Death Match Island – Short Campaign

Postponed

So, when I wrote the post listing the games I wanted to play during the remainder of this year, I had Deathmatch Island pencilled in for this Friday. I only had one session in my calendar so I thought, “oh! It must have been a one-shot that I had planned.” But no, reader, no.

First of all, I have had to put this one on the back burner for now. I only had three players for it and one is unable to attend so I decided it’s best to leave it to a more convenient time for everybody. These are the iniquities of arranging to play RPGs with adults. Thus has it ever been. I am determined to get to it at some point soon but it’s not happening this weekend, that’s for sure.

Second of all, Looking back at the original invitation I sent out to players within our little, local RPG community, Tables & Tales, I realised I had advertised it as a three session game with the possibility of stretching to six more sessions if the players were into it. Now this makes perfect sense. The core book suggests that you can complete a satisfying arc in three sessions but, if you wanted to make it to the end of the Death Match, as it were, you would probably need nine in total, if not more. It does provide guidance for making one-shots using the system and the structure of the game but I think it would be far less meaningful to do so.

Inspirations

A still from the movie Battle Royale

No-one, I think, is going to be terribly surprised by the inspirations behind Deathmatch Island. You’ve got Battle Royale, The Hunger Games, Squid Game, even Survivor of course, but, slightly less predictably, Tim Denee, the designer, also references Severance and The White Lotus, two of my very favourite TV shows from the last few years. A couple of touchstones that are, surprisingly, absent from the list are the video games, Portal and Portal 2. Many of the design choices and even the arguably, most important, decision the player characters need to make align with the choices your character makes in those games, “play to win,” or “break the game.” Of course, in all of these pieces of media, this is the central and most important choice.

The game, not the-game-within-the-game

What I am trying to say is that I was always going to back a game like this when it popped up on Backerkit. I am a fan of all of those properties to one extent or another. And, to me, the themes are never going to get old. And, although I haven’t had a chance to actually play it yet, I think that, if you feel the same about any of the media I listed above, you could do a lot worse than picking up this game.

A photo of a two page spread from my copy of the Deathmatch Island core book.
Remember – your followers are consumers, you are just the product.

Apart from anything else, it is slick. The production quality is high, as you would expect from Evil Hat Productions, and all of the extras I got from my pledge tier are great. They include booklets describing each of the Islands and each of the Casts (which, to a large extent determine the type of scenario you’ll be playing,) official-looking Competitor Registration forms that act as character sheets, player maps of each of the islands as well as rules glossaries for both Competitors (players) and Production (GM.)

Mechanically, Deathmatch Island is based on the Paragon system developed by John Harper of Blades in the Dark fame and Sean Nittner. I knew nothing about this system before I read the Deathmatch Island book, except that it originated with another game called AGON.

It is highly structured, with play occurring in clearly defined phases. It starts with Competitor Registration, in which the players create their characters, largely through rolling on a series of tables. Then you proceed to the first island.
Each island is split into Phase One, where the Competitors explore, interact and collect resources and Phase Two which is the climax, in which the Battle Royale itself occurs. Even within each phase, there are only a few set actions that can be taken. There is a fair amount of leeway regarding how you achieve the actions within the narrative, but it essentially comes down to opposed rolls from the teams as they stand on the island. Although, the rolls themselves are of utmost importance to the outcome, the players get to do a Confessional after the rolls are all done, giving them each narrative control, as if describing their actions to a camera on a reality TV show. It’s a fun conceit and one I’d like to see in action.

A photo of a two page spread from my copy of the Deathmatch Island core book.
Survival Gear

You play up to three islands. There is a phase of play between each island. This works a bit like downtime in Blades in the Dark and gives the PCs a chance to improve their characters, debrief, and come up with some theories about what the hell is going on. And then there is the End Game. I’m not going to go into that here.

From reading the book, the system feels sufficiently different from anything I have played before to have me really interested to find out how it plays at the table. One of the most fascinating parts is that I feel like you could replay this game on the same islands, with the same players, but choose different casts and have a very different experience each time.

I hope I get to try it out soon!
Have any of my readers played Deathmatch Island? If so, what did you think?

More Troika! – One-shots

Appendectomy

When was the last time your mind was genuinely blown by an idea, a concept, a creature or a situation presented to you when you played a fantasy role playing game? Because I don’t think D&D is providing opportunities for that sort of thing these days. I don’t necessarily blame the writers of D&D books for that; Wizards of the Coast has painted themselves into a corner that they are very comfortable occupying. In fact, because D&D is responsible for much of the public image of fantasy games for the last half century, they have dragged a lot of the hobby with them. As a result you have endless polished and glittering iterations of elves and dwarves and dragons and wizards with spell levels and clerics with devotion to individual deities and all the same monsters repeated ad nauseam. It is particularly interesting when you look at Appendix N, the appendix to the original D&D, in which Gary Gygaxstated his inspirations for the game. It has a few names you would expect to see: JRR Tolkien, Robert E Howard, Fritz Leiber and Poul Anderson but you also have a few that might make you wonder about the connection to the D&D of today.

