I don’t think it’s particularly worthy of a trigger warning, to be honest, but, just in case, this week’s flash features insects, skeletons and flesh eating, not necessarily in that order. Also, it’s got a foolish academic. It’s a wee bit Indiana Jones, a dash of Pirate Borg and a smidgen Cthulhu.
This here flash fiction challenge is to write a 500 word piece, including the five random verbs and five random nouns that I generate each week. Here are the words that I randomly generated last week:
Nouns
expenditure entertain tablet morsel leader
Verbs
announce stand reverse sue decline
All that Glitters
by Ronan McNamee
A weevil squirmed fervently behind his right eye. He entertained the idea of a blink. Couldn’t justify the expenditure of such effort. Instead, his eye flicked to the tablet, nuzzling his thigh. Its script illumined impossibly in his guttering torchlight, shifting and slithering like his eye’s new neighbour.
“Stand aside, ignoramuses! Do you suppose I endured my long sojourn just for some roustabout to bear premier witness to the treasures and magics of these fabled burial chambers?!” With ears they comprehended nothing. The Professor’s wild curtain-parting gesture however, banished the obscuring cloud of labourers to reveal a twilit window into antiquity. Almost. Their leader, stout and mono-manual, remained. She pointed with her hook. “Gold, first,” the demand landed at his feet with her spittle.
Inside, he felt his decline. He could see it on the outside. The insects dwarfed the average weevil, or even cockroach. They peeled off morsels of flesh, in strips. His singular orb witnessed it, the other dribbled into his beard. He heard himself draw a ragged breath. This could never be reversed. The tablet…
“My lady, you’ll be remunerated upon the fulfilment of my expedition.” Even standing a full head taller than her, she surveyed him as a disobedient hound. “Pay now, Professor. (such insolence!) Not coming back.” She gestured at the stylised, be-vined, skull guarding the cavern entrance, flanked by glittering, gluttonous beetles. She hooked around at her people, eyeing each one. She announced a single word in her own language. Three syllables rippled out through the contingent, in a shivering susurrus. The mob nodded as one. The Professor quavered a moment, then scoffed and pushed past.
So glad, he was, that he felt nothing more. No pain, at least. Something wriggled fitfully in his brainpan. That tickled? A last gob of meat, dislodged by his dinner-guests, plopped from his tibia to the tablet. A sickly, emerald glow pulsed from the artefact. He felt ready to stand again. He rose with a clamorous clacking, new power making up for the loss of muscles and sinews. He turned towards the broken, sun-bright steps. Outside, they awaited his return. Bloated, distended, still starving, his companions flew up into the last tangerine light of the day. It glinted off their golden shells. “You wanted gold,” he chattered.
The Professor ignored the mindless caterwauling above. She bawled at his back as he descended, “You owe us! Professor!” He rolled his eyes in his sockets. And grinned. The chamber was disappointingly low but the contents! A vast figure crawled skeletally across the far wall in bas relief, a hand raised before a plague of golden insects, suing for peace perhaps? A rugged altar, stained in centuries of sacrifice held a tablet. It shone with a wan inner light. Untouched, as it was, by the ubiquitous dust, he read the first word, startled. It was the word the hook-hand had used… He heard the creatures flitter out of the walls as he collapsed, tablet beside him. The Professor whimpered.
Next week’s words
Next week’s nouns
crusade cluster drawer railcar turkey
Next week’s verbs
permit stop spring control fuck
Honestly didn’t know that the random word generator was capable of expletives but… let’s go, RWG!
You might recall, dear reader, that last year, I threatened to put together a game of the Dragon Age RPG. I even wrote a couple of blog posts about the game which you can find here. Well, I’m back to tell you that I’m not just all talk. Sometimes I really follow through on plans to play games. Myself and four other members of Tables and Tales started playing the short scenario, Duty unto Death for the Dragon Age RPG a couple of weeks ago. We’ve had two sessions so far.
The first was mostly session 0 stuff. Only three of the players were able to make it to that one, but those that did make it all created their own characters. My post on Dragon Age Character Creation stood me in pretty good stead for this. We ended up with an Antivan Wayfarer warrior, a Dalish Elf (which my computer keeps autocorrecting to Danish Elf) rogue and a human Apostate Mage (who is short and hairy enough to pass for a dwarf, thus fooling the silly templars.) Our final player joined us for this week’s session so, in order to allow us to get started as quickly as possible, he selected one of the four pregens that came with the scenario. He chose another warrior, this time a Surface Dwarf who makes a decent tank.
The group has a varied experience of both RPGs and Dragon Age. We have at least one super-fan of the video games. They know the lore inside-out and knew exactly what they wanted to play when they signed up for the game. The others all have some knowledge and several have played Dragon Age Origins recently. As it turns out, the scenario I chose is set right before the events of that game and features at least one major character from it, so that’s worked out really well.
We’re using our newly renovated independent game store, Replay as the venue. I haven’t been back there with a group since about this time last year, but since they have greatly expanded their gaming space recently, and because they are open late on Wednesday nights I wanted to give it a go. As always, the staff were welcoming and the place was great. The renovations are still under way but they have done all they can to accommodate players all the same. I can’t wait to see it when it’s done.
