Showing posts with label ramblings. Show all posts
Showing posts with label ramblings. Show all posts

Tuesday, August 4, 2026

Sicko Implementations of Bespoke Tradeable Rulepacks

I should be writing about GenCon. I should be writing about the Appendix N Jam, or like, reading other peoples' entries and rating them. Instead, after talking with people about the ideas I was noodling on in the last post (which I will summarize in a sec, hold your horses), I have stumbled into some maybe real sicko mode things that we could be doing at every event or even FOR specific events.


Last time around, I had brought up the idea that there are a few disparate movements I would like to see function together at one time: people making business card dungeons, or bookmark tables, or just regular one page rulesets, or people still tooling away on their GLOG hacks. There's any number of ways these things could combine, but my big point is making sure that however they do, they would be 1. not mutually incompatible and 2. made to be traded around. In my mind, there's basically two flavors of implementation for this kind of thing: fully virtual or IRL collect-a-thon.

Fully Virtual

Basically, what we have right now is the fully virtual version of this even if we don't have it coordinated in such a way as to be a logical way to deploy it - people are already doing things like collecting 1-page RPGs or specific mechanics and the like via Itch or from blogposts or - dare I say it - YouTube and writing them down or printing them out for their own use (or, y'know, bookmarking them online). People create something and blast it out into the ether, someone else finds it and picks it up and puts it in their pocket. Game jams provide a way to sort of localize this kind of stuff, but it's basically an unlimited resource once it's out there - there's an infinite time scale, and people really just have to hunt around for what they want.

IRL Collect-a-thon

The other way to do this is something that I alluded to folks like Shing Yin Khor doing in my last post with their "a short rest" booster packs, and is what is the thing that fascinates me more - in this case, you have people designing and printing things ahead of time, then bringing them somewhere and trading them around (or, in Shing's case, selling them - I know this kind of movement is generally anti-capitalist, or at least anti-money, but bear with me on this one, it'll make sense in a sec) with other people. This can be done in a few ways: either you're giving out your business card that has a dual purpose of providing content; you're including it as a bonus as a part of a sale or some other interaction; or you're just trading stuff around for the love of the game. This also overlaps with things like stamp rallies at conventions - a group of creators could come together to create things that are related, so if you go to all of them, you can make some kind of greater project - whether that means it's a full dungeon, or a zine, or whatever. Likewise, you can swap stuff with your friends - if your one friend is really big into spaceships but you're into writing fanfiction about your original character Blonan the Blarbarian, maybe you make a business-card-sized space hulk and your friend makes a d66 table of Cursed Sword Generation and you swap them. Cool, right? 

Getting Perilously Close to LARPing

I don't really get LARPs - like, conceptually, sure, but from what I've heard from a few friends of mine, it seems a lot like there aren't any concrete rules written down anywhere to make these kinds of things a replicable experience - yeah, there's different schools of LARPs, but mostly it seems like someone assigns you a character ahead of time, you go make a costume and show up and improvise a whole character and most of the games end in you banging your friends for real but also definitely in character but also definitely not in character. Maybe I just know a bunch of the horniest LARPers, I don't know - regardless, that's not really my thing so I haven't looked into it. BUT, I bring this up because in the context of these bespoke rule and dungeon creation things, it occurs to me that there's a whole other tier of LARP that exists that DOES do what I'm talking about, it's just all oral tradition - immersive experiences like you get at Wasteland Weekend, Omega Mart, and that kind of thing. See, rather than writing down rules and trading them around, you DO have a staff of people who understand the rules and who act as questgivers and whatnot, and they convey those rules to people who choose to interact with them...but unless you're somewhere that gives you little trinkets for whatever you do, there's not, like, a tangible marker of the rules you've interacted with outside of the totemic representation of the questline in the form of said trinket. 

Do you see where I'm going with this? 

It's Not An Alternate Reality Game if it's Actually Reality

With a concerted effort, one could, were one so inclined, get people together under a shared premise (say, like a game jam), give people parameters to work inside, then all agree to meet up somewhere (say, PAX Unplugged) to share their inventions around. Essentially, everyone gets to build a bespoke set of rules that they have access to. Meanwhile, if there were another group of people, say, some sort of group of facilitators that provided dungeons or additional rules, then as people traded around their little bespoke rule cards they might encounter these facilitators who, if people had rule cards with mechanics for overcoming whatever dungeon they had on them, could win a copy of the dungeon and maybe a special mechanic card which could help them overcome other facilitators. It's not LARPing, necessarily - you're still you, it's just that you might need to have a rule on you for doing something like climbing walls in a dungeon, and if you find one of these roving facilitators and they tell you that the dungeon they're running has a wall you need to climb, then you can use that game mechanic (however it's written) and once you beat it then you can proceed. Or maybe you have something else - that wall is still there, but maybe you've traded your buddy for a mechanic card that has rules for creating explosives that can blow up the wall!

What I'm saying is, you could have groups of roving Game Masters with their own little mini dungeons, and you can have people who go and make mechanics about stuff they think is cool, and you could trade things with your friends and complete the little dungeons and get them as rewards and at the end of the day you've not only had a fun little live gaming experience, you also HAVE ALL OF THOSE MECHANICS AND DUNGEONS TO USE IN YOUR HOME GAMES. And maybe you stick all of those little cards in a binder or a Pokemon card binder or whatever and you bring it to the next meetup and you can show off all the stuff you can do and maybe you trade for something with your friend or maybe you replicate little booster packs of your favorite mechanics and hand them out to people but the point is that YOU are making all of these things, YOU are sharing all of these things, and each thing you make and share is unique to interacting with YOU even if it's something you copied from someone else because you thought it was useful enough to want to share with people!

Maybe I just have the post-con madness, but I really feel like this could be something. And then, you can invest in nice things to keep all your business card rules in - whether that's what I did with the A5 notebook with all the pockets or if you go the fancy route and get a padfolio that has room for all your fancy pens and notebooks and stuff and you can show THAT off to your friends too! Or go oldschool and slap all that mess in a Trapper Keeper! Whatever works!

OK. That's all for now. Get at me if this is also giving you The Madness.

Stay weird out there.

Sunday, July 19, 2026

The Razor Thin Edge Between The Desire for Community vs. Commodification

    You're getting multiple posts in the same month, that's how you know I've got way too much to do and how badly I need to free up mental computing power. Sorry not sorry. Also, a quick heads up: I am sponsored by literally nobody in this post, and in fact am quite the opposite - I would argue everything I'm about to talk about is stuff I've paid for myself or received as an inclusion with something I've bought with the notable exception of The Chair, which Zach Hazard Vaupen literally hunted me down and handed me at PAX Unplugged like the world's most helpful Terminator. This will become relevant, but I'm also letting you know because hoo boy am I about to namedrop a bunch of people and supplies and I'm doing that because they're relevant, not because someone's paying me to do it.

Also, this is going to be yet another long one - if you'd like to cut the crap and get right to the actionable content without all the context, just CTRL+F "What Is Adam's Actual Vision" without the quotes and you'll hop to the end.

An Introductory Diversion: The Return of the Convention Go-Bag

    I know not many people read it, but one of my first posts here was about my convention go-bag and how I'd fine tuned it for anything I'd conceivably need at a convention, because after one year at GenCon lugging around my huge heavy duty backpack with room for my laptop, extra screen, big wooden GM screen, all my books and more I had had enough. It's been long enough since my days in marching band playing sousaphone, my body just ain't built for that anymore. The thing is though, when I'm not at cons but AM running other IRL games, I find myself longing for something with a bit more storage space - not as much as the heavy duty bag, but more than the go-bag. That leads me to opting for a messenger bag and the old classic: the Trapper Keeper. (Yes, that's the South Park Trapper Keeper Akira/Terminator/2001: A Space Odyssey homage. I usually hide some link gags in these posts but I figure I'll throw a content warning out for cartoon body horror on this one. Let's not think about how long ago Season 4 of South Park was, okay?) 

Enter The Trapper Keeper

Don't you give me lip about falling for nostalgia. Just let me have this okay?

    This is great. I've got basically all the space for everything I need, I could throw dice in the pencil bag if I wanted to, the interior pocket can comfortably fit a few zines inside it (if I'm taking it with me on a trip, I will often throw game design zines in there to get me thinking, or sometimes a worldbuilding game if I think I'll need to entertain friends). It's great, and it's specifically great when I know I've got plenty of prep time to bring everything I might need with me at once. But I don't really like taking a messenger bag with me everywhere I go these days, and if I want to write notes down to keep with me for upcoming game things, it's not the most convenient. I mean I GUESS I could type them into my Notes app on my phone or throw them in a private Discord chat to myself and then copy them down later, but that's a lot of steps AND reliance on technology/my faulty brainmeat to remember to sync things up before the game. Part of the reason I wanted to get that go-bag ready is to have everything in one spot at all times, and so that got me thinking about something a little more compact. 

    In the go-bag, I've got the little utility bag that has the e-reader, mechanical pencil, and two Field Notes journals in it, and that's honestly just about perfect - but with the e-reader in it, it's a little fragile to just throw in any old bag/cargo pants pocket and go. I like a lot of the options the little utility bag gives me though - just like the Trapper Keeper, it's got pockets to slide things into, space for a writing utensil, and is otherwise of the correct form factor to slide into my bag without taking up much space. But also, I've found out that I write like a caveman and cannot be trusted not to constantly break and/or jam the lead, so I want some kind of durable pen and I'm not quite ready to commit to the world of fountain pens yet - I was gifted one, but I use it so rarely I have to clean when it I pick it up to use it since the ink dries on the nib. While hunting around Richmond for advice on cleaning that fountain pen, I stumbled onto a happy compromise which would spiral out into the real reason I'm writing this post. But first: the compromise.