HP Lovecraft is well known as the author of The Call of Cthulhu and other cosmic horror stories but his influence on D&D might not be obvious to all. Jack Vance wrote fantasy novels but they were tinged with an element of science fiction and gonzo world building in his Dying Earth books. In fact, many of the authors represented in Appendix N were famous for science fantasy rather than straight fantasy books, just look at Roger Zelazny and Edgar Rice Burroughs. You can still see bits of that influence in Wizards of the Coast’s D&D if you think of Spelljammer and Eberron but they always feel little too clean and sanitised compared to the books those ideas came from.

What I am getting at is that the true spiritual successors to the game developed with Appendix N in mind are part of the OSR. I wrote just yesterday on this very blog about Dungeon Crawl Classics and that very much embraces those influences, but it’s Troika! from the Melsonian Arts Council that truly embodies them for me.

Stretching those imagination muscles

The cover of my copy of Troika! Numinous Edition.

From Acid Death Fantasy by Luke Gearing:
“To the East lies the Plastic Sea, a miraculous main of liquid plastic. Upon contact with living skin it solidifies, covering the coast with Coated Men dueling each other in elegant, fatal contests, having made the choice to die young and glorious, sealed in flexible plastic armour.”

From Fronds of Benevolence by Andrew Walter:
Fletherfalloon is a floating Thinking Engine of a very basic sort, dating from a bygone age. Festooned with rotting ribbons and rusty curlicues, it hovers at varying altitudes burbling and whistling to itself.”

From Slow Sleigh to Plankton Downs by Ezra Claverie:
“Water: three billion years old, frozen by the perpetual
night at the edge of the Galaxy, compressed into glaciers
of midnight blue. Taste the weight of time and solitude,
darkness and purity. With Djajadiningrat.
Hear it crackle in your favorite spirit. The sound of time
calving into an ocean of premium flavor.
Cut by natural-born hand, never by machine, never by clone.
At night’s edge, taste the infinity. Only from Djajadiningrat.
— advertisement in Ice Tomorrow (trade magazine)”

Troika! Is a city at the centre of everything, and around it gathers a host of bizarre and fantastical settings dotted throughout the cosmos. Perhaps you traverse this universe in a space-ship, perhaps it’s a Golden Barge you use. Maybe your character is a Displacement Prosthesist, maybe they are a Hyenaman Scavenger. The possibilities are truly endless and the strangenesses abound.

A page from Acid Death Fantasy by Luke Gearing. It details of the background you can choose to play in that setting, the Hyenaman Scavenger.

We had the chance to play a single one-shot of Troika! A couple of months ago and it did nothing but whet my appetite for more oddness. The adventure we played was a published one, The Blancmange and Thistle, in which the PCs encounter a hotel. Saying any more would involve spoilers but suffice it to say, if you are a fan of the unusual, that hotel is the place to stay.

The inside front cover of my copy of Slow Sleigh to Plankton Downs by Ezra Claverie.

From that, I fed the PCs a hook that should, someday, when I find the time, lead them to the world of Myung’s Mis-step and the whodunnit adventure at the centre of Slow Sleigh to Plankton Downs.

But I have a few others too:

Some lads on a page from Frond of Benevolence by Andrew Walter.
  • Fronds of Benevolence is a short, point-crawl where the PCs journey in search of an item of great importance to their friend/ruler/patron/deity, Duke DeCorticus, which will lead them “to the Rainbow Badlands, across the precipitous face of The Wall and in the very vaults of the hump-backed sky!
  • Acid Death Fantasy is more of a setting book but could equally be used as a point-crawl adventure. It contains elements from Dune, Planet of the Apes, others from dying earth genre books and still others from classic fantasy.
  • Whalgravaak’s Warehouse also by Andrew Walter is an adventure “that centres the play experience on the classic tenets of danger, resource management, exploration and player engagement agency.”

And given the fact that I will probably only get to run these once every few months, these will no doubt last me a while!

Have you had any experience playing Troika!? If you met a Slug Monarch in an awkward situation, would you help them or attack them?

Dungeon Crawl Classics – Individual Modules

Dropped modules

I have a few adventure modules from the early days of my D&D career. A couple that hark back all the way to AD&D first edition and several more for specific settings like Dark Sun, Ravenloft and Planescape. I have a few for D&D 5E as well. But the thing is, I have never been that enamoured of them. Almost from the start I found it too restrictive to run a pre-written adventure. I had the feeling that I had to get everything right, according to the text and that, if I put a foot wrong, I would mess up the whole experience for the players. To be fair, that was absolutely the case in some instances.

Instead, after I had read a few published modules and run some of them, I was able to see how it was done. So, I wrote my own adventures. Usually these were pretty loose things with nothing but a beginning, a main villain and some encounters filling the middle but only a vague idea of where it was going. Honestly, my method has not changed all that much in the intervening years. Anyway, this approach allowed me to improvise much more freely and I think my players generally felt they could do as they wished, within the constraints of the setting, rather than the strictures of a preset narrative.

