The Dice Pool at One Hundred (Posts)

Progress

The last time I wrote a post like this one was waaaaay back on post number 30. That was a mere month after I started thedicepool.com. I used it as a sort of check-in with myself. I decided, at that point to quit posting daily as a way to make this more sustainable and to increase quality at the expense of quantity. I thought, at the time, that I would be able to spend days working on a single blog-post, researching, editing and polishing. In practice, that has happened only rarely. Normally, I spend most of the week skiving and then, with my self-imposed deadline looming I pull on my blogger’s hat, think of a topic and wheel my office chair up to my desk to actually write it in an hour or two.

I do wish I could more consistently plan, write, edit and post. Mainly because, the posts where I have done that are usually the ones I’ve been most proud of. I would include my series on Between the Skies, and the post about my experience with After the Mind the World Again. Both of these prompted their creators to contact me directly and After the Mind the World Again got a mention from Thomas Manuel on the Indie RPG Newsletter making it my most viewed post by a pretty wide margin. So, I’m going to redouble my efforts to spend more time on posts to produce something I can be more proud of.

Saying that, I am happy with some of the progress I have made with the Dice Pool Dot Com. Joining the Wood-paneled Web Ring run by Stu Horvath or Vintage RPG fame, was really cool. I would love to see more sites join Wood-paneled actually, as I really believe in it as a less corporate form of online community-building. If you’re reading this, dear reader, and you have a site that you think would be a good fit, go check out the web ring at the link above and contact Stu for an invite. I know he’d be thrilled to add a new member.

As well as that, I may not have won any prizes, but I was happy to be a part of the 2024 Bloggies. I think the dice pool came in about 7th place in the Debut Blog category, which, having read the other entrants who came higher than me, felt about right, to be honest. In fact, it was the exposure to all of these amazing blogs by people with similar interests and the desire to write about them was the best part of the Bloggies adventure for me. It got me thinking about the sorts of topics I’d like to write about, gave me ideas for riffing off other bloggers’ posts and made me think about the value of blogging in general. By the way, Clayton Notestine of the Explorer’s Design blog won the overall Platinum Medal for this post: The 1 HP Dragon. You should go and read that and subscribe to his awesome blog. Some really thought-provoking ideas in it. While you’re at it, go and check out Murkmail, who won the Debut Blog prize. They have grown enormously during 2024 and the blog is well worth a read.

What a week!

I say I want to spend more time working on blog posts, but, if I continue to have week’s like this one, I’m not sure how I could. Here was my gaming schedule for the past week:

  • Monday: The Darkest Dungeon board-game campaign in person
  • Tuesday: Dungeon World: Hirelings to Heroes Session 0 – on Discord
  • Wednesday: Dragon Age RPG, Duty Unto Death in person in our local game shop, Replay
  • Thursday: Dungeons and Dragons: Scatterjammer online
  • Friday: Dungeon World: Hirelings to Heroes Session 1 in person
  • Saturday: Trophy Gold: Hester’s Mill Session 0/1 in person

That’s six gaming sessions in the last week if you include the Darkest Dungeon game, which, obviously, is not an RPG. But I make the rules around here and I say it counts. I have loved it, honestly. It’s obviously not sustainable and something’s got to give, but I got so much from all of these. Some nights I might have been a bit tired or just not feeling it. But here’s a thing I learned a long time ago: playing games is a form of relaxation. It’s fun, or, at least, it’s supposed to be. Even on nights where I was at a low ebb, the game would actually make me feel a whole lot better than just sitting in front of the TV.

This sort of week would not be possible without Tables and Tales. All of these games were with members of our small but dedicated local RPG community. If I look back at the last year and consider the best thing I have achieved it would be Tables and Tales. Obviously, while acknowledging the fact that this was a team effort from the start and not even my idea. That credit goes to Isaac and Tom. I have been very proud of whatever meagre contributions I have managed to add. Dear reader, if you are an RPG enthusiast and you don’t feel like you get enough opportunities to get a group around an actual table I can’t recommend this enough. We started with a small group of friends but then I advertised for players for a game on the local game shop’s Discord. That was the proto-community along with Tom and Isaac and some of their own friends and workmates. We set up our own Discord to announce games and get members to sign up. From that point members invited other friends and family and before we knew it, we had enough people to allow us to play games six nights a week.