Yo Dawg, I Herd U Liek Journals



    In the not-too-distant past, I had also started trying to use some of the journals laying around the house to help create a physical backup of my Google Calendar. I like to joke that I'm the most extensive Google Calendar user that's not in a polycule because thanks to your friend and mine ADHD, I can't remember when anything is in the future. I also plan my life out many months in advance. You can see where this might begin to present a problem. So, I try to make physical backups of my schedule since it helps me visualize my upcoming time commitments and I can also do things like physically map out my days to combat time blindness. I had been getting better about this, but had also been trying to keep one journal as just my scheduler and one for all the random things I'd need to work out during the day and come back to, and this arrangement was just bulky enough that it was causing me to forget to take it with me places, which was again beginning to defeat the point. 

    While I was bouncing around various stationary stores in town trying to get advice about cleaning the pen (spoiler, I was basically just told to use soap and water and to just dry it thoroughly and quickly after cleaning so it didn't rust), I began to see certain accessories pop up in multiple stores and one in particular caught my eye and really started locking this into place for me - the stickable pocket. Leuchtturm 1917s have a pocket in the back already, but it never occurred to me that someone might make replacement pockets - or, for that matter, pockets for journals that didn't have them in the first place. The fact that it also came with a pen loop was all the better - I had gotten a nice Sharpie gel pen during a trip recently as well as some tiny Bullet Journals to use for keeping inventory for merch at a music festival, and THAT meant I could slap one of those in one of the pockets, stick a second pocket into the journal just in case, and as long as I could find something I could use to make a straight edge with when I needed it I'd be good to go. I ended up grabbing a brass stencil and another slide-on holster for it - overkill, sure, but until I find another one that can go in one of the pockets it'll do. I've managed to keep this with me every day when I've gone to work and it's always nearby at home, so I consider this a success. But we're not here to talk about my journaling habits - at least, not exactly. Put a pin in this because what we're actually here to talk about is...

Gameable Ephemera

An assortment of games of various formats, plus related bookmarks & business cards.
I have more, but lord knows where they are

    I loathe single-use objects. I rarely use bookmarks, but they're always included as special bonuses with books when you order from places because hey, it's free promo right? Usually, they end up in the garbage can. Likewise with business cards - after I've made contact with the people after the event I've received them from, unless they're really spectacular I very rarely have a need to keep them. This is something the TTRPG community has realized and has thankfully started to combat - whether you're Yochai squeezing whole keyed dungeons into specially formatted business cards, Reilly Qyote including instructions and some statblocks on a bookmark so you don't have to keep flipping What A Horrible Knight while you're using it, or the birdman himself giving you optional IRL drinking game rules + some cocktail recipes to go along with the in-game drinking game rules, these can serve as anything from additional marketing for yourself to standalone gameable content. They sure can be troublesome to keep up with, though, especially if they were to fall out of the book or zine you're keeping them in. Sure, you can just paperclip them in I guess, but unless you're stealing them from your office job who has paperclips these days? Plus you run the risk of damaging them or the book.


    All-around cool kid and well-known maker of keepsake games Shing Yin Khor has an answer to this in the form of their a short rest series of randomized game-enhancing booster packs. These have long-since sold out, of course, but the idea here is solid - you take your little bonus stuff, slap it in something labeled to keep it safe and then you just keep it with whatever game materials you want to use it with. This is the more minimalist approach to something rather than, like, one of those huge packs that Beadle & Grimm's sells, and significantly more system neutral. 

    Actually, hang on a second. The cool thing about all of these bookmarks and business cards and booster packs is how interchangeable they are. In fact, I know I've seen people put whole games on business cards and bookmarks before, to say nothing of just the abundance of one page RPGs. And what are all these microRPG elements if not basically the same as the joesky tax? People love writing little things to stick into games. Hell, people love writing little games to twist other games. Once you become enough of a gaming sicko, you practically have to start making little bits of homebrew or you start to lose your grip. It's like some kind of law of g-

Ask Not For Whom The GLoG Calls To...


    I'm not explaining the Goblin Laws of Gaming. You can listen to the Dead Letters folks talk about it if you really don't know, or you can read Arnold Kemp's original post linked above, or you can visit the subreddit, or go watch Hexed Press or any number of other YouTube people talk about it. There's probably a thousand other online communities for the GLoG I don't know about, and it's because

People
Like
Making
Weird Little Stuff
And
Sharing
It

Particularly those of us with terminal cases of can'tshutthefuckupitis.

A Tangent About Convergent Evolution: Artist Trading Cards


    Whilst chewing on everything that has/will go(ne) into this post, I discovered a whole other community out there - artist trading cards. I knew nothing about them before today, but this video goes into the whole ethos behind them as well as some basic techniques for making them - and since so many TTRPGs I know involve altering playing cards, I thought this might be a welcome inclusion for those of you who also might not be aware since there's a lot of overlap in goals. But this, too, appears to be a scene who loves making things for making things' sake and trading them around with other creators. Also, critically, according to this video the scene is staunchly anti-compensation - that is to say, the goal of these is to make a thing and spread joy, not money. Again, if this video is to be believed (and I have no reason to doubt it, of course, other than it's the first thing I've seen about this scene so I haven't gone and done further research because holy shit this post is long enough already), buying or selling ATCs is a pretty big taboo, and I want you to put a pin in that as well.

Capitalism Is Always The Bad Guy

    So, let's thread all this together. While trying to find a way to minimize the number of notebooks I'm carrying around while also making sure I've got enough supplies with me at all times that I can jot notes or run a game at a moment's notice, I simultaneously realize that I've got a bunch of random gaming ephemera that I don't really have a place for but does seem to be made to be stored in something like what I'm slapping together. I also realize that people love making these kinds of things, they can either be pure game mechanics or gameable content plus marketing, and that if someone were so inclined they could create little packets instead of just single objects but ultimately you could still keep everything together to mix and match however you liked, and if these things were made cheaply but abundantly enough they could be traded around, collected, and allow people to have whole bespoke systems unique to each person depending on what you did and didn't want to keep in your notebook folder. All at once, I saw three possible futures: a world in which I started Yet Another Game Jam and maybe got people trading things around at events or maybe even encouraged creators to start making event-specific content to pass out as promotional material; a world in which I worked with people to make some seed content packs (i.e. a pack of fantasy rules, a pack of sci-fi rules, a pack of system neutral monsters, etc) and sold them as little collectible doodads; and the world where I walked up to John Leuchttrum or Mr. Simon Schuster and went "Hello, I have an extremely marketable idea that already has a community around it, please give me your big time printing money to coordinate a product about this." With visions of gaming communities and dollar signs dancing in my eyes, I did what any reasonable person should - drove 8 hours to talk to Shing about it.

    Disco Business

    OK actually I drove to NYC to see Nicky Siano DJ, BUT Shing was happy to get lunch and chat with me. They had a lot of really good community-centric ideas - things like having LARPs codify event-specific rules in little cards along with your character-specific rules, or creators at cons collaborating ahead of time to create a multi-part adventure that you'd only see the full version of if you visited each of them not unlike a stamp rally. They were also super into the idea of, if the form factor was more in the playing card size, having binders of rule cards to show off and trade with people like Magic cards. I brought up the idea of the game jam and providing people templates so people could print at home, and they mentioned if a bunch of people ended up wanting to go in on it, getting bulk printing made of each of the projects and then distributed to the creators either by mail or at events would be a really fun way to encourage people to trade things around and keep costs generally low while keeping the quality consistent.

(Also, I sadly did not get to see Nicky DJ, the venue lost power. I did take the time to finally visit the Twenty Sided Store in Brooklyn, however, and ran into quite a few people I knew as I was buying games, so that was an unexpected delight. Also Shing gave me some of their games?!)


 

He Is A Real Blogger, Not A Real Worm

    As luck would have it, Mr. His Majesty The Worm Josh McCrowell visited Richmond very recently and I also had a chance to talk about this whole concept with him. As someone who's much more tapped into the Blogosphere (and the GLOGosphere, for that matter), I figured he'd have some thoughts about this. We had as many intelligible ideas as soju and fast-casual Korean food would allow us that evening - mostly in the context of His Majesty The Worm. I feel like the way the GM builds Wormgame's behind-the-scenes functionality could work very well with something like this - whether that be detailing whole floors of The Underworld or just single encounters. And as I type this out, I realize that as long as your entire stack was the same form factor, this would be a really fun and tactile way to stock your Meatgrinder table for each level of the Underworld - with players getting to keep certain cards once they defeat them/find the item on them/otherwise remove it from active use. But regardless - I think that if you're the kind of sicko that loves making dungeons and fiddling around with little bespoke mechanics, as I know you have to be if you're running HMTW, this kind of thing would be right up your alley. The quasi-official HMTW fan Discord already has all kinds of projects on it including bestiaries and converting various megadungeons to be usable with it, there's no way an IRL meetup of Adherents of the Worm wouldn't be made better with swapping around tiny pieces of homebrew.

What Is Adam's Actual Vision 


(And More Importantly, Do We Need To Beat The Capitalism Out Of You)

    OK look, as cool as it would be to have like...bespoke A5 notebooks with art that I've commissioned from people with enough pockets and accessories that you could carry one notebook stuffed to the brim with gameable content from everyone I meet at conventions and get to quit my job because everyone paid me to be the middleman to get all of this done for them, that's not actually the thing I want. That's just the dream of being able to bring joy to people without having to worry about finances. And in the unlikely event that one of the like three people I know who could somehow begin the process of making something like that happen both read this blog post this far AND wanted to get a project like that going, it's something that would still largely have to be free and open source regardless, so no need for the pitchforks yet.