I still don’t run published D&D scenarios or campaigns much, even if I do occasionally buy them. I ran Storm King’s Thunder a few years ago and was equal parts appalled and underwhelmed by it. It’s a full campaign that took us the guts of two years to finish. During that time much of our play-time was spent farting around the Sword Coast, trying to remember what the PCs’ motivation was while having more-or-less random encounters and a few pre-written, essential ones. It was meant to be a sandbox but the area felt too vast and the individual locations too ill-explained to be easily useable without a huge amount of work by the DM. And so little of it felt important to the overall plot! On the other hand, when it gave me the chance to be creative, and come up with content that was entirely my own, I loved it. And, generally, those were the most memorable moments from that campaign, even if I do say so myself.

Modular construction

A photo of the front cover of my copy of the Dungeon Crawl Classics RPG.

So why do I want to run individual modules for the Dungeon Crawl Classics RPG from Goodman Games? More masochism? Could be, oh reader mine, could be. It might actually be a mistake. I probably won’t know until I try it out.

But here’s the thing, the modules I am thinking of have been written some time in the last ten years for the most part. They are modern, with modern themes and sensibilities in mind. They are structured for a modern RPG player and they are, generally, nice and short.

So, they are modern, meaning they have plenty of opportunities for the PCs to make important and potentially game-changing choices and very few instances of railroading. Also, they assume that the players, at least, have all agreed to be there to play the game and so they are not written with the utmost consideration given to how to get the PCs to do what the adventure wants them to do.

Themes and sensibilities are important. A lot of the older adventures make colonialism look good and normalise a sort of fantasy racism that is simply unacceptable. It wasn’t acceptable then and it isn’t now. But now, at least, the consumer won’t put up with it.

Structure and length kind of work hand-in-hand. A lot of these have a fairly loose structure where many events can occur at any time within the beginning middle and end portions of the modules. And they are short enough to play in an evening or two for the most part. Here are the page lengths for a sampling of the DCC adventures I own:

The Sorcerer’s Tower of Sanguine Slant – 25 pages
The Laughing Idol of Lar-Shan – 17 pages
Blades Against Death – a massive 32 pages
The Croaking Fane – 16 pages

Easy to read and easy to prepare with great maps and fun artwork too.

Also, these things are metal AF.
Here are a few extracts:

From DCC # 77 The Croaking Fane

A page from the DCC adventure module, The Croaking Fane.

“The transept ends in a small altar, atop which sits an idol depicting a grotesque frog with razor-sharp teeth and talons. Its mouth is full of the mangled bodies of sentient races – humans, elves, dwarves, orcs, and even ogres hang askew in it maw; limbs dangling between the giant’s teeth.”

From DCC # 74 Blades Against Death

A page from the DCC adventure module, Blades Against Death.

“You draw aside the clacking curtain to reveal an emaciated crone, her white eyes staring into nothingness. A third eye is tattooed on her forehead and seems to blink when she wrinkles her face.

From DCC # 77.5 The Tower Out of Time

“A grotesque wonder occupies this bright chamber. Three fleshy slabs stand at acute angles around a monstrous, bulbous mass that resembles an exotic jungle flower. Each slab bears a small, hairy anthropoid creature. Numerous crimson tubes extend from the horrible flower, greedily siphoning the life blood from these creatures.”

Finally, DCC has this rather unique phenomenon called Level 0 Funnels. I am mildly obsessed with them and am itching to get one to the table. You play one of these adventures in lieu of traditional character creation. Your players each roll up 4 or 5 0 level characters, essentially peasants with no special abilities or magic or anything (they might have a pitchfork or a pig) and you send them all into a dungeon. Any that survive the experience get promoted to first level. And some of these modules are pitting 0 level characters against the sort of things the average D&D party might think about facing at like, 10th level.

I haven’t even gotten into the rules of DCC really. Suffice it to say that they are close enough to D&D that most players will not have a hard time learning them. I’ll probably do a deeper dive on the rules another time.

So, have you played DCC? If you did, did you play any of the published modules for it? What did you think?

Tales from the Loop​ – Mascots and Murder

Indie mascot horror

Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

Tales from the Loop

If you have never seen the artworks of Simon Stålenhag, do yourself a favour and go check them out. I have taken some photos of his work from his art book, Tales from the Loop and embedded them here but they don’t do the work justice. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a Tales From the Loop game, it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it.

## Indie mascot horror
Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

## Tales from the Loop
If you have never seen the artworks of [Simon Stålenhag](https://www.simonstalenhag.se/), do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it. 

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

## Indie mascot horror
Maybe I’m giving away a bit too much with the title of this scenario. What do you think? I mean, look, here’s the thing; when we set up Tables and Tales a few months ago, I was curious about the kinds of things new members were into. One of them said they liked Indie Mascot Horror. Now, let me tell you, dear reader, I did not know what that was. Since then, I have learned that it refers to video games like Five Nights at Freddie’s and Poppy’s Playtime. I had obviously not played these games but I looked into them a bit and got the vibe. I thought about the types of RPGs that would be good for those themes and tropes. It did not take me long to decide on Tales from the Loop.