Tabletop
A screenshot from the intro to Tabletop with Wil Wheaton.
Does anyone remember the Wil Wheaton Youtube show, Tabletop? It was part of the Geek and Sundry network for quite a while but it looks like the last video is about seven years old now. Anyway, it mainly focused on introducing people to board games but this one time, they got Chris Pramas, the creator of the Dragon Age RPG to write a scenario they could play on the show. So Wheaton wrangled up a bunch of his show-biz pals and they made two half-hour videos of it. This was eleven years ago so it was a pretty early example of an actual play. And it was really good! It taught you the basics of how to play the game and entertained you at the same time. You can find the first episode here, Tabletop: Dragon Age RPG. If you are one of my players and you’re reading this right now, please don’t click on that link!
The cover of the Duty unto Death adventure for the Dragon Age RPG.
So, the scenario he wrote for it was Duty unto Death. They released it sometime after the show went live. He has included in the published version a few notes on how the game went on the Tabletop show, where the players surprised him, how he improvised certain encounters, that sort of thing. They are fun and possibly useful little asides. It’s short, teaches the basics of the game’s rules well and has lots of Dragon Age flavour in it so it was perfect for my purposes. There are quite a few other published adventures for Dragon Age, but most of them were much longer and would have required a lot more prep time on my part, which I don’t have right now. Duty unto Death is about 8 pages long. It’s not especially involved and doesn’t get into some of the tenets of the game. There is not much in the way of exploration or, indeed, social encounters. But, I feel like it’s doing what it sets out to do very well.
So far, our heroes, a group of Grey Warden recruits, traveling in Ferelden, have been left to their own devices by their leader, Duncan. Fans of DAO will know the name. It was fun to drop it in the intro. Anyway, he had introduced them to the duties of the wardens, gave them a few lessons about darkspawn and the blight and that buggered of to the Circle of Magi. He asked the recruits to head to a village to meet another Warden from Orlais. On the way, they got into a fight with a couple of darkspawn, tipping them off to the possibility of a coming Blight.
Cunning stunts
The Combat Stunts table from the Dragon Age RPG.
That first battle was very instructive. It was the first time any of us had really interacted with the rules so we were all learning a little. After the first round, they had barely scratched these two Shrieks. It felt bad, like the worst sort of D&D, attritional combat, except for the highlight of the mage casting Walking Bomb on one of the bad guys. In the second round, people started rolling doubles and the stunts started coming. Sandor, the Surface Dwarf, added two extra dice to his damage with a Lethal Blow, almost smashing one of the darkspawn, and we were away. The players started to play more tactically, utilising their minor actions to add bonuses to their attacks by aiming, or bonuses to their defence by getting their guard up. They were utilising their class features almost immediately. I was surprised and genuinely impressive to see how instinctively my, admittedly very savvy and clever players, took to the mechanics. The combat ended with that Walking Bomb paying off, the Shriek went boom and took the other one with it, covering the entire party in black gore.
By the time they got to their destination, and found themselves in another fight, this time with some Devouring Corpses making a nuisance of themselves in the inn, it felt like they were old hands. We had to leave it in the middle of that battle since Replay was closing and we all had to go home. All in all, it has left me wanting more! Can’t wait for the next session.
A couple of things before I get to this week’s flash. If you read my last post, you’ll know that thedicepool.com was up for a Bloggie for best debut blog of 2024 in the TTRPG space. To those who voted for me, thanks so much! Your support means a lot. It honestly motivates me to keep working on this site and it’s obviously nice to know that someone enjoys what I write. Unfortunately, it was not to be. Murkmail won by a country mile, and deservedly so. You should go check out their blog. I came in seventh place, lower than I’d hoped but higher than I expected. For the full results, here’s a link to sachagoat’s blog. While you’re there, go and vote in the current round! It’s the Advice category right now and it’s down to the last 8 entries. They are all well worth your time to read if you’re interested in RPGs.
I redecorated
There were a few things missing from the very minimalist theme I was using. I really always wanted a sidebar. Maybe I’m just old-fashioned. Anyway, I switched themes so I could have one. I like it because I can keep useful stuff there, like my archives, lists of categories and tags, a blogroll of other blogs that I like or am subscribed to. That sort of thing. What do you think of the new look, dear reader?
Week 2
This one started with my head in a very contemporary office space and ended with something in a much more far future space space, if you know what I mean. I gave this a bit more time than the last one, but I’m not convinced it’s better for it. I’m happy with the plot I got in there and even the level of character development, but I’m not as satisfied with the quality of the writing. Here are the random words I challenged myself to fit into this 500 word piece:
Nouns
measurement consequence desk winner employer
Verbs
echo influence enquire mix pin
Securing Destiny
by Ronan McNamee
“Let’s put a pin in that.” Mr Grogan locked eyes with Terry and dared him to voice another concern. Terry, shook, broke first. “And move on to the next item, shall we?” Timpani thundering in his ears, Terry inhaled through his one unblocked nostril. A trick of his Mum’s, to calm him. The meeting continued, the others focusing on Grogan’s drone. Terry exhaled through an o. His pressure regulated with the cabin’s.