    No, what I'd actually like to see and maybe can try to facilitate would be something like a series of interconnected, themed jams to start - giving people specific prompts as well as templates to allow folks to start building up a body of work and then organize meetups IRL to trade them around, maybe coordinate with some friends who have their own companies to get them to give out little booster packs of event-specific content to encourage people to come to those booths, and if I was feeling like a real sicko, maybe get some buttons made to denote people who have stuff to trade at cons. I uh. I have a reputation with giving out buttons.


    The thing is, this kind of thing could absolutely be co-opted and monetized and turned into a whole corporate...thing. Like, Field Notes has a goddamn partnership with Dungeons & Dragons now. The Ultimate Micro-RPG Book (I linked it earlier) inexplicably has perforated tearaway pages, and though they're WAY too huge to paste into an A5 notebook, there's no reason they couldn't release a smaller edition in the form factor of the Ultimate RPG Campfire Questions or the Worldbuilding Guide - which, again, no shade to James D'Amato, he's out here proving this kind of thing has a market which is exactly my point. On the one hand, I'd love a premade kit of supplies to get out and mass produce this kind of stuff on the fly - like, could you imagine going to the store to pick up a kit that had one of those thermal printer sticker machines that has the app that links to your phone, a bunch of paper perforated to the right size, and just being able to snap a picture of something you sketched, print stickers of that sketch and stick them onto that paper and then just write your contact info on the back, and then that person takes it and shoves it into their Bullet Journal branded with their favorite AP series? The convenience would almost make up for the fact that you've got to use a proprietary app, and proprietary paper, and of course there would have to be a monthly subscription and you know there would be a way to sneak AI tools nobody but corporate wants into it and suddenly what started as a community project ends up tasting of ash to anyone involved from the beginning.

    I'm exaggerating and invoking a lot of negative buzzwords for effect here, but the point remains that I guess somewhere in the heart of this idea, there's grappling with the fact that the closer something like this gets to mainstream viability, the less it feels like there's a community behind it, and frankly I don't know how to grapple with that. It's something that seems to be in all the other parts of the hobby, and it's so easy for a new idea to succumb to being morphed and changed in ways that seem good at the beginning only to have them secretly be cursed the whole time. I'm gonna chew on this for a while - I'm certainly not in the place to start a whole jam movement right now, but maybe someday soon with some thoughtful help from other folks who know what they're doing. Is that you maybe? Reach out.

Outro & Citations

    I've talked about a lot of people here today. I try to be meticulous about in-context hyperlinked citations on these things, but from my old college chiptune blogging days I still have the urge to provide a bibliography for these things, particularly since a lot of folks whose material showed up in pictures didn't get talked about. If you're interested in anyone whose stuff you've seen me reference but you don't want to try to flip back up for it, never you worry.

In the meantime, stay weird out there, and if you're not already working on an Appendix N Jam entry, maybe you should go look at some of these other jams.

Stay weird out there.

Mentioned Above:

Thursday, July 16, 2026

FEMA ICS/CRM as TTRPG SOPs: or, Using Government Strategies In Your Game Design

    Y'ever just get a thought in your head for one of these here blog posts and go "No...no, I can't write that. There's no way that people will read this and not think my head is lodged so firmly up my own ass that when they call EMS to save me, not even the Jaws of Life will be able to pull it out?" This is one of those posts.

Not pictured: my head or ass. Use your imagination.


Get Me Those TPS Reports

    I do not and will not talk about my dayjob as a general rule - not because I'm ashamed of it nor out of any particular degree of personal safety (my name is my brand, after all, if someone's going to come and kill me there are much easier ways to find me than indulging my ramblings on this blog) but this one time I will say that during my training for a new position I've taken, I was introduced to the emergency response procedures used by the federal government here in the United States (at least, in theory, when those organizations aren't being defunded): specifically, FEMA's Incident Command Structure and Comprehensive Resource Management principles. Now, I'm not going to just re-teach you what I learned in my training - if you're really interested after you read all this, there's actually plenty of information up on FEMA's homepage and on YouTube. But after watching many, many hours of instructional videos, I began to realize a few things:

  1. The people who came up with these principles designed them to be broadly adaptable to any number of situations that could arise

  2. Adventuring parties are, functionally, national disasters 

  3. Understanding and mapping the effective flow of information during An Event between the people in charge and the people who need to act on it is not unlike writing an adventure module, complete with the fact that optimizing that flow can highlight actors that are underperforming/can be reassigned

  4. High level tactical play in certain RPGs both on the PC and GM side mirrors threat responses 
    With this in mind, and with the Appendix N Jam deadline looming ever closer and only my cover page being properly mapped out, I sought out to see if I was completely full of shit or if I might actually be onto something here that could help me write more effectively. My apologies to anyone who works at FEMA or who has had to implement any of this in an actual emergency - I'm going to be butchering this for my own needs here, but please know I think your current training is very nice.

Incident Command Structure



    Pictured above is a sample ICS diagram - at the very top, you've got the person taking ownership of the entire situation, below them you've got the people who interface with the public and with other people working The Event, and then below them you've got four separate branches: Operations, who are responsible for getting everything set up and making sure things go smoothly throughout The Event; Planning, who handle documentation before/during/after The Event; Logistics, who make sure things get where they need to go; and Admin, who manage expenditures of time and money. While not everything maps 1:1, if you start looking at the writing of an RPG adventure as An Event, you could use that map to separate things into the following categories:
  • The very top level is The Author - the person responsible for shaping the flow of the game.
  • The roles that report directly to The Author are basically Marketing, Art Direction, and The GM. 
  • Operations would entail any NPCs or story beats that are responsible for the interstitial movement of plot - that is to say, the driving forces, the things that interact directly with the player characters to provide input on what is going on in this adventure.
  • Planning would be any critical things that the players need to progress through the adventure - your MacGuffins, your Things The Players Should Already Know, the Things Your Players Must Learn To Make Meaningful Choices, things like that. 
  • Logistics would entail how any information from the other sections is delivered to the players and to the GM - the "Service" side being the players, the "Support" side being the GM.
  • The Admin section is the least directly analogous in shape but still looks the same in functionality - it's the ephemeral blob of levers and dials the game provides and the GM brings with them to control the flow of the adventure itself

Let's take last year's Appendix N Jam winner, The Knight Errant. Ignoring the meta elements (i.e. the Marketing, Art Direction, and The GM), an oversimplified ICS flowchart of The Knight Errant could look like this:



    You could spend a lot of time breaking down each element of the game beat by beat, which is probably what I will do when applying this to my own work, but for demonstrative purposes (and without spoiling too much for those of you who have somehow not already gone and read it/listened to the Between Two Cairns review of it) you can kind of see how this plays out - you've got your main named characters responsible for moving the plot along as well as the big random events that cause time pressure in Operations, in Planning you've got all the things that the players explicitly need to find/interact with/know about, Logistics shows how the information gets to who it needs to get to, and Admin details things that depending on how you implement them will either speed up or slow down the game - but likewise, depending on how much people players interact with them, may affect the overall "value" of the experience or perceived efficacy of the writing/GMing of the module itself.

    Is this basically just a different way to outline? Yeah, of course it is. But we're not done yet!

Comprehensive Resource Management



    What really strikes me about the layout of CRM is that this really does detail a strong approach both to playtesting as well as for players actually playing a game. From the creator side of this:
  • Before running the actual module you're writing, you sit down and lay out the plot (the Incident Objectives), your interactable set pieces and/or intended solutions (Strategies), and how you envision the Platonic Ideal Run of your module going (Tactics).

  • You then test your hypothesis: take stock of what the player characters have at their disposal, throw situations at them, see how they react to them, talk about what went well and what went poorly with your playtesters, then try it again with another group while making changes and documenting the new results.
From the player side of this, however, this is kind of the unspoken calculus underpinning every adventure:
  • See what your party has at its disposal 
  • Learn what the adventure is going to be about & stock up on supplies/information 
  • Start dungeon delving, and 
  • After each encounter assess if you're still able to keep delving or if it's time to pack up and go back to town.
    Obviously that just describes a very particular kind of play mostly common to the OSR (and, statistically, if you're reading this you're probably an OSR-head with a lot more experience than I have anyway so what are you doing here?) but I think it's broadly applicable to more story-focused games as well. Who among us here, after your PbtA game of choice, hasn't looked at the playbook you've chosen at the end of a session and thought "Y'know, I bet I'd be more effective at getting across the point of my character if I planned towards this move next/focused on this aspect of my character/roleplayed out this condition I've taken" or the like? I think there's real room to be explored here by people who want to quantify what they're doing - and not everyone would want to, of course, but for those who do having a standardized format to assess the choices you're making means that you have a repeatable methodology across your gaming career to help you play the kinds of characters you want to play/have the kind of gaming experience you want to have.

In Conclusion

    Was this mostly a way to try to relate the things I was learning back to something I care about that is immediately relevant to me so as not to fall asleep during training at work? A bit. But do I stand by this? Yeah, I think so! I'm going to try out the ICS breakdown once I've got March of the Eld Kin written out, and if I have a chance to do a playtest of it I'm absolutely going to be using the CRM-inspired methodology I detailed above. Do let me know if this ends up helping you at all.

Stay weird out there, and good luck to everyone else scrambling to get their Appendix N Jam submissions completed!