## Tales from the Loop
If you have never seen the artworks of [Simon Stålenhag](https://www.simonstalenhag.se/), do yourself a favour and go check them out. When I first encountered his work several years ago, it filed me with wonder. He created such a realistic depiction of a past that was largely recognisable to me from my own childhood, interspersed with or shockingly dominated by futuristic architectures and sci-fi wonders. His work excited my imagination like only RPGs had in the past. So when I discovered that Free League were producing a [Tales From the Loop game](https://freeleaguepublishing.com/games/tales-from-the-loop-rpg/), it didn’t take me long to pick it up. It took a little longer to get it to the table but when I did I discovered that the players loved it. 

Tales from the Loop is a game about the 1980s that never was. It posits a world in which some astounding scientific breakthroughs occurred in the ‘50s and ‘60s so that, by the time in which the game is set, they are not considered so strange. You have your robots and your hovercraft and your infinitely renewable energy. But most of that stuff is considered mundane in Stålenhag’s world. Not only that, they exist alongside the ‘80s mainstay technologies like Walkmans, cassette tapes, VCRs and Soda Stream. In Stålenhag’s artwork this created some beautifully uncanny images. Most were set in the region of Sweden known as Mälaröarna, where the Loop project was based. This is where the world’s largest particle accelerator was built. Though it is not necessarily directly responsible for the many strange occurrences in the region, the people who populate such a scientifically rarified place usually are. Scientists and administrators and students flocked to the region and started families there. So many of Stålenhag’s paintings involved kids; a toe-headed child threatening an old Volkswagen van marked “Polis” with a giant robot under his control; a pair of woolly-hatted kids digging in the Swedish snow and gazing back at their homes, dwarfed by the cyclopean, other-worldly cooling towers used to release heat from the core of the Loop itself, the Gravitron; a little kid in cold weather coveralls leading his grandfather through the snow to a mysterious sphere, left abandoned in the countryside, its purpose and provenance forgotten. These were the inspirations for the RPG.

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff [TV series](https://en.wikipedia.org/wiki/Tales_from_the_Loop), which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

## Roll mechanics
Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

## Mascots and Murder
Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

The game came out at the height of the popularity of Stranger Things, which helped it gain a lot of traction I think, and then it even had its own, unfortunately not so popular, spinoff TV series, which I, at least, loved.

In the RPG you play kids between 10 and 15 years old. You get to choose a Type from such classics as the Computer Geek, the Hick and the Weirdo. You also have to choose some really fun things like your Iconic Item, your key relationships and your favourite 1980s song.

Once you have your Kid, you and your friends can go out and investigate weird shit on your bikes. Stuff like, where are all the birds gone? What are all the adults doing gathered around that weird machine in the field? What’s that dinosaur looking claw print in the snow? You know, normal kid shit.

Roll mechanics

Tales from the Loop uses a version of the Year Zero engine, and, in fact, it was the first game I played using that system. It’s really straight-forward and intuitive, easy to learn and resolves situations quickly. “Situations” are generally and collectively referred to in the text as “Trouble” with a capital “T,” appropriately enough. For many, the Trouble you got into and out of when they were kids are some of the most enduring and treasured memories. In the game, you combine your ability dice and your skill dice into one dice pool and roll them all to try and get at least one 6. Since you only use d6s in this game, that’s the highest you can roll. The more 6s you roll the better, generally.

The only issue my players and I had with the rules is the Extended Trouble mechanic. The way this works is that, during the final showdown, encounter or whatever, every kid says what they are going to do and the GM tells them how many successes they will need to succeed fully. Then one player rolls all the dice in one enormous pool. Generally, if they don’t succeed fully but they still have a few successes, they might achieve what they were trying to but one or more kids will earn conditions or even become Broken. But, in play, we found this approach to be unsatisfying. Each player wanted their own cool moment to roll for and the all-or-nothing approach meant that they couldn’t attempt to take any rectifying actions if and when they saw things going wrong. Anyway, suffice it to say, we won’t be using the Extended Trouble rule next time.

Mascots and Murder

Here are the very basics of the scenario I have planned:
Although the first Loop was in Sweden and much of the book is written as though it is the default setting, they do actually provide a second potential setting in it. That’s Boulder City, Nevada, the “Best city by a dam site,” which is a reference to its proximity to the Hoover Dam. There is another Loop in this region and all of the scenarios presented in the core book can be transposed very easily to the desert, believe it or not. This is where the kids in this scenario will be from. It is summer in Boulder City so it’s going to be so sizzling hot that you can fry an egg on the sidewalk. This will be a nice change as all the other Tales from the Loop games I have played were set in Sweden in autumn and winter.

Photo from the book, Tales from the Loop by Simon Stålenhag.

Some teens have gone missing from Boulder City. Although their parents don’t seem too worried about it, our intrepid Kids are going to solve this mystery as they track down the source of the eerie, carnival-like music out in the Nevada desert and figure out what the connection is.

I have had fun writing this scenario, even though I have gone over it and over it to get it right. So, it’ll be ready to play in a few weeks.