As for the games themselves, I have discussed some of them at length already. My experiments continue with my Spelljammer campaign. Most recently, I have started to use the tables in Between the Skies to come up with some weird space shit to throw at the PCs. I’ll write about that once I give it a chance to percolate a little bit. I just recently wrote about our Dragon Age game. It is likely to be wrapped up in a couple of weeks. Might see about continuing into a campaign with this band of Grey Warden recruits though. As for Trophy Gold and Dungeon World; these are both brand new to me and the group. So far, after one full session of each, I can say I’ve thoroughly enjoyed them. I have a lot of thoughts and I’ll definitely be blogging about them soon. The Darkest Dungeon campaign has had trouble getting going but we’re trying to stick to a schedule now. It’s tough and unforgiving and gives me a lot of OSRy ideas.

Dear reader, if you have stuck around for the last one hundred posts, thanks! I appreciate your patronage. Go tell a friend about thedicepool.com and then come back to enjoy the next hundred.

Flash Fiction Challenge Week 4: He Told Us

The news

Art is political. I might struggle to call what I make “art” most of the time but I guess, whether it’s good or bad, it’s still art. Some of it is more overtly political than others. You can certainly see the politics in NK Jemisin’s Broken Earth novels. It bristles and boils up and breaks the world, but it is still veiled by its fantasy setting. When you read her Great Cities books, based, as they are in her very real home of New York City, the place and the politics are the real deal. It’s right there on the page; the shit that people deal with every day even it is couched in fantastical occurrences and the antagonists are disguised behind cosmically horrific metaphor.

Usually, what I write lies in the former category but, today’s flash is jumping right out of the headlines. It came unbidden, I will say, but here it is. Take it for what it’s worth.

This is a flash fiction challenge where I challenge myself and anyone else who cares to take part to write a 500 word flash fiction piece every week. I generate five random nouns and five random verbs for each piece. Part of the challenge is to include all the words in the piece. Here are the words for this piece.

Nouns

crusade
cluster
drawer
railcar
turkey

Verbs

permit
stop
spring
control
fuck 1

He Told Us

by Ronan McNamee

He told us to permit no Rykerites. Neither should we tolerate a Jellicho to live amongst us. For we were the people of the one true god! Kark!

We joined together in a great convocation. We occupied Scotte Station and created of the railcars an impassable barrier. That’s how the Rylerites came to our great city, like diseased cells through the arteries of a body. We watched the trains burn from the terminal.

He told us to take back control so our crusade abandoned the useless railway and spread to the spokes of our great metropolis, the bridges. Those who could, exploded them, the rest of us smashed them, rammed them, blocked and burned them. No more Jenwayers coming across those bridges.

Finally, together on our island of freedom, we beat down doors, beat on drums, beat those damned heathens, the Forgistas. They didn’t belong here either.

He told us to clean the city and that’s what we did. We sprung traps for all the unwanted. We clustered them all in Liberty Gardens and watched them bobbing around in there, like livestock, like turkeys. We fenced them in and went home for dinner.

He told us to eat what the city produced. So we opened our pantries and explored the recesses of our drawers. We ate ketchup and pickles until our tongues fizzed and stung. We drank old soda and energy drinks until our teeth throbbed and our brains balked.

We looked across the barricades and threw obscenities at the filthy outsiders beyond. We returned to Liberty Gardens. The Rykerites and Jellichos had run out of condiments and own-brand cola. They lay in the dirt and we licked our lips.

He told us not to stop until they were gone. So we started and did not cease until we picked our teeth. We were free of them then. Or were we? Some of our crusaders continued to subsist on mayo and sherbet. They refused the “turkey.” They went back to their lives. Sympathisers. Vegetarians. Fuck them.

He told us to find the traitors and destroy them, hang them from the bridges and the tallest skyscrapers. And we did, though we kept a few to make up for the last of the city food. Great Kark would not begrudge his favoured people a good meal.

