I got to do this cool design for Gone Phishing, a Triangle Agency campaign by Sporadic Dialogue. It's a wild, creepy, surreal ride! This was really fun to design<3
A desperate race to stop a hook weilding identity theif
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I got to do this cool design for Gone Phishing, a Triangle Agency campaign by Sporadic Dialogue. It's a wild, creepy, surreal ride! This was really fun to design<3
A desperate race to stop a hook weilding identity theif
X2 Character illustration for the paranormal investigation and corporate horror TTRPG, Triangle Agency!
Are you the sort of person who likes things that are "weird"?
Do you like inventing blorbos and then subjecting them to the horrors™ ?
Would you get excited by the idea of a game that not only encouraged characterization, experimentation, and out of the box thinking.. but explicitly rewarded it?
Are you a burnt out queer filled with rage at the state of the world, looking for a chance to cause some cathartic havoc?
You* should start playing Triangle Agency
*stanndard disclaimer that no TTRPG is for everyone.
The Pitch: Triangle Agency is a paranormal investigation game like Monster of the Week or Delta Green where you play as unwilling employees of a laughably sinister corporation that has you plunging into pockets of warped reality in the hopes of keeping the world together long enough to make quarterly profits.
You do this by capturing Anomalies, entities born of thoughts and feelings so strong that they reshape the world around them in disastrous ways: An icecream truck that wants to help people escape a summer heatwave and ends up freezing them solid, the imaginary friend of a lonely kid that goes on to kidnapping other children once their playmate outgrows them, a tech-billionaire's gravity warping ego tearing up the city to make way for their futuristic vision.
Every player is also bonded with their own Anomaly which lets them warp reality in their own specific ways. Just as a scattering of examples: Catalogues can make any tool for any job, including conjuring alternate versions of themselves. Dreams can put targets to sleep and jump into works of art to interact with the characters inside. Manifolds can teleport at will and trap enemies in liminal labyrinths. Guns can intimidate ANYTHING with the threat of violence and delete whatever they point at from reality.
It makes the game this delightfully odd three-part-blend of Gravity Falls, The Magnus Archives, and Chainsaw Man. You're superheroes clocking in to work menial office jobs before getting hauled out into the field to solve mysteries, kill nightmares, and confront physical manifestations of your greatest regrets.
Why you should check this game out: Despite my many comparisons to other things, I don't think I've ever played anything quite like Triangle Agency, and I think as someone who enjoys TTRPGS, you owe it to yourself to try something this fun and this different. As a player, I've never felt more empowered to play my character the way I wanted them, and be rewarded for engaging with the parts of the game I found interesting. As a GM it's a BREEZE to prep/run, taking almost all the stress out of running the session because as far off the rails as players go, the structure of the game always snaps them back where you need them by the end of the mission.
So, do yourself a favor, Join the Discord to find yourself a group and grab some of the free missions then check out the full game or the demo rules over on itch.
I picked up Triangle Agency (2024) at PAX Unplugged 2024, seduced in part by the graphic design, in part by the promise that someone uttered that it was like Delta Green, but funny. This is only nominally true. I think what it has most in common with Delta Green is that it was fun to read, in a way very few RPGs are. A lot of folks also reference the videogame Control and the TV show Severance, but mostly what I came away with was Paranoia, to the point that the fact that no one else seems to be reminded of Paranoia actively bums me out.
System first, because it is genuinely interesting. Dice pool, using D4, every 3 is a success. All rolls are 6D4; with only one 3 needed to succeed, this puts the base chance of success pretty high. This is mitigated by burnout and other attribute and situation-based modifiers that both add and remove successes. These toe the scale so thoroughly that the game assumes most attempted rolls are going to fail, which pushes players to either use their Anomaly powers or call in help from the Agency (both of which play into the desires of the Agency). Side note: Mörk Borg gets a lot of shit for its graphic design being hard to parse, but lemme tell you, this RPG is easy to read and still needs a systems reference document, stat, because extracting the system from the chatty text is a chore and a half.
Players take the role of characters who have special anomalous powers who are employed by the Agency (a privately owned corporation with no government affiliation). In an unexpected bit of meta, we, the players and the world we live in are actually hallucinations of the characters used to cope with their broken perception of reality, so when we come together to play the game, the results are real and tangible in the “actual” world. In play, scenarios are basically an X-Files-style monster of the week formula.
But all is not what it appears! Of course. The Agency has this all rigged (taking the same essential role as the Computer in Paranoia) and many mechanics for the game are “playwalled” meaning players only get access to them once specific things happen in the game, meaning A. They have to make a lot of decisions without understanding the consequences or B. They have to cheat and read the sections they aren’t supposed to read. I find this both delightful and irritating, waffling between both extremes basically moment to moment.
I dig the formula and the conspiracy complications, I think, overall. I dig the way the book is simultaneously an employee handbook and a send-up of an employee handbook. I don’t dig how difficult that makes it for me to feel like I could use this book, as written, to run the game (and honestly, I am probably the only person I play with who would be willing to try). My biggest concern, though, is tone. It is a very funny book and I think in play it would also be very funny. But on some level, I think the game wants to be paranoid and frightening and nothing I have seen so far here makes me believe it can turn that tone. This might be the handbook aesthetic coupled with the bright and welcoming art. Even when it’s weird, it gives me vibes of visual novels or, I dunno, Dead End: Paranormal Park. Which is a legitimate vibe, but maybe not one for me. And maybe I’ll never know, because I was a good boy and only read what I was allowed to read.
Maybe it's the Catholic in me but using a bloodied rock to represent the do violence "class" in your game rules so hard. And then to name it Gun? Chef's kiss.
The game is Triangle Agency by Haunted Table games.
realized i never shared these publicly?
had the awesome opportunity to work with the good folks over at Haunted Table a few years back - got to contribute a few pieces of artwork for Triangle Agency's mission book, The Vault!
was a super fun project, thank you everyone who's supported and enjoyed the game so far o/
Month of Stability day 3: Competency
My Assistant General Manager Competency! I designed and made the art for it as an entry in the Triangle Agency Fanzine, Haasio did the layout so it matches the book!
I published it by itself on itch after Haunted Table's team member Satah shouted it out specifically on the Community Spotlight for the Triangle Agency Fanzine! Huge honor ❤️