The Tales from the Loop core book has some very useful advice for writing and structuring a scenario for it yourself. As long as you stick to that, you’re unlikely to go wrong. This is not actually the first one I have written myself, using these guidelines and, I can tell you, it works really well.

Have you played Tales from the Loop? What did you think of it? If you had to run a particular game for Indie Mascot Horror vibes, what would it be?

Games I Want to Play This Year

Five months to go

Having managed to get through so many games in the first 7 months of the year, you know what? I reckon, if I really make an effort, I think I can fit in up to ten more different games before New Year’s Day. I’m particularly looking forward to a few more one-shots. For those of you who’ve been keeping an eye on this space over the last couple of weeks, you’ll know I have a soft spot for them.

Lists 4

Here we go. Like previous lists, I’m just going to split them between those I want to run and those I want to play in.

To be honest, a bunch of these games are ones I already have in the schedule. I’m hoping to get Tales from the Loop started in a few weeks and I have Death Match Island in the calendar for next Friday. Even the ones I want to play in include a couple that are almost good to go.

GM

Player

I’m going to spend the next couple of days going through each of these games to explain why I’m so excited about playing them.

Stay tuned!

Also, what are you looking forward to play this year? Let me know in the comments!

Psycho-analyse Your Players for Fun

Sorry for the monsters

The murder-hobo days are largely done, I think. Although I’m sure there are still plenty of tables out there slaying every poor goblin that crosses their paths, it seems to be a pretty old-fashioned play style, uniquely and deliberately violent, especially when the “monsters” are sentient creatures with cultures and desires and rich inner lives. I didn’t know it when I was a kid but there’s no doubt that the impetus to enter an underground lair and kill every orc you found in there was a product of some highly colonial cultural fallout. Those guys are green so it’s ok to take their treasure and their lives, right? Or, my king/lord/boss/priest told me those guys were evil; better get them before they get us!
You are far more likely to be able to deal with an encounter without violence, and that’s cool.

Harpin’ on

Do my players do this? you ask, reader. Well, yes and no. The Deadwalker from our Heart game made friends with a Heartsblood beast the other night. It was a giant snail with the face of a drow (except for the eye stalks and the rows of sharp little teeth.) his name was Shelby. Of course, they sort of bonded over the killing of a harpy couple. Harpies in Heart are very interesting, by the way. They remind me of the Khepri in China Mieville’s Bas Lag books. The male harpy is just a big bird, about the size of a cat. Now, when he is looking for a mate, he’ll collect up a load of trinkets, bones, body parts, small creatures and occult relics and place them in a circle while, like a minah-bird, he speaks words he has heard others say. These tend to be words they have heard recently from people like the PCs, which is fun. Anyway, this ritual summons his potential mate through a portal from some dreadful, hellish dimension. And she is the terrifying figure of a woman but with talons where feet should be and wings instead of arms and the intestines of some poor bugger dripping, bloody from her beak-like maw. She is very violent and hungry. This encounter was only going to end one way. Luckily, it was the PCs who came out the victors, although it was touch and go. And hey, Seeker made a new friend in the process! Cute little Shelby.

Surprised to see it turn weird

The subtitle there is a reference to a star I got from Isaac in our last D&D session when they discovered the brainless hobgoblin body and the triplets with gossamer threads attaching them to something else in this dungeon they have just entered. They have been encountering a lot of other sailors, mostly humanoids and their servants recently. That’s often the type of game it is because they are dealing with other ships and their crews a lot. They have usually resorted to violence in most instances in this campaign so far. Maybe that’s my doing since the encounters have often started off violent from the monster side. And they did try to befriend that one Neogi sailor who had been left behind by his mates. So they get humanitarian points for that.

So, in this dungeon, I thought I would take the opportunity to make it a bit weirder. After all there should be alien things in a space game. I can’t go into too much detail, but suffice it to state that I am excited to see how the players and their characters react and what they do.

Spiteful owls and slug monarchs

What I find, in general, is that the weirder the monster you introduce, the more likely violence is gonna to be the answer. This is, I think, often a fear response. Or maybe it’s an assumption that, the weirder the monster looks, the less likely it is to be reasoned with. These are often understandable impulses, actually. I mean, there are also the monsters that are totally mundane, like the flock of owls in the Troika! Adventure, The Blancmange and Thistle. They had come in through a window and were harassing a hotel employee. My players did not hesitate to cull those wild birds. To be fair to them though, the text does name them “spiteful owls” and they attacked anyone who entered their stairwell. So maybe they deserved it.

A couple of floors further up in the. Blancmange and Thistle, they encountered a Slug Monarch trapped in the stairs, embarrassed and very much in the way. They used some demonic water to awake a terrible hunger in him and that got him moving. He was a bit more dangerous in this state so they did have to fight him off but then they just escaped up the stairs where he couldn’t follow. It was a relatively non-violent solution to a simple problem involving a rather gonzo monster. But maybe they just treated him better than the average slug because he was a monarch?

Maybe I should stop psycho-analysing my players and their characters.

Anybody else psycho-analyse their players?