Why? His ghostly face, reflected in the void-dark porthole by his desk, echoed his confusion. Why had he opened his mouth? If his employer worried about the security of the life-support system, he’d have addressed it. Right? His mum beamed at him from her little holo-plinth. She winked conspiratorially. Secrets were her strength. She always said, say nothing and let the fools sing. Good advice, he always thought. So why had he ignored it today? To reassure himself that he wasn’t paranoid, he re-checked the firewall. There: a weakness. A hacker would need to know what they were seeking, but, surely, a weakness is a weakness. The consequences of such a key ship system being compromised defied measurement. Catastrophic.
Maybe Mr Grogan hadn’t wanted it discussed openly at the stand-up. Terry mixed up a lunchtime bowl of blue kibble on the mezzanine, and nodded. Made sense. But why? Security reasons? The other staff were trusted. Too distracting? It was a serious issue. So why? There was his mum again, with one of her sayings. Who stands to gain from it? Grogan? A play for control? Would he gamble with the lives of everyone aboard the Destiny? Did he think he could come out of that eventuality a winner?
Terry overthought everything. Everyone said so. He was pushed to enquire, he struggled to come to decisions, he had a tendency to catastrophise. Of course he did. Every scenario ended in catastrophe on a long enough time-line. That’s why his job was security for the engineering crew. It was why he was trusted, too. He took that trust seriously. Over a thousand souls depended on him.
In the depths of the ship, later, doing his rounds, Terry still debated his options. Grogan found him there, wiped his upper lip and drew close. “I know you think it’s me,” he had to shout his secret over the din down there, “the captain says there’s too many mouths to feed. Wants an… accident. She has… influence over me.” Terry nodded. He had heard rumours about Grogan’s indiscretions. The man sweated before him now in the greasy, red dullness. Terry told him he wouldn’t open his mouth.
Terry stayed late. Got in the back way through the firewall exploit. He selected the captain’s quarters and Grogan’s. Glanced at his mum before hitting EXECUTE. When he took the job, he told her he worried about this sort of situation arising. She’d said, if they don’t deserve your trust, then they don’t deserve Destiny. He tapped the button and listened for the klaxon.
Next week’s words
Random nouns and random verbs to attract those muses.
Next week’s nouns
expenditure entertain tablet morsel leader
Next week’s verbs
announce stand reverse sue decline
Please do let me know if you have been writing along with me, dear reader. I’m going to do this anyway, but misery loves company and all that.
Dear reader, the Bloggies are in full swing. Voting has been occurring, on and off, since the 3rd of January. I didn’t manage to get through to the finals in any of the four main categories. There are many edifying, entertaining, exceptional blog posts that did and I would strongly urge you to hop over to 2023 winner, Sachagoat’s blog to find links to all of them. The quality is universally high and, having had a chance to read them all now, I can see what I would need to do to reach the finals next year.
It’s not that I’m dissatisfied with the type or quality of the posts I have put out over the last few months, more that I can see the sorts of topics and the level of thought and detail required if getting into the finals of the Bloggies is to be a goal in the future.
Debut Blog
That said, The Dice Pool is still in the running for the 2024 Debut Blog award. If you would like to get a flavour of all the thirty-five (!) finalists for the Best Debut Blog category, Prismatic Wasteland has collected them all in one place with a link to a post that is emblematic of what you might get from each blog too.
If you have enjoyed my posts, or if you have gotten anything from them, I’d appreciate a vote! You can find the voting form here. Thanks in advance, and may the best blog win!
Predictably, I spent absolutely no time thinking about this challenge until yesterday and then I knocked out the five hundred words in an evening. No matter how I did it, though, I have a sense of accomplishment. It’s been such a long time since I wrote for the pleasure of it, I forgot what it was like. That slow unfurling of the story in my mind, the careful (or not so careful) selection of the words, the freedom to make it what it wants to be. I enjoyed it.
Anyway, the random words certainly helped get me started in this case. I had some images from other media in the forefront of my mind as I wrote. Aveena, the holographic assistant from the Citadel in the Mass Effect games was the first thing. But instead of a mysterious space station, it was the assistant for something like the arcologies in Appleseed, a manga that I read more than 30 years ago. I remember almost nothing about it except for the arcologies, which I thought were a pretty cool concept. Habitant 1306 is the result. Here’s the list of the random words that I managed to fit into it first.
Nouns
Development Surgery Union Shopping System
Verbs
Execute Finish Approve Undertake Take
Habitant 1306
By Ronan McNamee
“The System is here to fulfil all of your needs, Habitant 1306.” The hologram flickered and flashed, blinding me momentarily. Why had it designated me Habitant 1306? I thumbed my eyes and walked on past it. It felt like a haunting, but not the one I would want. The vastness of the Development’s central atrium bloomed around me, twilit and dripping. I pulled Aunty’s scarf tight.
