas which can be plugged together like Lego bricks to produce whatever the dungeon at hand uses, tied together with some sort of monstrous set of Big Stupid Tables which enable advancement schemas to be randomly generated, with the GM's only obligatory responsibility being to invent an aesthetic for the dungeon which justifies these particular elements coming together in this particular configuration.
On Call, the werewolf Dispatching game, IS LIVE! It’s a GM + 1-2 player game where you are not allowed to shift during the full moon phase (the day before, the day of and the day after the full moon) because you have to be On Call in case anything goes wrong with your fellow werewolves or their families!
There’s great news about this game! It’s fully written. So the moment the campaign funds, all eligible backers will get it and a playtest form! I’m just doing this so I can fund an editor, two artist and a layout designer!
In On Call, you play as a werewolf who can’t shift during the full moon cycle (night before, during and after the full moon). Instead you an
Thank You!
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On Call PDF
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Revealed Universe Bundle
On Call is a part of the Revealed Universe, set in a world where the monsters thought to belong to fairytales and horror movies are real and have revealed themselves to the world. I have TWO other games also set in this world:
HuntRPG
YOU'RE AN AGENT
And you're on the hunt. Travel across the United States hunting down rogues, vampires that have decided the laws of society no longer apply to them and spend their days killing and devouring citizens, both the living and undead. Put an end to your fellow vampires, either by killing them or turning them over to your agency - likely for experimentation.
YOU'RE A ROGUE
And you're being hunted. Two things drive you: an all-consuming blinding hot thirst and staying alive and free. Traveling across the United States, leaving scores of bodies in your wake, your life is a constant chase; towards your next victim, away from your inevitable doom.
HuntRPG is a game of cat and mouse, or vampire and vampire. This solo journaling RPG has you chronicling your time as both an agent and a rogue while dealing with the intensities of both positions and the general hardships of being "immortal."
The Gift
For many werewolves, lycanthropy is a gift. Something that is passed down through your family or to others you deem worthy or needy.
The Gift is a solo journaling RPG where you chronicle your experience of being bitten by a werewolf, the week leading up to the full moon, and your first time shifting.
This pledge level gives you the On Call, HuntRPG and The Gift PDFs.
On Call - Free Session (One Player)
I am a professional GM and I want to run this game for you! With this pledge you get all previous pledges plus me running the game for you!
On Call - Free Session (Two Players)
I am a professional GM and I want to run this game for you! With this pledge you get all previous pledges plus me running the game for you and a friend!
I know you've made posts about play styles and stuff like that in the past. I'm curious if seeing the founding cast at a table with a different DM and more players for a now somewhat extensive period of time has changed anything about how you understand them as players?
Hi anon,
A little bit. A lot of this post is going to be just repetition of many things I've said elsewhere, with some revision and recanting of a few things I've probably said previously, for the following reason:
Campaigns 1 and 2 are, and I've said this before, ultimately similar in general structure. The cast made characters and Matt made a story (and to some extent, a world) that fit and supported those concepts and allowed them to develop. Campaign 1 had a much looser concept of the world and much more directed story that was custom made to those characters because they could set the direction of the world, whereas Campaign 2 was the opposite - while the initial character creation provided a great deal of the lore of Wildemount, the story was then much more player-directed. But structurally they're not that different and most preference for one over the other is just a matter of what personally floats your boat. Additionally, Campaign 1 represents "character you make for your first D&D character/archetype you are broadly drawn to" and Campaign 2 represents "character you make when you feel more confident and are interested in branching out." So all of that means that when I talked about the cast as players based on C1 and C2, I stand by most of that.
Campaigns 3 and 4 are both ultimately quite different in structure, and the choices the players made in character creation are also different as a result. Campaign 3 had very little direction in character creation, and I think much of the cast tried to do something they had not done before whether or not it was really in their range - which is understandable, but it means that it's harder to tell if this is what they enjoy playing or if it was more of an experiment. The story meanwhile wasn't really about these characters nor was it very well nor clearly constructed and so their arcs and the story arcs faltered to an extent, and the most you can really say is how the cast manages in that situation. Campaign 4 meanwhile has a very specific and realized world from the start, and we know there was a pretty extensive character creation process, which is to say, some people are going to fall back to what they know they like, some people are going to branch out, but everyone was given fairly clear direction and presumably the knowledge that any character arc should be tied to certain, if not plot points, at least themes.
So because you have three very different scenarios, and with the addition of a new GM, then I think you end up with some very high level understanding, but a lot of what I said about the cast based on C1 and C2 no longer applies or at least does not universally apply.
This is a lot of preamble to say the following:
So, new idea for a ttrpg, incredibly underbaked. The game is centered around establishing truths about the narrative, and paying those truths off.