Investigations

The detective dichotomy

We have been enjoying the Blade Runner RPG immensely in the last few weeks. The blade runners are into the second day of their investigation of the murder of Sandor, another member of the LAPD Rep Detect Unit who happened to be a Nexus 9 replicant. So far, it has gone pretty well for them. They have had some incredible luck with dice rolls that even revealed certain clues I was surprised about. Due to uncovering these, I think they are coming up with the basis of a solid theory for what happened.

Here’s the thing: this is an official case file, produced by Free League. I would imagine most people playing Blade Runner have run this scenario; it comes in the starter set. And the details of the scenario, the NPCs, the locations, even the events, to a certain extent, are set. There is a lot of freedom for the PCs to pursue leads when and how they want but the perpetrator/s, their reasons and motivations and the major players in the case are the same for every table.

Now don’t get me wrong, we are really enjoying this format. The setting and the themes and the ways the scenario intersects with them are very well done. But it is hard not to feel like it’s on rails, right? The answers will always be the same although each group might do something different with them.

Of course, maybe that’s true of any prewritten scenario, no matter the genre. There is always a lich at the end of Tomb of Horrors. Strahd is the big bad in Ravenloft. That kind of thing goes without saying. So, what is it about the mystery that makes this seem less free-form? I guess it’s that finding the answers is the whole point. In Ravenloft, the point for the players is probably the fun of exploring Barovia and the castle. They are enjoying the scares and the combat and all of that.

But in the end maybe it doesn’t matter. Of course, my players don’t know the ins and outs of the clues or the perps or the mystery until they find them. So it’s still mysterious to them.

Building with Brindlewood

Of course, there are other ways to do mystery games. The one that comes to mind is Brindlewood Bay by Jason Cordova, of course, and the games that have been Carved from Brindlewood, like Public Access and others. In these games, there are plenty of pre-written and published mysteries but, significantly, they don’t have solutions.

In an inventive and fascinating twist of game design, Brindlewood Bay’s solutions emerge during play. There are elements of investigation, role playing, narrative building and straight up dice rolling that result in your characters either coming up with the right answer or the wrong answer. Or, you have the familiar PBTA option of a correct answer but with some complication on a middling roll of the dice.

I have not yet had the chance to play one of these games but I would love to. I want to see if it is more satisfying than the sort of game where your solution is written in stone.

Have you played any mystery games that made you excited to play them again? Send me some recommendations!

Forged in the Dungeon, Part 2

Engage!

This is an update on how my last session of Spelljammer went. More specifically how it went when implementing some mechanics I nicked, unapologetically from Blades in the Dark. If you don’t know what I’m updating you about, oh valued and discerning reader, go take a look at this post right here.

It was touch-and-go last night, to be honest. We only had about 2 hours to play and we were on course for the session to fully be a shopping episode. But, in the last 45 minutes or so, we managed to get into the new technique of using information gathering rolls and an engagement roll before interacting with the dungeon.

I think it worked pretty well, once we got into it. I briefly explained the concept and everyone was on board with it. So we went ahead and they started making up the ways they would use their specialties to help boost their chances with the engagement roll. One character described a trip to the pub to try and identify some locals who might know the way to this secret hideout they were looking for, one followed a potential gang member to the entrance, one questioned some dock workers they were helping out, one went to ask her sister for help and one staked out the most likely spots along the docks. They all used different skills and only one of them failed the information gathering roll. I set the Information gathering DC pretty low for this first time, a mere DC 10. I gave them +2 to the engagement roll for each success so they ended up with a +8 for a total of 18 on the engagement roll.

Now, I had prepared three maps on Roll20 and a bunch of potential encounters, both combat and social, traps and dangerous environments. I did not regret dumping two of those locations in favour of jumping straight to the dungeon entrance. Did the old dump and jump, as it were.

I narrated their discovery of and arrival at the building that hid the staircase to the hideout. I explained how the intelligence they had gotten in their information gathering phase had allowed them to figure out the best time to enter. I described the way they were warned to avoid dangers and possible traps on the stairs and then, satisfyingly, they got to the front door. And that’s where the action started.

Straight Dunjin’

I asked for some feedback on the technique at the end of the session and it was broadly positive. There was a definite consensus that, if we had simply role-played each of the scenes I described above with multiple rolls in each scene for stealth, deception, persuasion, etc, it would have taken hours and they would not have gotten anywhere near the entrance to the dungeon last night.

One player, Thomas, told me today that, because there tends to be a lot of “admin” in this campaign (ship stuff, money stuff, shopping stuff etc.) that it was refreshing to get to the action without a lot of rigmarole. I agreed that it felt good to use the precious time we have together (only 2 hours every fortnight) in as fun a way as possible. Last night, that involved sending them to an underground lair where they discovered a guy with the top of his head sawn off and a bunch of identical hobgoblins with gossamer threads attached to their necks. You know, good old fashioned fun!

We also talked about how they were able to retain a sense of having achieved this “easier” path to the entrance of Ozamata’s hideout. Since we went around the “table” and every character had input to how they wanted to help gather information and got to narrate and role-play within those short scenes, it felt earned more than given.