Maybe it knew me? The cracked and mossy statue of a habitant, gaily swinging their shopping bags winked at me, I’m certain. Did the statue know me too, somehow? Spiders crawled up my spine. I whipped about but caught only the brief flicker of the hologram, awaiting the next habitant. It might wait forever.
What if it mistook me for someone else? Perhaps Habitant 1306 looked like me. What if 1306 was the designation, not just of habitant, but also habitation? An “i” towered, gallingly tall, above a booth, hunkered between ATM and escalator. A gentle glow beneath an encrustation of grime drew me in. With a wipe I discovered a map on a screen. Below, the development delved deep. Caverns occupied by industry, commerce, leisure. Above me, the habitations stretched high into the night sky.
Developers had undertaken the doomed project; the union of all aspects of life in a System-governed space. Self-sustaining, self-regulating, self-populating… 1306 was far above. There were elevators but I didn’t trust them not to take me where they wanted. A stairwell, housed in a tall glass tube, spiralled into the heavens. I stretched, knowing Aunty would approve, and started the climb. Every few landings, a gap in the Development’s titanic cladding allowed the Free City streets to shine out below. My home, where Aunty found me as a nipper, clad in my birthday suit, exploring, unworried and unhurried, she told me.
13 sounds doable, but each floor encompasses cities. Peach streaked the horizon as I finished with the stairs. 06 was on a low inter-level. The halls’ walls and ceilings had partially collapsed. Utility cabling and piping barricaded the way. The Development’s arteries blocking my path to the heart. I had surgery to perform. I hefted my idle crowbar and scrubbed in.
Shocked, soaked and stinking, I left the patient bleeding behind me, crawling to the end of the hall. Forty winks, Aunty found me. She scowled with that smile hiding behind. Only ever in the electrified darkness inside my eyelids, these days. I thumbed my eyes to clear them again, rose and stretched.
1306 said the door. “Everyone left you,” I said to the Development or the door, maybe. Touched, it swung sullenly open. Illumination blossomed. It was a home. Unobtrusive conveniences skulked, observing my steps. But still, a sort of habitation to be sure.
A closet? Located dead-centre, it buzzed and gurgled. Inside was a tall mirror. No, I switched the light on and saw me, in my birthday suit, watching Aunty. The pink water bubbled. A single word question blinked on the tank’s surface, “Execute?”
Next week’s words
And here are the random words generated for next week’s challenge.
Next week’s nouns
measurement consequence desk winner employer
Next week’s verbs
echo influence enquire mix pin
I’d love to hear from you if you took part in the challenge this week, dear reader, or if you wrote anything you’re satisfied with in the last few days, even. Get in the comments!
Twelve days into 2025 and I find two of my Gaming Resolutions are already paying off. Numbers 1 and 2 on my list went like this:
Make those stars sparkle and make those wishes come true: I was first exposed to Stars and Wishes this year when I took part in my first Open Hearth games. For the uninitiated, at the end of a session, a GM might ask their players for their Stars, i.e. stand out moments, moves, characters, players etc. and Wishes, in other words, what they would like to have seen happen in the session, what they wanted more of or less of or what they would like to see in future sessions. For a GM, this is an incredibly useful tool. It allows you to see what your players like and what they dislike. But, I find, too often, I don’t always re-integrate the stuff that came up in players’ Stars and Wishes. And I know, for certain, that when I do manage to apply what I learned from feedback, it has made my games better. So, how am I going to do this? I have an idea, that I literally just came up with, to create a spreadsheet to record each player’s Stars and each player’s Wishes from every session of every game. I’ll add in some columns to record potential ways to add more of the good stuff and ways to fix the problems that were revealed. Another column will summarise players’ reactions to the solutions. If it needs more tweaking, another column will detail that. I think this could be an invaluable tool to improve my games and will be there as a record so I don’t forget.
Brighter stars, wiser wishes: Sticking with the Stars and Wishes theme, I’d like to get more useful feedback from it. One of Tables and Tales’ fantastic founding members, Shannen, used a few methods to get more valuable feedback from her players in a game earlier this year. She requested feedback through DMs on our Discord. Why? Well, most people are pretty nice, actually. They tend to not want to offend anyone or say something in front of a group that might embarrass somebody. So, if you take the process away from the table, they might be more likely to tell you what they really think in private. We were just discussing this last night and, along with that, we all agreed that Stars and Wishes in the Discord chat for the game is way more valuable than having people just tell you them at the end of a session, when players are often pushed for time, or before they have had a chance to think about it and provide something really useful. So, my second resolution is to get written and private Stars and Wishes from now on.
Well, we had our fortnightly D&D game on Thursday night for the first time since our December break and everyone had great stars and wishes. They shared them on Zoom with everyone (it’s an online game.) But later some of them also shared theirs in our Discord chat as well. Tommy brought up a couple of really important points. One related to one of their favourite experiences of Wildspace in the game recently and how they would like to see more of that. This is the sort of thing that is easily actionable for me. With solid examples of the type of play people want to see more of, I can work to emulate that in the future. That was the easy one, and I am most grateful for it. More difficult might be their other wish: how do you get more meaningly relationships between PCs, as a GM?