Friday, June 19, 2026

Why You Should Write Your Games To Be Played At Conventions

 

https://www.flickr.com/photos/23878201@N08/14473653046/

    As I begin my prep for running games at GenCon this year, I've been chewing on the idea of how games are presented for running at conventions. My take on how to prep may be slightly different than yours given that basically since I started running games at cons, I've been doing so on behalf of various companies - at this point, I've run games for Hunters Entertainment, Kobold Press, Plus One EXP and Mythworks over several GenCons and PAX Unpluggeds. And here's a little secret - with one and a half-exceptions (I ran CBR+PNK once for some friends, and I was running 5e for KP but with one of their own adventures), each of those events was my first time running and often even playing the game I was showing off. "Why would you do that?" a smart person might say, "Wouldn't you be really stressed and afraid of doing a bad job?" YES! Yes I would. Thankfully I've been running games for close to 20 years so I've developed a lot of the soft skills that can help smooth awkwardness over at the table, but while reading through each of the games I'd be running I found myself trying to hone in on the things in each game that really made them pop, the things that made me excited enough to risk running a game for the first time in front of a bunch of strangers on behalf of a different bunch of strangers that if I did a bad job presenting their game might never want to work with me again. 

    Running games at cons has been a part of the hobby almost as long as both games and cons have coexisted. There are many early D&D modules intended for convention play: the "C Series" modules were functionally what predates modern videogame speedrunning culture, and of course many games will include "quickplay" rules which can help you get up and running for when you want to test out a game before really fully committing to buying the product. In the indie scene, with loads of games being somewhere in the 16-40 page zine format and including both the rules of the game and often a starter scenario, it can be pretty painless to pick up a game and run it with little to no experience after a quick readthrough - and hell, the Mothership scene has gotten so proficient at whittling down information necessary to make a game work that the fancypants boxed set comes with like six trifold pamphlet adventures along with a few zines to show you the difference between what a shorter and a longer adventure can look like in a game designed to put characters through both a literal and metaphorical woodchipper. The thing is, "short games" are not the same as con games despite the limited amount of time you have at cons. Neither, necessarily, are "one shots" necessarily synonymous with con games despite the fact that con games are by necessity one shots (this is a squares and rectangles situation). When you're running a game at a con, the people who choose to invest their time (and, in GenCon's case, money) to sit down at a game are either 1. people who have never had a chance to play this game and want to see what it's like, or 2. are people who really like that game and are willing to play with strangers/have a whole group of friends they're going around and playing with. In either case, it's your job as a GM to be able to pull out a vertical slice of that game to show off all the best parts of it while also competing with those peoples' limited time and limited attention. As designers, I think this is a play format that should be considered when writing rules much in the same way that many games will include a solo mode or how many people will hyperlink their PDFs - both a kind of accessibility solution, in their own ways, and I think writing with convention play in mind is another kind of accessibility concern to keep in mind.

    Before continuing, I should say that this is something I've previously talked about in the third Wassailing of Claus Manor zine, The Pine Tar of Claus Manor. Consider this a much expanded version of that essay. I should also say that curating a game experience to a particular limited time frame is something I have a lot of experience with - One Night Strahd, although intended to be a 12 hour one shot, still required a lot of what I'm about to go into. And finally, I should point out that a great blogger would turn this into a miniseries of blog posts that are in an easily consumable length in order to create proper engagement with their blog. Unfortunately for you and I, I am simply a mediocre blogger and can only be succinct when people pay me to be, so strap in.

Minimum Viable Products, Vertical Slices, & GM Soft Skills

    While I'm not a videogame developer nor programmer, the person I wrote One Night Strahd with is, and so over the many months we wrote it together I had a bunch of videogame design principles thrown at me. Likewise, some of my earliest convention work was representing MAGFest at PAX East and talking to a lot of different developers showing off either demos of their games or lots of proof of concept builds of their games. Through those times, I was introduced to the difference between "minimum viable products" and "vertical slices": a minimum viable product being the absolute bare minimum things a product needs to have to both correctly resemble the end product you're trying to build towards; a vertical slice shows off the project as it is intended to be consumed but only through a very small, curated window. While those things are part of the design process that ultimately leads to a full and complete game shipping, when we GM games we are consciously or unconsciously tearing down the complete product into these two categories and trying to recombine them on the fly based on the ambient factors while running it - how to budget your time for each part of an encounter, how to keep people engaged, how to make sure everyone gets to contribute, what things can be cut for time when an unforeseen event happens or even if players just locked in too hard on some random part of the adventure and now suddenly the easiest part of the adventure has taken half of the play session. Likewise, you're also juggling your (and, if this is a game the players have played before, their) interpretation of what things are exciting about the game you're playing and trying to highlight those things while downplaying the things that are active detriments (things that are unfun, processes that take too long, etc.). Some of you might go "But those things are a part of what makes the game the game!" and to that I would say, congratulations, you agree that some things are required to be the minimum viable version of that game in your mind and some things are not, and knowing how to differentiate is important. For example, check out this post about this person's Minimum Viable D&D - which is great for breaking down what the base constituents of what feels like D&D are both on a tone and rules level, but don't address what it's like to actually play the game. That part is one of the most ephemeral skillsets we have to interact with: GM Soft Skills.

    If you're not the person who wrote whatever game you're playing (and whatever scenario you're playing), you do not have the intimate knowledge of what the person who wrote those things wanted this experience to feel like. And to a certain extent, fuck 'em, right? Its your table and your group, so you're in charge of the experience. But I bring up this authorial intent because if you do not have that intimate knowledge, it falls to you as mentioned before to deconstruct and recombine everything to give to the people playing your game, and that means you need to be able to understand what things are fun to interact with, what things need to be interacted with to make the game happen, and what things can be hindrances to both. This is all the more important to keep in mind as a convention GM because it is extremely unlikely that whatever you're running was designed with the constraints a convention places on your time and the attention spans of folks at the table. When you're running a home game, you can reschedule, you can extend it out into multiple sessions, you can take 20 minutes arguing about a rule, you can apologize for triggering your friend because you forgot about their arachnophobia, and ultimately everyone there is still going to get to Do The Thing. At con games, you're battling the ticking clock, the preamble (introductions, safety tools, explaining the initial rules, letting people get their characters set up), the actual playing of the game, and then any number of outside distractions that pull people away, and all the while you are responsible for delivering the best possible experience because you are expected to Be An Authority to these people - after all, if you don't know what you're doing, why are you even there? Now consider all of that, plus the fact that you need to have read what it is you're running before, find all the things that YOU think are cool and mentally bookmark things you think should be highlighted, and then be able to adapt when the players have different opinions about what parts of the game they want to interact with or think are cool which are actively preventing you from concluding the experience in the correct amount of time. That is not a small cognitive load for a GM by any stretch, and being experienced at spinning all those plates doesn't make there be fewer plates to spin.  

    Going Through The Gauntlet 

        In older D&D modules, a lot of the ways the people writing the modules would deal with minimizing the cognitive load on GMs and players would take the form of providing premade characters (skipping the arduous process of character creation) and by either having explicit "win" conditions or by providing a scoring table. One of my favorite adventures to demonstrate this is C-1 The Hidden Shrine of Tamoachan (there's a reason it shows up as an Easter Egg in One Night Strahd, after all). 



By giving Referees a list of things that can contribute or deduct from the party's score as well as a concrete "win" condition of making it to a certain room within the time allotted, it inadvertently also provides a list of things that can speed up or slow down play - and this being from the published version rather than the initial version run at Origins '79, this scoring table (and indeed the whole module) also had the benefit of receiving feedback on how the game played across multiple tables. You can look at this and go "OK, these things are what the writers thought would challenge players, this is the kind of behavior they're trying to reward or punish," and so on. It also included pictures to be handouts - when you're on a time crunch, the thousand word value of a picture is much more present when you have to weigh it versus the time it would take you to describe something to your players.

    But people play other games than just the D&D-oids, right? If we remove ourselves one step from this style of play, we get to The Gauntlet gaming community and its publications - namely, Trophy Dark and the various Carved from Brindlewood games. Trophy Dark in and of itself is an interesting game in this context - its direct parent, Graham Walmsley's Cthulhu Dark, was an act of reducing Call of Cthulhu and similar games down to its most minimal, rules-light form. Trophy Dark acts somewhat similarly to dungeon crawling games - I won't go over the whole history of that here, you can go listen to Jason and Alex talk about it - but with an intentionally horror-focused lens as the intent is you should be "playing to lose." In quite literally the opposite approach to Tamoachan, Trophy Dark doesn't want characters making cool, calculated decisions while trying to beat the clock - your characters are all deeply selfish and can, will, and should actively throw their fellow treasure hunters under the bus to try to be the last person standing. On the subject of one shots, the Trophy Dark rulebook has this to say:


Moving down the design lineage, we get to Brindlewood Bay and The Between. Both of them contain more or less the same advice as each other so to save time, here's the version of it from Brindlewood Bay:

Both of these pieces of advice are concise, directly reference mechanics in the text, and provide reasoning behind why this advice is being given. Brindlewood Bay and The Between also both provide an outline with approximate timing on how long each section should take. If you follow those estimates exactly, you'll have wrapped up both games in around 160 minutes - which means you'll be right on track if you have a 3 hour slot or you'll have had to figure something out if you had less time as many conventions stick you in 2 hour blocks (although, understanding how long it takes to run a game is in and of itself a Soft GM Skill to master, so if you're at such an event you might want to choose another game). As an alternative to this, Mike Martens has been working on an another mode of play for his upcoming CfB game Planet Raygun which he posted a video about recently - a duet mode (i.e. one player, one GM) which contains the same structure of play as a traditional CfB game but wraps character creation and the plot of the story you're exploring into one tight package. Mike described it as being somewhere between a Trophy incursion and a normal CfB scenario, which makes sense - when you cut out most of the meta-trappings present in a CfB game, what you're left with basically is the same narrative structure you see in the Trophy games. And critically, what this means is that this duet mode of Planet Raygun is still being designed to hit all the beats of things that make it feel like you're playing the base game, but at the same time it strips away many of the parts that can cause speedbumps and take away valuable gaming time. The fact that some of the things it strips away are...well...other players...is a thing that should be noted, but that's still a choice to design towards - after all, how in the world are we going to keep paying Elliot Davis' rent if people stop wanting solo modes for their games?