Each person is playing a character in a story, and the game part of it is this, "the GM introduces a thematic element, maybe even multiple thematic elements that the party has to pay off." So, each player can set up truths in the world. These truths would be divided into different chategories. Weather physical "I have a gun!" personal "my past is tragic" weaknesses, such as "I'm a horrible shot" Thematic "this is a love story" (these can also be genre, age rating, etc) the idea is, rolls don't actually determine weather or not you succeed, but weather or not you can successfully establish these elements. Eg, rolling yes and gives you "Yes, I'm establishing that I have a gun, and that I "
and later, you, or other players, can help you establish those truths "quick, you friend, shoot him with your gun!"
and then later, you could pay something off "Im gonna shoot the villain while they are monologing by using my gun!" but, different tasks the party may want to acomplish in the narrative, would have different narrative weights to them. The highest you can get it 4. that means to accomplish that task, you would need to payoff atleast one from each chategory. shooting the big bad evil guy, may only be accomplished, if we are paying four truths, such as.
Physcially "I have a gun" Emotionally "Im decisive." Flaw "Im impatient" and thematically "Justice must be reached" Which means, I would need to have established, and reinforced, those 4 things throughout the whole of the narrative. if i was developing it out, it would have some sort of metacurrency situation, that would allow you to like, subvert pre-established things or automatically develop things or whatever else. My thought it would be "coins" which turns a d4 chart of "yes/no. and/but." into just "yes and/but" and which can be spend to try and subvert/deepen themes and stuff, and details and whatever else.
Cis women of ttrpg world? Loved the one with trans women, but gods did it make me realize I know very few cis ones.
More Women in TTRPGs.
Hello friend!
For folks who are curious, I did a bit of a deep dive into the many and wondrous ways trans women have influenced the tabletop roleplaying scene a year or so ago.
This one was something that I needed a minute to think about, because there are a lot of folks in the ttrpg world who probably either look like cis women or identified as cis women at one point, but have since then come out as nonbinary or trans-masc. (It turns out being allowed to play with gender in a safe space makes it easier to change it. Who knew?)
There are some designers who, if you had asked me just two or three years ago, might have made it onto this list. So I should probably put in a caveat for this list - all of the designers that I'm listing here identify, to my knowledge, as women. That may change!
people be like, no one has ever suffered like Mack! he never wins!
may I direct these people to my cursed son Bedard whose glass shoulders and mismanagement of wing support have soured his narrative significantly. not trying to doom….but like people are saying, if anyone needs to be loved - it’s Connor B.
i have been thinking this! this exact thought has actually occurred to me multiple times as the news of bedsy’s latest (😭) shoulder injury and subsequent surgery dropped. it’s genuinely soooo so so sad to me that he’s going to be out for at least 4 months (mid-nov iirc), i did see 6+ months floating around on twitter but at least he has top tier rehab environment/resources 😭 please.. i do not want him to end up actually “injury prone” 😭💔
i’m not exactly sure why but i’m not a huge fan of the “can he be loved” narrative that has really intensified/solidified lately around mack.. like yes, it’s crushing to not win gold at the olympics, go to men’s worlds to try and redeem hockey for his beloved canada, and get eliminated once again as the 19yo captain of the team… yes, he wins every individual award but his teams can’t reach the peak where it (arguably) matters most….. hmmmm…….
like i think it’s honestly lowkey connor mcdavid stolen valor to me (cmd is VERY “can he be loved” to me like i’ve shed real tears i’ve prayed to the hockey gods to spare him his latest bout of suffering for that man lol) and also i think it’s another instance of this ongoing trend of fandom broadly generalizing and thus flattening mack (and usually will and willmack’s dynamic) in a way that allows it to be quickly & easily consumed without much deeper thought and certainly not exploration, tiktok edit style. i understand if someone thinks this take is pretentious, but that characterization richness is genuinely what makes fandom fun for me and it saddens me to see it dwindling away.. and i just don’t think of mack as that tragic, divinely tormented figurehead type!! like. he hasn’t actually suffered that much imo!! his team is viewed as a prime example of a rebuilding team around the league, they’ve placed the crown atop his teenaged head to inherit hockey canada as sid’s hand-picked protege, he has a strength & conditioning wizard for a father and a broad network of professional athletes / access to resources that not even other young guys coming into the league may have even in this very insular, intertwined hockey world…… like. he’s fine!!!! at least kyle davidson isn’t his gm!!!!
maybe it comes from a place of me missing sharksblr/fandom from rookie season, where it was bright and sunny and exciting from the sheer possibilities of the future.. but i still hold all of that optimism and more for mack’s career & growth as a player, leader, and person.. so i don’t really see him as a maligned tormented type.. for me personally!!!! i’m not against the overall concept and would totally read some future fic set 10+ years out where his career did fall in some cmd-like arc, where his individual excellence could not overcome the inadequacy of the front office & supporting cast, how that impacts the wm romantic dynamic, etc etc. but that’s just not how i see mack today in july 2026. so yeah!
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