Hands off
An illustration of three adventurers from the D&D 5E 2014 Dungeon Master’s Guide. They’re probably just about to have a long talk about their feelings. Little Bombo, there, is sick of Lilithidella’s owl always trying to fly off with him as a snack and Roger has been pissing off Lilithidella ’cause he keeps using all her shampoo.
Just butt out? Right? I could just stay out of it. I don’t need to always be sticking my oar in, do I? I think that’s fair. GMs have a lot of jobs to do already, so if the PCs start getting into a conversation that might very well help to build or break their relationship, the GM should just take their big nose and get it out of those PCs’ business. But, of course, listen, eavesdrop and take note. You never know what you might be able to use later.
Sounds simple, right? But to be able to do this, it means leaving room for it to happen. Even if you don’t necessarily encourage this sort of relationship-building exercise, you still need to make time where it could potentially happen. This is one of those unintended consequences of having a game based on a ship. You have built-in downtime while they travel. In fact, the first time they set off on their squid ship, I asked them if they wanted to take some time to get to know one another. Now, this was a band of adventurers who had been thrown together by the vagaries of chance and the unseen hand of powerful NPCs. None of them knew each other at all mere hours before lift off. And some of them had dark secrets. So, the suggestion was met with muted trivialities and outright lies, largely.
Instead, they got to know each other through their actions and words during their adventures, often in the most hilarious ways! Personal relationships were formed between certain of them in a pretty natural way. But there is a clear desire to make similar connections between other PCs. So, I am wondering how to leave space for that. There is an extended wild-space journey coming up, starting in the next session. This might be the best opportunity I have had to hand them that chance. My current plan is to simply ask how they are spending their time aboard ship during the voyage and hope they grab the reins themselves.
Hands on
a portion of the front cover of the Electric State RPG from Free League. The massive cartoon-cat-headed drone is so pooped after dealing with all the Tension in his party that he decided to take a break by hanging over this here overpass. Illustration by Simon Stålenhag.
But I can’t help thinking about the mechanic in a game I recently read, The Electric State. The Electric State is a road-trip game, so it has the journeying aspect in common with our little jaunt across fantasy space, if not much else. I think the designers looked at this genre and wondered how to bring recurring NPCs into it. I might be totally off the mark with this supposition but there is something about an adversarial or beloved NPC that comes up repeatedly in a campaign that players just love and the “on the move” nature of a road-trip game means that you might have to really shoe-horn in those characters to an extent that might feel very un-natural. So, instead of relying on your NPCs to cause stress and interpersonal drama, the game makes it so that the PCs have to be creating the Tension themselves. Tension is the name of the mechanic and it is required to allow your PCs to recover lost Hope (one of an Electric State character’s two tracks, along with Health that measures how they’re getting on.) Your PC has a Tension rating with each other PC, and vice versa. These ratings are likely to be unbalanced, i.e. Viv might have Tension 0 with Juan, but Juan has Tension 2 with Viv. This extract is from the core Electric State book:
To each of the other Travelers, you have a Tension score ranging from 0 to 2. 0 No tension, no question marks or unspoken thoughts or feelings. 1 Suppressed or contained irritation, love, interest, or other feelings and thoughts. 2 Uncontained strong emotions, such as rage, love, or even fear.
When you lose Hope points through play and you want them back, you have to contrive a scene with another PC with whom you have Tension. This might be an argument or a heart-to-heart talk or an emotional breakdown, but whatever form it takes, you both reduce Tension with the other PC by 1 point (if possible) and you regain a point of lost Hope. Of course, this means that, if your character does not have any Tension with any other PC, they have no way of regaining Hope points. So it is in your best interest to ensure you have some interpersonal drama at all times.
Dave Thaumavore, in his review of the Electric State, tended to think that this Hope-Tension feedback loop did little more than encourage manufactured drama between PCs. Of course, that’s the idea. The game is made to do that. It is certainly no coincidence that the mechanics work that way. But I can see his point. Will it feel too contrived? Will it be a pain for players to try and come up with new ways that one of the other characters has pissed off their own character all the time? Not sure. Haven’t played the game yet, but I’d willing to bet it would get bothersome if the campaign went on too long. Now, I will say that the Electric State is designed for short campaign play, so maybe it would be fine.
My question now is, if I wanted to try and tack on yet another non-D&D sub-system to this game, how would I do it with something like Tension? I could just take the Tension mechanic wholesale and give everyone a Tension score with everyone else. And then ask them to work out there shit in their downtime hours, so building more interesting and deeper relationships. But what motivation could I give them to do this? There ain’t no Hope points in D&D. But, maybe if two PCs deliberately get together to have a scene in which they reduced their tension, they could each take a boon, like a point of inspiration or temporary hit points or some other special effect only available to them when they work together next time.