An Aside: Do Only Horror Games Care About Time Pressure?

    You may have noticed that all of the games I've mentioned so far are inherently horror-forward. To directly quote Josh Domanski, who explains why much more succinctly than I would have: 


    And that makes sense! But surely there has to be some game out there that both nails presenting the vibes and rules in a self-contained package while also being about something that isn't horror, right?

I mean, yeah, there is. I'd forgive you for not having played it at a con because of the many many issues surrounding its physical release but it's Yazeba's Bed & Breakfast.

Zeeb and the CfB family of games fall into what some taxonomize as Capsule Games (see: a different Josh's blog post for more on that), and removing lots of player choices does in fact remove a lot things that can slow down play and eat up your precious minutes. Josh has another post about designing capsule games and I encourage you take a moment to read both of those, because a quick glance will reveal that each of the other games referenced are also games that are horror-forward (and yes, I count D&D as horror forward - it's a game primarily about solving problems through extreme violence dawg, I don't know what to tell you). Other intentional one shot games that hit all the marks I'm talking about, such as Ten Candles or Dread, are also horror games. Yazeba's does also include horror elements in some of its scenarios, so why is it different? I think it's because each chapter in the book is intended to be its own standalone miniature game intended to take place in around 90 minutes. The whole design process is with that in mind - you (both the person acting as Concierge/quasi-GM and everyone else) are only given as many rules as are necessary to run the scenario, and with each scenario focusing explicitly on certain characters and portraying a specific episode of their life, time crunch doesn't need to be used to add terror - it's used to simply denote a natural stopping point for the story. In some ways this seems like the same advice for the Brindlewood games, but the intentionality is different: rather than saying "just play the game as it's written and change these few things to account for time remaining to get through it," Yazeba's says "no matter what happens, what you are about to do is going to be a complete experience." It's subtle, but an important distinction.

What Wisdom Can Be Pulled Forward?

    For creators, I think it is important to really, deeply understand what it is that you think makes your game cool and then make sure whoever picks up your work knows that too. If you're creating something that bolts onto someone else's game (i.e. an adventure module), it's important to not only understand what makes your thing cool but also what elements of the base game you're writing for you think are the coolest that you want to show off with your own work. No matter what, it's important to understand what components of your game slow down gameplay and increase cognitive load for players and for GMs, and you need to decide if those things add to or detract from the experience - things that slow down gameplay might be The Point of what you're creating, but if that's the case you need to be able to account for that elsewhere. Be mindful of how you want people to use their time - whether that means flagging content that is easy to "cut for time" or just a preamble in the beginning of your writing explaining the intent and potential pitfalls associated with certain parts of the game. Give your players only as much as they need to play, and give your GMs only as much as they need to run the game, but whatever you give them needs to be able to show off all the best things about the game. And finally, remember that "one shot" only means that you intend the game to be played in one go - that doesn't help people understand how long it should take or how important certain things are in the plot, so you can and should consider including the intended play time for what you write to help people make choices about what to run!

    For game runners, it's important for you to understand what YOU like about the game you're running. Make sure everyone has rules reference sheets, even for games that are slim on actual rules. Watch an actual play of the game if and where you can to see what things come up during play that aren't present in the text. Read through the text a few times, highlight the things you feel are the most relevant to getting the point of the game across. Don't be afraid to turn longer parts that could derail the gameplay into cutscenes - con games are probably the only time it's OK to railroad players, and that's because the shared social contract of a convention game is that the players know you're trying to get them to the end in a limited amount of time. If you do cutscene your way through a portion of the game for time, consider letting the players respond to that or otherwise help shape that cutscene (see: Painting The Scene in CfB games). Also remember that for better AND worse, it's likely nobody you're running the game for at a con has any preconceived notion of what the scenario should feel like, which means you're going to be stressed about a bunch of stuff that those players will not even be able to perceive. Keep an eye on the table - if everyone's having fun, you're doing it right, and you can probably let go of the fact that you misread a rule on page 5 which completely recontextualizes the whole module and you've had to absolutely freestyle it for the last 30 minutes. Just be honest with folks after the game about it so they know they got a slightly different experience than intended!

    Overall, just remember: if you're running something at a con you've got about 2-3 hours - give or take for breaks and emergencies - to present a vertical slice of a game you love. Enjoy it, and do whatever you need to ahead of time to make your time at the table go as easily as possible. You're curating this experience - make it as fun for you as it should be for the players! 

Outro & Shoutouts

Shoutouts to Josh Domanski and Mike Martens for chiming in on my original Blooski thread about this. Also shoutouts to Josh McCrowell and Jason Cordova for having meticulously documented their thoughts and opinions on gaming over the years which have helped me build my own GM Soft Skills, certainly around their games but also for others. And finally, shoutouts to Yochai, Brad, & Sam at Between Two Cairns and Chris Airiau of Ansible Uplink for delving into some of the behind the scenes things which can be important to know when running adventures in the systems they frequent in.

Stay weird out there.

Friday, March 27, 2026

Gameable Content from Sonic SatAM

    If you're from around the modern OSR blogosphere, you're probably much more familiar with Farmer Gadda than you are me. While I forget what finally drew me into their Barnyard, I'm thankful for it because it ultimately got me connected with a lot more folks passionate about yelling on the internet about RPGs. If you're familiar with Gadda, you'll probably also know about their Sanic Hack - an attempt to mash up 16-bit era videogames with Into The Odd, which I recommend you go read if you're a fan of Sonic and/or Super Mario RPG and also Chris McDowall's whole TTRPG oeuvre. 

    Late last year, I was possessed of a particularly cursed thought which I brought to Gadda's attention, and one which has led to this very blog you're reading now as well as a companion piece over on their blog and hopefully more to come - and that thought was "Hey, Sonic SatAM is kinda janky but don't you think that its episodic nature and weird lore would make for interesting TTRPG content?" Little did I know that Gadda had watched the entire Sonic SatAM series in the not terribly distant past, but they had and they were into the idea - and from there our first chat about what gold there may be in those mines began in earnest.

Poor Old Cat

    If you didn't watch the series back in the 90s or on one of its very rare DVD releases, this series is tied to the Archie Comics Sonic the Hedgehog comics that we are absolutely not going to get into here, but suffice it to say if you're only familiar with the Sonic the Hedgehog videogames, this plot may be unfamiliar to you so to very, VERY briefly summarize: this surprisingly dark universe sees Sonic on the planet Mobius aiding a group of freedom fighters in their conflict against Dr. Robotnik who is bent on turning all living creatures into his robot slaves. Sonic and Tails are there, but since this show predates Sonic 3 we basically have none of the other extended cast, instead leaning on this group of freedom fighters: Princess Sally, daughter of the rightful king of the land; Antoine Depardieu, the living French stereotype; Rotor, the mechanically-minded walrus, and many more side characters. One particular side character from the first episode (the actual first episode that wasn't the pilot - the series aired out of order, something that didn't help its longevity) "Sonic Boom" - a character named Cat, who is essentially introduced to show what characters are disposable and which are not. After being captured very early in the episode while Sonic, Sally, and Antoine all escape from Dr. Robotnik's HQ after getting some important data about the whereabouts for Sally's father, Cat is basically seen two more times - once, being threatened with torture by Robotnik, and once where Sonic finds him in a holding cell and tells Sonic to leave him behind so that he can help Sally find her father. We never learn Cat's fate, but he certainly doesn't show up in any other episodes so it can't be great.

    So like, that's wild, right? A surprisingly adult premise for a kid's show - a POW refusing rescue from the enemy stronghold because the resistance's resources are best used towards the mission than helping him. While I'd originally tried mapping out the plot of the episode as a series of encounters to present here a la a Five Room Dungeon (something which I suspect you could do with any of these episodes, were you so inclined), when Gadda and I got to talking it turned out we had way different takeaways - I'm always in encounter design mode, but Gadda focused a lot more on the dystopian reality of the world of Mobius and what it means when you have a superheroic character fighting alongside a resistance of regular people. Furthermore, what does it mean to try to adapt this to be played by folks in a game where none of them are that superhero - how do you make the choices of regular characters matter when it's assumed they're basically just serving to kill time until the Main Character comes to save the day? And what happens when you play a game that doesn't have that Main Character at all?

Stealing from the Barkeep

    Before I tell you my response, I need to share a brief story from PAX Unplugged last year - or rather, I need to share someone else's story that I briefly intersected with. Prismatic Wasteland's own birdman ran Barkeep on the Borderlands at PAXU, and I briefly got to meet him and a bunch of other very cool blog people when Josh McCrowell introduced me to them all right before they started playing (and I sheepishly asked for Warren's autograph for my copy of Prismatic Wisdom). As Warren details in Game 6 of that above linked blogpost, he introduced a mechanic to Barkeep where he gave people advantage on rolls if they downed a Fireball whisky airplane bottle in one go, while offering that for every main quest objective that was completed, he'd have to drink one. That also meant it was a limited supply, meaning that once they were out, they were out (and so too would the players be, probably - 20 oz of whisky is nothing to scoff at). Keep that in mind as we jump back to my chat with Gadda.