On the more measured side, I did get some feedback from Trevor that, although it worked well in that particular situation, it might be more difficult to apply in others. I have to agree with that assessment too. It is easy to apply this method when the PCs are aware of the exact job they have to do, when they have time to seek out information about it and to prepare in lots of different ways. It is not going to work so well when an encounter is meant to take them by surprise. Maybe that’s ok though. It’s not Blades in the Dark that we’re playing and it never will be. D&D isn’t supposed to feel like that. But that doesn’t mean that we can’t try to make it feel less like a grind and more narratively satisfying whenever possible.

I’m very well aware that, for most gamers who are used to the story-game play style, all I’m describing is maybe some half-arsed version of their regular RPG experience. Maybe it’s not even that. But I will say that, for me, it is fixing a distinct issue in a campaign that I very much want to continue playing but definitely want to speed up bit. I mean they have been playing the last day and a half on the Rock of Bral since last November… so, I want to move things along without making my players feel like I’m rushing them or demanding they do something they don’t want to. Hopefully, this technique will help to accomplish that.

Has anyone else tried something like this with any degree of success in D&D?

Forged in the Dungeon

Engage

I mentioned in my post about my ongoing Spelljammer D&D 5E campaign that I get frustrated by the vast swathes of time demanded by the system, particularly for combat. It’s so involved and requires the application of so many sub-systems, the knowledge of so many specific abilities such as spells and feats that even a small scale fight can take up the guts of an average session. Player patience is tested during the parts they are not involved in and when it does come to their turn it can be difficult for them to know the current state of play because they have, quite understandably, tuned out. So then you have to rehash the last few turns before they take their go.

Some have suggested ways around this, such as removing the roll to hit or limiting the time a player can take on their turn. I understand the impetus to use these workarounds. But one option feels too much like it’s removing a core element of the gameplay and the other is going to end up with some players rushing and resentful and others just giving up on doing anything cool and instead just hitting the thing with their sword every time.
So, what’s the answer? Sorry, good reader, I don’t claim to have one. But here’s what I am going to try:

Blades in the Dark has a mechanic that allows the crew to make a single roll before they get into the action. This is known as the engagement roll and the level of success you achieve with this roll essentially determines how far into a score the action starts. So, in a D&D context, if you roll poorly, you might have to begin the dungeon before you even find the entrance: you’re wandering the wilderness, risking random encounters and suffering exhaustion in the freezing cold while you search, relentlessly for the right damn tree stump that the tunnel is hidden under. But if you roll well? Well, then you come prepared; you knew the weather was going to turn nasty so you dressed for it, you knew it was going to be a long way so you hired some dog sleds, you bought a map from a local trapper and you read a book about the dungeon that told you how to bypass the traps in the entrance hall. In the second case, you start your delve right in the meat of the dungeon, ready to face the fun puzzles and fights and escape with all the coin you can eat as a reward.
Each option sounds like it could be fun to play, to be honest, but option 2 gets the PCs closer to the goal with the least amount of danger, thereby saving time and, moving them towards that tasty dungeon meat I was talking about earlier.

Information is power

Now, another element of this mechanic is that, in Blades in the Dark, to add or remove dice to or from your engagement roll pool, you would take into account many in-world mechanical elements that simply do not apply to my D&D space-galleon game. But there is another mechanic from Blades that I think could work instead. Players could each make a “gather information” roll before the engagement roll. They could use any skill they like for this; arcana, history, religion, stealth, anything that makes sense in the fiction. And they could also use their spells and abilities to improve their chances with their chosen rolls. Success on these rolls could improve their chances of scoring high in the engagement roll.

Normally, in Blades in the Dark, successful information gathering attempts will inform the type of plan the crew comes up with, thereby potentially adding extra dice to the engagement roll pool. In D&D, I am considering my options, advantage or bonuses. Advantage is my preferred way of rewarding players for clever or ingenuous play, but if I offer a +1 or +2 bonus to the engagement roll for each successful gather information roll it means they can stack. I mean, I suppose I could just chuck out the PHB altogether and allow them to have multiple d20s for the engagement roll but, as I mentioned previously, I am not trying to mess with the core rules of the game, just add a little spice to them.

Hot dam

Now, this method could work really well in an instance like I described above where they plan to visit a dungeon and a lot of information and luck could help them to get there quickly and painlessly. But, if all I have planned is a big encounter that doesn’t really involve a lot of build-up or mystery or travel to get to it, I am not sure it helps at all. The problem with D&D combat is still present.

One method I have considered is increasing the damage output of an encounter while decreasing the enemies’ hit points. This would keep the essential rules of the system in play and the sense of danger and high stakes, without the fantastic outlay of time.

So, I am not finished with this idea by any means. If I get a chance, I am going to test out the engagement roll and gather information roll tomorrow night when we return to the Rock of Bral. But I suspect I will need to tweak it and workshop it before it works as well as I want it to.

Does anyone else do this sort of thing? Does anyone have any good ideas for speeding up D&D combat? Should I really try?