Maybe the real question is, should I adopt this sort of mechanic just to encourage intra-party roleplaying? Or should I just keep out of the way?
Any thoughts or suggestions will be greatly received, dear reader!
Yes, I wrote all the way back last year, that I don’t really believe in New Year’s resolutions. So much so that I then proceeded to list five of them, with the proviso that they were “gaming resolutions,” not real ones. So, I may as well continue along Self-Delusion Avenue into 2025, I thought.
So! There are a couple of non-RPG things I’d like to try to do more often:
Practice my Japanese and improve my fluency before our big trip to Japan in the autumn
Write more fiction that is not related to games
The cover of the book, Read Real Japanese Fiction, Edited by Michael Emmerich and featuring the writing of Hiromi Kawaguchi, Otsuichi, Sinji Ishii, Banana Yoshimoto, Kaoru Kitamura and Yoko Tawada. It also features the illustration of a small, angry, barefoot child with a light blue dress on.
日本語の練習は大変だけど楽しいです。最近 Read Real Japanese Fiction という本を読み始まりました。その本の中には日本の著者六人のすばらしい短編小説が読めます。一文ずつ、英語の説明もあるから分かりやすいです。それ以外、Netflixで日本のテレビ番組をよく見て日本語のリスニングの練習もできます。日本語を話すことの練習もできればいいな。
A double-page spread from the book “Read Real Japanese Fiction.” This shows a page of the short story, Kamisama by Hiromi Kawaguchi and the opposite page with explanations in English for each sentence.
For the second point, I thought I might use this very blog, dear reader… and perhaps, dear fellow writer…
Random Word Generator
In a now defunct writing group I was once a part of, we often used a random word generator to get our minds working on new short pieces of fiction. In fact, some of the short stories and flash fiction I posted here came from that group. I think we can all agree that I had mixed success. But, there is no doubt about one thing: it got me writing. I always found that, when my brain was working on the practical problem of fitting those randomly selected words into whatever it was I was writing, I was not focusing so much on the fact that I didn’t have any ideas. I let the words guide me into something resembling a story. After a while, I found the ideas for short fiction coming without the aid of the random words and so I would have to shoe-horn them in, which is an interesting exercise in itself. But the random words were the kickstart that I needed.
So I decided to use the same method again. Here is my first effort. I used this random word generator to come up with five nouns and five verbs:
Nouns I used
Engine
Clothes
Thought
Employer
Investment
Verbs I used
Summon
Chase
Determine
Cheer
Assess
This time, I thought I would challenge myself to write in a format I don’t think I have ever attempted before, a hundred word flash.
Present Imperative
by Ronan McNamee
Swim. Up to the air. Breathe. Curse your clothes. They catch every eddy, urging a return to drowning. Locate your employer. She bobs there on the surface; regards the depths. Consider her investment in you. Learn from her mistakes. Recognise the ice of the sea in your bones. Move. Chase survival, success. Stroke past her and her solitary Chu. Welcome the deep-freeze motivation. Summon your future. Allow it to cheer you, sustain you. Pause, paddle. Resist the chill in your blood. Hear the engine enter earshot. Determine the direction. Assess difficulty and distance. Chatter a grin. Swim.
Next Challenge
The Randomly Generated words to use in writing the 500 word flash fiction due on Wednesday, 15th January, 2025.
Here’s the plan. I’m going to generate five more nouns and five more verbs right now. I am going to take these words and come up with a 500 word piece of flash fiction. If you’re interested, dear reader, I would invite you to do the same. I’m going to post my piece on this here blog next Wednesday. If you want, you can leave yours as a comment under this post or under my post next week or on your own blog and link to it, or you can write it in that little notebook you keep just for yourself, or you can write it on the wind so only the birds and the gods can read it.
Here are the words for next week:
Nouns for next week
development
surgery
union
shopping
system
Verbs for next week
execute
finish
approve
undertake
take
And this is the best part: I’m going to do this every Wednesday until I decide I’ve done enough. Feel free to join me in this weekly writing challenge, dear reader. Or maybe just try it this once and see if you like it. One way or the other、 よろしくお願いします。
Have you played Disco Elysium from the much lamented Za/um studio, dear reader? It’s one of those seminal, cult-classic games that shifted my thinking on what video games could be. It’s a mystery game but, is it, really? Even if it is, is the mystery the one presented? Is the goal to find out who killed that guy hanging from the tree in the yard behind the Whirling-in-Rags? I suppose it is, but only up to a point. When playing it, you quickly meet and pass that point, much to the frustration of your ever-suffering partner, Kim Kitsuragi. Psychologically freed of the mundane requirements of your character’s job as a police detective, you can finally get to work on the real mystery; finding yourself. In many ways, the game is a protracted character creation session. You have to do everything from defining his political and romantic persuasions, coming to understand his opinions on art, exploring his relationship with vices of all kinds to just figuring out his name. How does the game handle these revelations? Well, largely through the personification of various aspects of your Detective’s personality. These take the form of his stats, Intellect, Psyche, Fysique and Motorics and the various skills associated with them. They speak to you, often in deranged or idiosyncratic voices representative of their own, niche fragment of his personality, and try to get you to look at the world from their highly rarified perspective or to act based on it.