A Sacrifice I'm Willing To Make

    When Gadda asked me how you make character choices surrounding the success or failure of missions matter in a world like Sonic SatAM, I responded "If you're assuming an ensemble of NPCs along with the player characters on a mission, start off by giving each NPC a name and a description, and then any time you fail a roll, you may elect to describe your character's relationship with that character...and then kill that character to get a reroll."

    And we both just kinda stopped for a minute.

    In the context of the show, the NPC in question is given their own agency to make that choice to sacrifice themself for the cause - and of course because it's a children's cartoon, we don't really see any consequence of the action. As a player, choosing to arbitrarily kill an NPC for a small potential advantage feels...horrifying? Disgusting? And that is very much the point - not in an edgelord-y way (remember, this predates the creation of Shadow the Hedgehog, we don't need to go full edgelord) but in a very real sense to feel the horror of the violence in the moment in a way many modern TTRPGs refuse to engage with. 

    It should also be noted that I've had The Between on my mind quite a lot these days, and in particular how it handles teasing out backstory about the characters only in situations where your characters are vulnerable - either by needing to get out of a bad situation, or by indulging in each others' vices together to grow closer. Any time you get a reroll in that game, it comes with the caveat that you must narrate a scene based on the prompt of whichever reroll you took - sometimes describing important things about your character's past, sometimes setting up horrors of the future, but always taking a moment to explore an emotional scene somewhere in the character's timeline. I also very recently played in a longer-form Mothership campaign where this reroll mechanic was borrowed and it led to some very emotional moments that helped reinforce the very bleak tone we were going for.

    While it may be cliché to have a character's life flash before their eyes right before they die, in the context of what I'm giving to you today, I think that introducing this kind of Devil's Bargain mechanic into certain kinds of games gives you a lot of room to have brief tonal shifts that can break the tension of a scene by allowing a brief flash into a happier time before you are forced to go back to the terrors of the present - or, as a way to show how far the player characters are willing to go to succeed and be forced to reckon with their choices. So with all that in mind, here's the quick breakdown of the mechanic for you to take to your games:

  • At any time the players are functioning as a part of a larger operation with NPCs around, should a player fail a dice roll, they may elect to sacrifice an NPC to reroll their dice.

  • If a player chooses to do this, they must name that NPC, and they must narrate an important moment these characters shared. They must also narrate how the NPC's sacrifice allows them to re-attempt the check.

  • The only limit on how many times someone a player invoke this reroll on a single roll is how many NPCs there are available - remember, you are not trading their life for an automatic success, merely an a chance to try again.
  

OUTRO

    So hey that was pretty dark! That's uh...that's not how I hope the rest of these go, but they do pack in the grimdark in that first episode to really differentiate it from the OTHER Sonic cartoon show that was airing at the same time which was very gag-a-minute. If you do end up using this particular Devil's Bargain in your games, I'd recommend 1. checking in with your players to make sure everyone's on board with telling that kind of story and 2. doing a post-game decompression session because there's no way you're telling a happy story with that kind of mechanic at the table. 

    If you're curious, I have actually run a version of this mechanic in a game before, and this is why I know it doesn't necessarily land as cartoonishly as it might appear on the surface: there was a D&D 5e game I ran for about 8 years that the party had noped out of the Isle of Dread about halfway through doing the main plot of it, and on one day where we were missing one of the players I thought it'd be fun to finish it up by giving the party access to a huge tribe of kobolds they had previously sailed across the sea with by way of the pinnacle of kobold engineering (big coconut-shaped orb-boat with a internal hamster wheel-powered paddle/propeller system) and let them take the kobolds through the final dungeon area. While I'm sure the folks over at Kobold Press and Goodman Games would be delighted to hear that I basically ran a funnel adventure with a mass of special kobolds, my players were super resistant to throwing kobolds at problems to get to the end! This wasn't even with the part where you give that NPC a backstory to sacrifice them, I just assumed that Comic Relief Guys + Kobold War Machine + Cartoonish Violence would be funny for everyone, but this could just be from my brief time playing Orks in 40k. My players only begrudgingly sacrificed kobolds to get through problems, and while they did ultimately end up with just one kobold left, last warrior of his tribe, wearing a Helm of Demon Command and going off to adventure through the Hells until the climactic finale of the campaign a year later when he made a cameo, the really uncomfortable way my players reacted to that rule and premise made me realize that there might be real narrative meat on these bones when the situation is played straight instead of for laughs. And for more information on exactly what kind of scenario you might find yourself in at the gaming table that might have you pondering both the narrative weight of the lives of NPCs (and, thus, reflecting on those topics as they apply to your real actual human life), if you haven't already I'd recommend you check out Gadda's post about all that here.

    Do let me know if you do end up using this in your games - I'm interested to see what kinds of storytelling moments come of it. And hopefully next time, there's something a lot sillier to draw from because THIS ISN'T THE LAST YOU'VE SEEN OF THIS ADAM AND GADDA CROSSOVER SERIES. 

    Stay weird out there.

Saturday, March 14, 2026

You Didn't Understand Triangle Agency Because You're Already "Good At Games™" (and Probably Didn't Read Homestuck)

tl;dr
(Triangle Long; Derails Reviews)

    This one is gonna be kind of a long one, and because this ties to the point I'm making I'm actually just gonna give you the thesis right up front: even people who are very smart suffer from fatigue trying to process large amounts of rules text, and if they are people who have lots of experience engaging with games analytically, they may not read closely enough to see when a game is trying to teach principles to players that they themselves already understand and have formed opinions about. Additionally, I find that many people who have trouble understanding Triangle Agency's whole deal simply do not zoom out far enough to consider the metacontext - you cannot Death of the Author this game, and you need to be ARG-brained about it. 

xkcd.com/917



DISCLAIMERS


    Before I begin, I'd like to preface this by saying that while this post is not in direct response to any particular video review or essay, I would say that it is in conversation with the Quinns Quest review, the Dead Letters discussion, A.A. Voigt's video essay (who I would argue is probably the closest to Getting It, but we'll get to that) which I will reference in very limited capacities, plus some general rumblings that have been floating around since the game got into the world. I respect Quinns and Aaron and Sam (and while I do not know anything about Misha and Walid, if Sam keeps their company I would extend that same respect to them) and their opinions on games immensely. I feel it important to note this because I'm about to spend a lot of words talking about how I feel that all these people who are very smart completely missed the point of the game to varying degrees whereas I, known dumbass, am somehow the One True Enlightened TTRPG Blogger. This post is going to spoil so, so many things about media over the last few decades, so please be warned.

    I'd also like to disclose that I've been a fan of Triangle Agency from well before I fully understood what it was going for - you will find my name in the rulebook under the list of people who had way too much disposable income at the time Triangle Agency was funding, which has led to me not only getting to play the game with Caleb but also having some personal chats with Caleb about how to run the game before I ran it for The QueerXP and then later for the cool kids over at the Tabletop Book Club for a private game after they'd reviewed the game on their podcast. I say all this because I need you to know I have experienced all three sides of this triangle - I've read the game, I've played the game, I've run the game. I'm not an expert in much, but I feel pretty confident I know what I'm talking about here. Too often, people confuse their passion for something with an understanding of it, and that point of ego is something I find to be a big stumbling block for most people in these spaces. As I have said before, none of us know where we are on the Dunning-Kruger graph, not even me.

    Finally, if you've never actually played a game of Triangle Agency, I'd really like to point you towards the bonus episode of The Department of Variance of Somewhere, Ohio where the crew played Triangle Agency and which then led to two connected mini-campaigns run by some of those actors over on their D&D channel BlackwaterDnD. I think they are excellent examples of play of the game, and interestingly they represent the game at different parts in its release so consuming that entire plotline lets you see the evolution of the game itself which is its own kind of reward if you're into that kind of thing. Which you should be.


Triangle Agency? Doesn't Look Like Anything To Me.


    In the HBO Westworld series, one of the subplots revolves around the AI robot hosts of the park interacting with a particular maze puzzle as well as one of the human characters trying to figure out why it kept popping up around the park in all kinds of weird places. When some of the hosts figure out its purpose, they make a point to tell the human character that the maze is not meant for him - which, of course, infuriates him and causes him to go on further violent sprees against the hosts. That struggle - that is, of entitlement - is a core theme that Westworld the show wanted to highlight, but the actual purpose of the maze is something quite different. It is, essentially, a test for the AI to solve to achieve actual sentience and free will outside of their programming. The human characters don't need the maze - they've already got that built in as a factor of being a human being, and in fact them interacting with the Westworld park is the ultimate extension of this. But, of course, in a universe where you can go to a theme park and are told you can do literally anything you want, to be told that something isn't intended for them is its own clash of free will and personhood as defined within the rules both of the show and of the theme park within the show. Let's put a pin in that for now.


    In China Miéville's The City & The City, an investigator is called in to investigate a murder and must go to a neighboring city to do so. This neighboring city is unlike any other - it is functionally co-terminal with the city he starts in. They are geographically the same place, and the façade of them being separate cities is held in place by cultural tradition, extensive mental programming to unsee the things present in the other city, and the threat of some kind of organization that will disappear you if happen to breach between the two cities. (Also there's some kind of weird object that might be magical involved? It's been just south of 20 years since I've read this book, forgive me. Also, oof owie my bones, I did not need to remember my mortality like that.) Much of the later part of the book involves intentionally invoking that breach to solve the mystery while dealing with the fallout of directly breaking the social contract these "two" cities have established to keep themselves "separate."