Games I Have Played So Far this Year, Part 2

Lists part 2.2

You will notice a trend in this list. More than half of them are Open Hearth one-shot games. I just joined the community in January of this year and I thought the best way to ease my way into it would be to sign up for a short game or two. So I started with Alien Dark. Not long after that another member in a similar timezone started posting one-shots of a bunch of games I wanted to try out, and that accounts for almost all the other Open Hearth one-shots listed below. I wasn’t new to Mörk Borg, admittedly, but it is usually a gritty good time and it was at a time that suited me so I joined up. Honestly, sometimes, that’s all the impetus you need.

Games I have played in so far this year

  • Root – The Nightmare Before Winterfest – Concluded Campaign. Root is the PBTA RPG of the board game where you play anthropomorphic denizens of the forest, traveling from Clearing to Clearing getting into trouble, making friends and enemies of various factions and having prolonged Christmas episodes. Good friend and esteemed character-actor, Thomas GMed this “festive” campaign for our little Tables and Tales gaming crew. The quotes are only partially ironic. It did start around Christmas but then it kept going right through Easter and out the other side! Don’t get me wrong, I’m not complaining. This campaign was a laugh. I got to play a German badger named Beagan, known to one and all in the Clearing of Lindor. Beagan and his companions busted open the people-in-the-chocolate mystery, demolished the local police station, repelled the siege of Lindor’s famous Winterfest market from the branches of its festive tree and unmasked Ebenmeowser Scrooge as the ultimate villain of the piece. Good times.

  • Remembrance – Open Hearth one-shot. Remembrance is a GMless story game designed by a fellow Open Hearth member and this was a play-test of it. All the characters start off as members of the Irish Republican Army during the Irish War of Independence, brothers in arms and valued friends too. But, as those who know about Irish history of the early twentieth century will be able to tell you, the War of Independence was followed quickly by the Irish Civil War. This was fought between those forces who wanted to accept independence for all but the six counties in the North of Ireland and those who would only accept freedom for all thirty-two counties. The three act structure of this one-shot was split between the time of fraternity in the first act, the tragic split into two opposing camps in the second act and a sort of epilogue, or maybe denouement in the third. The story we constructed over the space of three hours is something I won’t soon forget and an experience that stuck with me as an Irish person and someone who lives in those six counties.

  • Mörk Borg – Rot Black Sludge – Open Hearth one-shot. Open Hearth community member, Dom ran this one. This was actually the second time I had played through this scenario. The second time went significantly better than the first, partly because of the very limited time-slot we had to play it in, I think. Rather than stupidly investigating every bloody thing that was definitely a trap of some kind, we pressed on looking for the ultimate goal, finding some kid or something. My character was Joachim the Devoted, a Dead God’s Prophet, who, paradoxically, was a nihilist who insisted on telling everyone he was a nihilist. He survived this scenario despite being largely useless!

  • Mothership – Sandalphon and the Sleeping Angels – Open Hearth one-shot. The second one-shot I was a part of that was run by Dom. This was my first taste of Mothership. In this scenario, you dock with an asteroid/space station and try to discover what is going on there. Spoiler: it gets fucked up and scary pretty fast. The Mothership system is mostly based on d100 rolls and, if you are familiar with Call of Cthulhu at all, you will know that that means you fail, a lot. This leads to horror in a good way of course, setting up scenes of panic and fear as you face the increasingly unsettling and gross realities of the setting. Somehow, my character Burt Connery, ever-suffering Teamster from New York City survived this one too!

  • Cohors Cthulhu – Rude Awakening – Open Hearth one-shot. The third and final one-shot that Dom ran in the list. Cohors Cthulhu is a game that imagines Cthulhu type mysteries and scenarios set in the Roman Empire. Out of all of the one-shots we played this year, I found that this one possibly suited the format the least. It is definitely interesting as a game and a setting but is more designed for campaign play I think. Each character was pre-generated but a little too complex to really get to grips with over the course of a single three hour session. That being said, I enjoyed the speed run we did of this scenario where my character, Herodion the Schemer narrowly avoided being ritually sacrificed to an old god and had fun with the other players. I’d be interested to try the game in a longer form.

  • The Quiet Year – one-shot. This is an unusual game to put on this list really. It is not an RPG to be honest but it is RPG-adjacent. It is a map-making game that uses cards and lists of prompts to allow a group of players to design a settlement that is recovering from some sort of apocalypse or disaster. You have one year to do it and the game is split into four periods represented by the seasons represented by the suits in a pack of regular old playing cards. It was so interesting that each of the players around our table started to embody certain sections of the fledgeling community that had often conflicting priorities and ideas about how to build it. I enjoyed this as an exercise in understanding the difficulties in being one part of a community that is, ostensibly, working towards common goals where other factions have very different plans to you. It has conflict built in to it due to requirements for always having some level of scarcity of necessary resources and this can lead to some, surprisingly fraught interactions above the table. I have heard of a lot of people using this game to create the starting state of a setting for a new RPG and I love that idea.

So, that’s it for my list of games played so far this year. I am looking forward to adding a few more to this list in the coming months. I’ll probably do a post about that in fact. How about you? What games have you played/enjoyed this year?