It’s a unique game. It’s also a unique experience that left me with so many interesting thoughts and questions. One such question was, could you make a TTRPG out of this? The answer is, you can certainly try.
After the Mind…
The Character Sheet screen from Disco Elysium. The TTRPG stats are not as complicated as this.
Last night, I got together with four other members of Tables and Tales to play a session of After the Mind the World Again by Aster Fialla. The front cover of the game uses the tagline, ‘A murder mystery role-playing game.’ This is not an inaccurate description. However, I feel like the subheading on the next page is getting closer to the facts:
A Disco Elysium-inspired murder mystery TTRPG about a detective and the voices in his head
In this TTRPG, the inspiration comes not from the fascinating world or the city of Revachol, it doesn’t come from the richly drawn characters of the video game, or even its ubiquitous politics. It comes, instead, from the essentials of the gameplay. In other words, the shit that’s going on in the Detective’s head and how it affects the world around him. You see, this is a GMful game that requires five people exactly, one of which is the lone player with the other four acting as GMs. Each GM represents one of the four stats from Disco Elysium, Intellect, Psyche, Fysique and Motorics. They are collectively referred to as the Facets. One of their responsibilities is to describe various features of the world the Detective moves through. Intellect has responsibility for nerdy people, art pieces, journals, etc. Meanwhile, Fysique gets stuff like buildings, a good strong state, and brawny folks.
At the start of the game, the player comes up with a name, pronouns and presentation for their Detective, as well as their role (they might not be a cop, but a PI or an insurance adjuster or something else.) Each of the Facets also gets a turn here, though. Psyche gets to describe the Detective’s face, while Motorics comes up with aspects of their style and an unusual object in their possession, for instance. I found this very fun, as did everyone else at the table, I think. I even commented that having others make your character for you in other RPGs could be just as fun!
Once that’s done, each of the Facets answers a couple of questions designed to form a baseline for their relationships with other Facets at the table. After the Mind the World Again is Powered by the Apocalypse, so this sort of character building question should be familiar to anyone who has played a game like that before.
Then they get started making the Neighbourhood. You go around the table, starting with the person who most recently played Disco Elysium, and get everyone to answer one of the five questions presented in the book that should give you an idea of the type of area this murder has taken place in.
Once you’re done with that, the Detective tells us a little about the victim and then each of the Facets introduces a piece of evidence from the crime scene. Intellect tells us about any Prior knowledge that’s relevant to the situation, Psyche describes a Person of Interest at the scene, Fysique comes up with a Landmark, in this case, where the murder occurred, and Motorics gets to reveal a clue, something tangible at the scene.
From that point, the Detective starts the investigation, describing what they are doing in the fiction, triggering particular Moves, using the Facets’ stats to make rolls and making Deductions in an effort to solve the murder. This is in line with the Detective’s Agenda:
Explore the world to its fullest.
Make the most of your Facets.
Play to find out the truth.
This is complicated by the fact that each of the Facets wants the Detective to act in different ways, offering sometimes conflicting options and sabotaging each-others’ efforts as they try to have the greater influence on the sleuth and the investigation. Facets’ stats can be boosted or reduced in various ways, often by the actions of the other Facets. Its important to note that the Facets’ Agenda is not focused on solving the murder, rather than constructing an interesting experience:
Create an intriguing world for The Detective to explore.
Highlight the differences between the Facets.
Play to find out what happens.
The Detective investigates, and the Facets Declare Evidence as particular features are described in the world. It’s up to the Detective to combine two pieces of evidence to Make a Deduction. When it comes to that point, they ask the Facets for explanations as to how they fit together. Whichever Facet’s explanation is chosen is the truth and the Facet gets a +1 to their stat, while also getting the opportunity to reduce the stat of another Facet by the same amount.
The investigation is structured into a Deduction Pyramid, which is split into four tiers. On the bottom tier, there should be eight pieces of evidence. These should be combined when the Detective Makes a Deduction so that, you end up with four Minor Deductions on the next tier up. These Minor Deductions should then be combined to come up with two Major Deductions on the penultimate tier. Finally, those Majors need to be combined to come up with the Solution to the murder, sitting right there at the top of the Pyramid.
There are several other mechanics in the game, including one to ensure that the Detective does not simply always choose the explanation of the same Facet all the time, which is clever. A Facet’s stat cannot go above +3 or below -1. If that does happen, the Facet gives the Detective a Condition and goes back to the default value of 1.
…the World Again
A screenshot of the aftermath of the Detective from Disco Elysium punching a twelve year old kid.
None of us had ever played a game quite like this one before. Obviously, some of us had played PBTA games in the past, so the mechanics were nothing frighteningly new. At points, I even felt echoes of a game of Avery Adler’s The Quiet Year that most of us played last year as we took turns describing the world around our Detective. That Detective was an amateur sleuth named Bruce with a fabulous moustache, a flight jacket, an obsession with whiskey and a curious ability to identify any wooden model aircraft he might come across.