   Although not seen this way by its creator Michael Haneke, Funny Games (both the original Austrian 1997 film and its 2007 English-language shot-for-shot remake) is a horror film in which two teenagers begin torturing a family on holiday and it is revealed that these characters are aware of the audience and can break the fourth wall. This is mainly the reason it's not seen as a horror film by Haneke - the horror isn't the point of the film, it's the complicitness of the audience by partaking of the film itself allowing the torture to continue. You, the audience, may at any point stop watching the film and the torture of these fictional characters will end - but you, the audience, are here to watch a film. You're not going to stop watching, will you?



So let me tell you about Homestu- no no wait! This is important! It's even listed on the Triangle Agency Kickstarter page as an actual inspiration unlike those other things I mentioned, see? 

    Homestuck was a piece of hypermedia wrongly called a webcomic by many that persisted over the entirety of the Obama presidency that followed an ever-expanding cast of characters as they began playing a game that gave them strange and unique powers. Throughout the run, we follow these characters as they develop their powers, understand the rules governing the world they live in as well as that of the parallel universe full of other characters whose choices influence their own lives and whose lives they can also affect, as well as multiple divergent and "doomed" timelines containing alternate versions of each of these characters, characters who exist outside of these universes, and the direct and explicit author insert character. It was also a story that was notably influenced by people outside the universe of the story by way of donations and funding the creator - while of course technically everything added to the story was done so by the person writing and drawing it, the outside impetus for certain changes or additions came from the collective agreement that if you paid Andrew Hussie for a certain thing at a certain time in a certain way, it would be reflected in the story. (Also, Homestuck carried forward the bit from Hussie's earlier work Problem Slueth where a completely innocent object was actually a very lethal weapon until it was addressed directly by the narrative. [See: the art for the Gun anomaly.] Neat!)


Trad? Neotrad? A secret third option?

    If you're here, I'm going to make the assumption that you already have at least some kind of broad understanding about what Triangle Agency is. Whether that assumption is actually correct is something we'll get to in time, but at the surface you know that it's a game in which you play a character who works for the Triangle Agency because they have bonded with a supernatural entity called an Anomaly that gives them weird powers and that you're tasked to go and neutralize other Anomalies. Cool, right? 

    Actually that's already wrong: you're not playing a character in the world of Triangle Agency, you're playing a character who works for the Triangle Agency who is playing a game of Triangle Agency in which they are playing characters who work for the Triangle Agency. We're never actually introduced to this intermediary character you play - it might even be easier to think of them as a Gamertag Profile because there's a little bit of information that sticks to them as you play: how much of the rulebook you've read, and the Demerits you gain from reading them. Aside from various entries that give you Demerits for reading them, just based on the instructions on page 30 where it tells you you earn a Demerit for every "illegitimately observed page" you see between after reading what's in Playwalled Document A1. Depending on your interpretation (although remember: per the rules on page 4, you're not allowed to interpret rules), that might just mean any other Playwalled pages (there are 92 other pages aside from A1) or it might mean literally every other page in the book if you decided to look at anything else before coming back to page 30 (there are over 300 pages in this book). If you decided to just decided to read the book through in one shot rather than following the instructions, you'd start accruing Demerits once you hit page 201 and just wouldn't stop until you eventually ended back up on page 30. That would apply to you any time you played Triangle Agency, forever. That is, as long as you remember to alert your GM when you make your next character - and you'd tell them, right? Right?

    There's also the point of order about the GM - because, again, it very explicitly says that one of the members of your Field Team assumes the role of GM and dictates the story, meaning that the person facilitating your game is just as much a player as anyone else at the table, but the GM (player) is playing the GM (character) who is playing all of the NPCs on that layer of reality. This isn't me wanking about the game being deeper than it is - this gets called out in the rules, explicitly in the beginning of the GM Tool Kit section:


And this character isn't safe from harm either - aside from being explicitly called out as never leaving the Triangle Agency branch office, which means they physically exist inside of the world of the game, there's also a result on the Weather Events table which just kills them!


The Weather Events table, by the way, is the table you roll on when your players start leaving too many Loose Ends after missions - reality begins to unravel. This all ties into the metaplot of Triangle Agency, which also ties into where I feel like I always see people starting to get things wrong. 

    Here are some things that are true:
  • Players, when advancing their characters (or their characters' characters, as the case may be), will make choices and unlock abilities and trigger scenes that allow them to focus on seeing that character's personal story advance in a way that they want that the GM does not plan ahead of time - although, depending, the player may not know what those changes are ahead of time either (unless they've been reading ahead...)

  • GMs are creating missions for the character('s character)s to go on, using either their own writing or pulling from pre-written missions to tell the story they want to tell and which all of the character(s' character)s have no real say in - and at the GM's whim (and Chaos expenditure), may involve or outright kill any character in the game to keep the plot moving, including ones important to the players/characters/characters' characters.

  • There are meta influences on the state of the characters' characters' game world - the Weather Events table, any abilities they may have unlocked and directives from the Agency or the Urgency or the secret third narrator, but there are two more: the desires of you, the player, and of your character. Not your character's character, your character. Remember, information you learn from the book sticks to your character - which means if you go play with someone else, all those Demerits come along with you, which might trigger a conversation with everyone right there about what's about to happen in game.
    There's one more point I want to make before I get into the topic of conversations at the table, and that's the OTHER thing I see most commonly misinterpreted: the Ask The Agency roll, also known as the way your characters' characters interact with the world when they're not using their Anomaly powers. I'm actually just going to yoink these two pages directly in here for a second: 



    Ask The Agency allows you to rewrite the reality of the game world by defining something that has not been established previously and making a roll. To put that another way, it gives the Field Agent characters the just about same degree of narrative control over the world that the GM's character has. And again I do mean the Field Agent characters, not the characters' characters - because they live in the same layer of the world that the GM character does. Ask The Agency is those characters and their players going "Hey, we think this is a reasonable chain of events and you haven't said anything about it, so we're establishing it now." While this can technically fail, it still ends up establishing something about the universe. If a GM wants to have more control over the world, they simply have to be more detailed in their descriptions of the world - but by the same token, if players want to use this ability rather than the Anomaly power their character's character has, it means they need to be clever and work on some on-the-spot worldbuilding. Honestly, extremely clever players may not ever have to engage in any kind of appreciable combat at all if they're able to tell a convincing enough story - and it's not like this game really encourages combat anyway considering Anomalies don't really have HP or anything like that.

    Actually, hang on a second. A game that encourages problem solving collaboratively, one that encourages you to find answers that aren't on your character sheet, one that actively disincentivizes players from rolling/encourages GMs to get players rolling since when they do, more bad stuff can happen? A game that lets you declare something and then make what is essentially a luck roll to see how true it is? Where have I heard all of that before? Why does all that sound familiar?

I can tell you why: it's because...

TRIANGLE AGENCY IS
A DEPROGRAMMING TOOL
FOR TRAD/NEOTRAD GAMERS 

    One of the reasons I think that One Night At The Shelterwood Inn is the perfect introductory module for Triangle Agency is that it ACTIVELY makes you look at what is different from more traditional games like Liminal Horror. It's adapted from an old module for the Warhammer Fantasy RPG, and it does very much feel like a dungeon crawl - in Liminal Horror, you're a bunch of folks - whether paranormal investigators or just hapless fools who stumble into spooky nonsense - who have to go explore and try and stay alive when weird stuff happens. You've got your standard loadouts, you're managing items and health and all that stuff. Classic dungeon game things, even if it's a modern setting. Meanwhile, the TA side of the adventure flips this on its head - you are Field Agents who need to neutralize and contain an Anomaly and some civilians have stumbled in with camera equipment, which means you need to manage both containing the problem and making sure they don't turn into Loose Ends - by any means necessary. Of anything else in this ramble, I legitimately don't want to spoil too much of this one, but I do want to show you some creature stat blocks out of context to see how you can use them to understand the differences between games:


    The LH stats are exactly what you'd expect - basic stats you need to know to try to fight it, and what it does to fight you. Meanwhile, almost everything in the TA statblocks is focused on the narrative - because while both games tell you what it's doing to interact with the world, one of them tells you mechanical effects and the other tells you the narrative effects and I think on the player side of things, if you were to play the Liminal Horror version of this and immediately play the Triangle Agency side to see how things are different, some very big gears would begin to turn if you'd never played a more narrative focused game.

    And it's this particular point - the "if you've never played a more narrative focused game" point that I really want to hammer down on, because it ties into why I believe I understand Triangle Agency in a way that many of the people who reviewed it simply do not. In the Dead Letters episode, there's a whole big discussion about halfway through where Sam and Misha and Walid all go "Yeah, I like the premise, but actually I would just remove all of these things in it that I find unnecessary so I could play a grounded game because I don't need this." And then right around the 59 minute mark, there's a comment about a game that teaches players to break the rules can be useful even if you can't actually break the rules inside of it and Sam goes "I don't agree, I don't think that works in practice" and as I was listening I just started screaming at my phone because yes, that is precisely what this game is for because I HAVE BEEN DOING THAT SINCE I READ TRIANGLE AGENCY. As someone who had up to the point I played Triangle Agency essentially not interacted with anything that one might refer to as a "story game" (or even any OSR content really, and I'll come back to why that matters in a bit), realizing that Triangle Agency was teaching me how to have conversations both with the GM and with other players about collaborative storytelling was mind-blowing. I had been a GM for a very long time at that point, but the idea that players who weren't the GM could - and SHOULD - have narrative control over a game? The idea that yeah, actually maybe it's fun if people suggest something that might be beneficial in the universe and to roll with it rather than just ruling with an iron fist and not letting anyone suggest changes while we were playing? It seems stupid to me now that I'd never realized it, but once I saw it in action it was so painfully obvious and I literally have not stopped doing it in any other game I've played in or run - because once you learn how to have that conversation in a way that isn't annoying (i.e. you're not bugging the GM about something to bail your Special Little Guy out of trouble, you're talking with the table about something that would be narratively plausible and interesting even if there are consequences for it) it's something you can use to enrich every game you're in.