The eyes of the traitors looked down on us, as we basked in the streets, satiated. And I heard him tell the others to take us for anti-city behaviour. We ran and cried but finally obeyed the leader. We gave ourselves to the great people of our city and they fenced us in, fed us stale donuts and old olives until we lay in the dirt, doing what we were told until they came for us with belief and hunger in their eyes. Had Kark abandoned me? Was I no better than a Forgista now? I always did what I was told. Was this a reward?

He told us what he was, but we never listened.

Next week’s words

Here are the five nouns and five verbs to fit into next week’s piece:

Next week’s nouns

session
nature
wood
guest
membership

Next week’s verbs

dominate
slow
forbid
get
dictate

Happy writing!

Death and Troika!

Whole-Hearted goodbye

The death of a PC in a role playing game might be something to mourn, it might be something to celebrate, it might be something assiduously avoided, it might even be something to seek out. But I think there’s one thing for certain: it’s almost always memorable.

When I think about the death of a PC there is a high-water mark for me. Heart is a game that builds up to that ultimate beat from the get-go. Your character’s death (or end at least) baked into the character creation system. The Zenith Abilities generally come in only two or three flavors and one of those is going to be the way your fucked-up little guy says goodbye. And yes, I know it‘s possible for a Heart character to die before their Zenith Ability goes off, but that’s only with the consent of the player. And, from my experience, the player really wants to make it to that finale. It is the greatest treasure they can obtain in the game. It is truly, all about them and how they do it. As the endgame hoves into view in Heart, the players are planning how they will work their big moment into the fiction and the GM is paddling away frantically like a murderous swan, to ensure it happens for them. And when the two meet in the middle? When player and GM both realize the ambition to achieve the perfect end? Chef’s kiss. One of the best feelings I have had playing any RPG, honestly.

And then there’s Troika!

Three adventurers protected by a magic shield against a hail of arrows. One of them takes an arrow to the back of the head though…
That’s gotta hurt. Art by Andrew Walken from Whalgravaak’s Warehouse.

We haven’t played much Troika. I ran three players through the hotel-based adventure, the Blancmange and Thistle, from the core Troika book last year. We did it as a one-shot and it was so surreal and hilarious that I knew I wanted to play more. So, in the summer, I thought I would give Whalgravaak’s Warehouse a go. Since then, we have lost one player (who moved to Spain, don’t worry) and two PCs. Please bear in mind, there have only been four sessions exploring the chaotic and bizarre workplace so far. We have lost one PC in each of the last two sessions! Tim got smashed and burned in an encounter with a blood sucking crimson giant (one of the warehouse staff) and Borrowick Grimpkin got got in an encounter with some wizardly loaders. So, this seems like a high lethality rate, right?

I think Troika has a fairly tough rule for character death. Essentially, if you go to zero Stamina (Health) and another PC comes to your aid in the same round, you have a chance of survival. This is particularly nerve-wracking for the incapacitated PC since Troika initiative is random. Each player and enemy gets a certain number of tokens and they all go into a bag at the start of each round along with one other token that, when drawn, means the end of the round. So you never know when it’s going to be your turn or when it’s going to be the end of the round! Add to this the fact that, if you go into negative stamina, you’re instantly killed, and I think you can see what I mean. On top of that, there is no way to increase your Stamina so you will always be exactly as squishy as you are at the start of the game, unless you add armor.

A warrior bleeds from the eyes and mouth as he is assaulted by some other dimensional horror.
I don’t know how to describe this one.

For poor Tim and Borrowick, they were beyond help, insta-dead, no coming back. Some of the enemies in Troika can do so much damage that they are not unlikely to one-shot the average adventurer. And that is the way the game is built. At least, that’s what I am coming to understand. You have to make the most of the time you have with your characters because it’s going to be a good time, not a long time.

Another thing I have come to understand is that, even in a game where your character’s end is not necessarily the goal, and not something you plan for, you can still have a good one that feels right and satisfying. After their character’s death, each of the players highlighted it as a major star of the session! The shock and the surprise element of their endings, in fights that seemed both unexpected and momentous, not to mention, in true Troika fashion, bizarre and unique, left them happy with how they went out.

I’d like to take this opportunity to share the obituaries I wrote up for each of them. I shared these in the general chat on our Tables and Tales Discord. After the second one in a row went up, we all agreed we needed a new channel entitled Fallen Heroes Obituaries. And that has been a big hit!