But, sharing GMing duties with three others at the table is a unique and sort of chaotic experience. At the start, it’s actually a little difficult to get into gear. I was playing Motorics and I found I had to be constantly checking my playbook sheet to remind myself what features of the world were within my domain, what my GM Moves were and when I should use them. There are features in there that you might not expect so you have to watch it and you can’t use your GM Moves just whenever. Since all four of us Facets were feeling like this, it kind of stuttered into life as a session, once the character creation bit and the initial set-up of the mystery were done. Meanwhile, Bruce, played ably by relative TTRPG noob, Jude, had to come to terms with the fact that, when it came to any of the really important decisions, he had to give up control and ask the Facets for options before settling on one version of the truth or selecting a course of action.
As we got into the flow of it, though, and as some of us became more lubricated by the liberal application of fine Spanish lager, we found the conversation that was the game began to come much more instinctively. We were interacting with the mechanics and deliberately fucking each other over for stat points, while Bruce began to explore the small, dead silent village of Battersfield and investigate the murder of local baker, Barbara Devons. Evidence has been declared in abundance and two deductions have been made! Bruce managed to finally make it out of the Bakery to explore the office, the bare flour cellar and even the gay bar across the road. Unfortunately, we had to leave the case unsolved after the four hour session. Hopefully we’ll be able to pick the trail back up again soon.
We ended up having a really fun time with After the Mind the World again. The stand out scene for me was when Bruce was interrogating Jenny at the crime scene and all four GMs jumped in to answer in particular ways that they thought reflected their own domain within the one NPC. It worked surprisingly well, even though I’m not sure that’s how it’s supposed to work at all.
I would say that there is no way to play a full investigation in a single three hour session without rushing through scenes and maintaining the sort of laser-focus that Harry Dubois does not exemplify in any way. The character creation and making the mystery section took over an hour alone before Bruce ever rolled a die in anger. If you’re going to give it a go, plan it for two sessions.
Do you think you would like to give this game a try, dear reader? Or would you rather go back to Martinaise and collect some tare in a plastic bag while pondering that old wall again?
Happy new year, dear reader! I hope your 2025 is better than the year just passed. And thanks for your occasional glance at my humble blog in the last few months. If you are new here, although the dice pool dot com is normally an RPG-related blog, I also like to sometimes share the short and long form fiction that I have produced over the years. Since I have a splitting headache today and not much in the way of good ideas for original blogposts, it seemed like a good opportunity to post this piece of flash fiction. It’s exactly 500 words and came out of some randomly generated nouns and verbs as an exercise a few years ago. I hope you enjoy it.
The Hunt
by Ronan McNamee
I always think of my ambition as the gun I bring on a hunt. Continuing the analogy; job interviews, important proposals and meetings are everyday hunting expeditions. But on today’s safari, we’re after really big game.
There he is, the prize: Dr Khan. I’ll call him the Great White Rhinoceros; I’m going to mount his head on the wall of my soon to be much larger corner-office. He is just as I pictured, minus the pocket protector; an irredeemable nerd; nervous, slightly slovenly, side-parting.
My smile and greeting are genuine. I have never been so happy to meet anyone, to be staring down my sights at such a magnificent beast. My trigger finger twitches and I almost shoot early! He had been explaining his discovery, and I interrupted like a rookie.
I check that my gun is correctly loaded and resume ambush position. He continues his boring explanation. I do glean a little important information, though. The product he just developed, the product he is just about to sell to my company, enables the user not just to experience the world from the perspective of a bird or a tortoise or a duck-billed platypus, but to live it. No mere virtual reality headset, this. This invention of Dr Khan’s will revolutionise humanity’s understanding of the natural world by literally allowing its users to become a part of it. It will also make my company a metric shit-tonne of cash.
His explanations and interminable techno-babble proceed unabated for the entire walk through the university Physics Department until we are in his lab. I continue to nod and make the right noises. The hands holding my gun are becoming sweaty and my patience with the Great White Rhinoceros grows thin.
He stops talking, I level the barrel at him and fire.
I assure him that we would never try to influence him to use his invention for any purpose but the one it was meant for. I convince him we share his values; the welfare of animals, the preservation of Mother Earth, yadda, yadda, yadda. I watch the smile creep across his face when I mention remuneration, a seven figure sum. He nods excitedly. He shakes my hand as I wonder what to carve into that wonderful, big hunk of ivory.
Khan leaves me in the lab as he rushes off to spread the good news to his trophy team. I receive a text. Unknown number. “I’ve seen you on Facebook with that elephant’s corpse,” it reads.
My gun clatters to the red dirt of the savannah. I hear the door being locked. I rise and approach the window to the next room. The Great White Rhinoceros is in there. His finger is poised on a button. His phone is in his other hand. I receive another text: “Time for you to see how it feels.” He pushes the button.
I run and run and hide, heart hammering, legs aching, tail bleeding. Another gunshot. I bleed.