Tim

We lost a good one last night. Tim leaves behind his beloved gremlin-terrier, Brutus and fellow worthy adventurers, Ba’Naana and Borrowick Grimpkin. He had an illustrious career as a gremlin catcher before ever setting foot into Whalgravaak’s Warehouse. He had once managed to trip up one of Troika’s oversized citizens in the city’s renowned Gianttown district. This caused massive property damage but he still managed to capture the gremlin he was chasing at the time. In the warehouse Tim faithfully executed the wishes of his erstwhile patron, Exultant Wulf Memnemenoch by bludgeoning to death the alien cacogen known only as the Opportunist. Unfortunately, it was a member of staff of the warehouse that laid low the heroic gremlin catcher. He died bravely clubbing another giant, an enormous, crimson, vampiric one named Paude. And no doubt, his sacrifice was deeply appreciated by Ba’Naana and Borrowick Grimpkin as they accidentally but poignantly cremated his body just as the ancient warriors did for their honoured dead.

Borrowick Grimpkin

We lost another brave soul last night. Borrowick Grimpkin, Wizard-hunter extraordinaire, known across Troika City for his exploits in infiltrating and despatching an entire wizarding cult of Muhtrenex the Rufescent, Gulper of Blood, met his end. Despite having fulfilled his mission to slay the cacogen Opportunist, he and his team-mates continued in their exploration of Whalgravaak’s Warehouse. It was there that he was predeceased by his companion Tim in the battle with Paude the vampire giant. The circumstances of Borrowick Grimpkin’s passing were, in many ways, that of a workplace accident, impaled, as he was by the forklift arm of a rusty humanoid loader with the oxidised face of the wizard who created it. If it were not for the fact that, by his actions, his crate pilfering friends, Ba’Naana and Sticky Nicky were afforded the opportunity to escape, that might be how his death was recorded. Instead we can proudly state that Borrowick Grimpkin died as he lived, performing a dangerously acrobatic jumping sword attack from two stories up on a man made entirely of metal. RIP.

How does your group handle PC death, dear reader? Do they celebrate it? Do they rage against it? Are they forgiving or do they hold a grudge?

Flash Fiction Challenge Week 3: All that Glitters

A little horror

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!

Dragon Age: Duty Unto Death

The Basics

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

Wil Wheaton's head and shoulders in front of the Tabletop logo on a red brick wall. He is a guy in his thirties with brown, short hair and beard. He is wearing a brown t-shirt with "the Guild" on it. The closed caption on the screen reads: "WIL WHEATON: In 1983, I played my first role playing game and"
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 illustration is of three heroes, an elf with a bow, a dwarf with an axe and a human mage battling a horde of undead. The words Dragon Age are at the top and the title of the scenario, Duty unto Death is at the bottom where it also indicates that it is an adventure for characters of level 2-4.
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. It has 15 entries including "Skirkish - You can move yourself or the target of your attack 2 yards in any direction for each SP you spend," "Defensive Stance - You attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn," and "lethal bloW: You inflict an extra 2d6 damage on your attack." The table shows the Stunt Point cost of each stunt on the left hand side and has the descriptions on the right.
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.

Flash Fiction Challenge Week 2: Securing Destiny

Bloggies News

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.

The Bloggies 2024 – Debut Blog Voting

Quality

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!

Flash Fiction Challenge: Habitant 1306

Week 1

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!

Making Room for Roleplaying

Pay off

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:

  1. 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.
  2. 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

A halfling rogue, a femme elf druid and a masc human ranger in a forest presented at a slightly dutch angle.
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

Large white block letters spell out the name of the book, THE ELECTRIC STATE. They are overlaid on top of an illustration of a huge cartoon-cat-headed robotic drone, damaged and smoking hanging over an overpass beneath a slate grey sky.
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!

Short Fiction Challenge

These are not resolutions, okay?

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:

  1. Practice my Japanese and improve my fluency before our big trip to Japan in the autumn
  2. 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

Five verbs: execute, finish, approve, undertake, take. Five nouns: development, surgery, union, shopping, system
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。