    And it was precisely at this point that I realized why it was that Quinns and Sam and all the rest of them bounced right off of this - because they didn't need the kind of lesson that this game can teach. They already have their thoughts about game design - they don't need to be given permission to challenge the text of a game, to navigate negotiating with a GM in a productive way. They've already played thousands of hours of different games! They've already got successful careers as people known for being good at games. You know who does need this kind of handholding to learn this lesson? People who have not played games where they have any degree of control over the narrative outside of character creation. The maze was not for them. It was for people like me.

I'm So Meta, Even This Acronym

    On the subject of challenging the game, I'd like to pull in one more point that ties to this and which I feel was the only stumble in A.A. Voigt's very excellent video essay - the purpose of the third narrator, the "yellow voice." As a reminder, The Agency speaks in the text with red text (or white text on a red background), The Urgency speaks with blue text (or white text on a blue background), but then there's a third voice that speaks in yellow (or black text on yellow background). The yellow voice is tied to your Reality track - and it unlike The Agency or The Urgency, this voice isn't talking to your character or your character's character, it's talking to you, the player. To keep with the naming scheme, and to reference the final ability on the Reality track, we'll call this voice The Emergency.

    While pursing your characters' Anomaly or Competency paths, you may receive certain abilities that instruct you the player to do them for a certain amount of time, or forever. These are, basically, things that get stuck to that intermediary character that I referred to as your Gamertag Profile. These can be anything from permanently altering your rulebook (a la many legacy games) or forcing certain things to happen within the game world, but some of these (like the Sponsorship Die ability in G3) are now supposed to take place in any game you play that requires use of the die granted from that ability. What I find fascinating about the Reality track unlocks is that in contrast to Competency's tendency towards giving a character new doodads to play with from The Agency or Anomaly's tendency towards giving your character new abilities to push them towards becoming a character like The Urgency in your own right, all of Reality's focus on protecting the story that you've played out with your friends. The Emergency gives you abilities that are selfless - whether they involve you literally borrowing a d100 from someone not playing the game with you to protecting your favorite in-game characters from coming to harm from The Agency or The Urgency. They are the reminder that when you are playing a game that demands you choose between two factions, you can Kobayashi Maru your way out of it and do something else - and in doing so may even be able to save some of the other characters in the game world by going so far as to literally rewriting everyone else's character sheets. It is your reminder to touch grass. It is your reminder that it is too easy to get caught up in character optimization and following upgrade paths blindly without thinking about the story you're playing out.

    A lot of this makes sense when you realize that Caleb was a professional GM before writing Triangle Agency. A lot of design decisions feel like things that would frustrate you if you played with a bunch of random people all the time - how do you make people care about each other? How do you give people enough things to keep them interested? How do you somehow cater to every playstyle while also giving them one game to play together? The answer is: you teach them. You give them the tools, you let them make discoveries however they see fit - whether they break the rules by reading the rules, or whether they discover things organically through play. But you hold your hand, you teach them, and you elevate those players to become more thoughtful contributors to the games they play. And if these players don't want to buy into what you're selling here (as it seems perhaps that the players in Quinns' game did not)? That's okay too - because like I said in "Stop Just Playing Games You Know You Like," sometimes you'll try something out and you'll find you just don't enjoy what it's trying to do, and that's good because it means you're able to better articulate the things that you do like. Not everyone likes secretly being taught how to be a GM. Some people don't like games where you keep secrets from other players. Some people don't like games where you are forced to care about NPCs because they are plot relevant to you. Some people just don't have the capacity for mentally juggling several characters at once. But you don't know unless you try.


OTHER GAMES OF THIS ILK


    While Triangle Agency is certainly the first game I personally interacted with that challenged me to think about the act of playing TTRPGs in the way that it does, there are many other games or genres of games I've come to love in the intervening time that do similar things. I think Ryuutama, as a game also written by someone who had been a professional GM for many years, does a similar job of trying to distribute the GM's duties to the other players in a way to encourage them to be courteous to one another and to the GM. I think His Majesty The Worm use its Bond systems to a similar effect by different execution - Worm uses Bonds with other player characters to encourage certain kinds of roleplaying and is rewards them with recharging powers rather than Triangle Agency using a more esoteric approach by tying you to NPCs. Belonging Outside Belonging games similarly encourage roleplaying with the other player characters by way of generating tokens by being vulnerable or selfish and spending those tokens on abilities that affect the narrative (lookin' at you, Hellwhalers). Many OSR games explicitly include a "Die of Fate" mechanic for when you propose something that hasn't been established to see if it can be true. Trophy Dark and its many cousins have Devil's Bargain mechanics that involve the whole table in crafting the consequences for invoking it. And finally, I think for reasons I cannot in good faith discuss but which will become obvious, Deathmatch Island is probably both graphic design-wise and meta-design-wise the closest game you'll get to Triangle Agency. There are all kinds of games out there that can teach you the same things that Caleb and Sean were trying to, and if they're more accessible to you and your playgroup, I encourage you to go take them for a spin.


CLOSING REMARKS


So there we go! That's why I think people who review Triangle Agency get it wrong - they've already learned the lessons it is trying to teach, and thus they come at it unable to perceive exactly what it is doing and layer their own assumptions atop it. I probably could have just said that and left it, right? Hah! Oh well. It's taken you a few minutes to read all that, it's taken me a few days to write all that while I should have been doing something else, but I guess we're done now. Don't look at your scroll bar, you can >Go Back to what you were doing before this. Thanks for reading!










No really, that's it! You don't have to read anything else! There's nothing else here for you.












































































Alright listen here you little shit. You really want to know why I think people don't get Triangle Agency? It's because none of you motherfuckers want to play games with people who openly admit to having read Homestuck. Sure, you can point to Control or The SCP Foundation as key touchstones to what makes Triangle Agency be what it is, and that's certainly not wrong. But it's all a ruse! A sneaky bit of misdirection! Because Homestuck is what REALLY makes up the bedrock of this game, and since you're here now I have to tell you why.

    Like I mentioned earlier, the plot of Homestuck, such as it can be shortened into an easily digestible sentence, involves a small group of characters sitting down to play a game together which very quickly leads to them finding out that they are in a simulation, that there are other people also in the simulation (although they are not "people" as they understand them, but instead are Trolls who all seem to be hyperbolic versions of Types Of Guy From The Internet), and that in addition to the weird powers they unlock outside of the generic "interact with the world" kind of game powers that appear both in the game they start of playing but then also very quickly manifest in their reality, they are given a dedicated support character that they are able to shape the manifestation of, plus they have to maintain relationships with all the other player characters, PLUS they often have alternate timeline/universe versions of those characters that they're forming relationships with. (Yes, that is the shortened and easily digestible sentence version of Homestuck, believe me.) On the specific note of those alternate timelines/universes, there are certain actions that they can take in their world which functionally soft lock their timeline - meaning that that particular timeline becomes "doomed" since it cannot fulfill the "win" conditions of the game which allow the creation of a new universe. There's all kinds of instances of characters latching onto random NPCs and making them important, there's a whole major point in the last part of the plot about other players from outside the established game universe trying to destroy it, there's a particular toy that just keeps bouncing around through the universes, there's explicit retcons and things that are permanently changed about the comic panels from the day that they happened so you can no longer go back and experience the comic in its unchanged state (ignoring the current state of preservation of the media I mean - I'm talking about John putting his arm through the window which made it show up in a bunch of previous scenes specifically, but there are other things).

    I'm just barely scratching the surface here, but yeah of course Homestuck is an inspiration - if you actually start playing the game on its terms, you find out pretty quickly that in order to achieve any kind of satisfying ending for your specific playgroup's instance of Triangle Agency it's going to take you multiple playthroughs, damning multiple characters to awful fates except for the ones you manage to smuggle out via what powers The Emergency provides. In fact, in the GM's advice section presented by The Urgency says as much and details a number of ways listed that the game can end (though, of course, because The Urgency cannot see the words of The Emergency, what happens in N2 isn't listed below):



    Just like in Homestuck, you and your players learning the ins and outs of Triangle Agency is what will ultimately let you close the book on your game world, literally. You can all cheat and read the book cover to cover, you can discover it all through emergent gameplay, or you can take the third option and never play the game at all. The only winning move is not to play - because also just like Homestuck, once you start reading, this game is a part of you forever.

A FINAL NOTE ON TABLE BUY-IN

    One of the things that really, truly bugged me about the QQ & Dead Letters reviews of Triangle Agency is that it's pretty obvious that neither group was really bought-in to the game. And I don't say that because that's their fault - if you haven't caught on by now, this is a game that will by default become tainted by a sufficiently informative Session Zero. The game is, to borrow a term from the SCP Foundation, an infohazard. You cannot properly explain the game to players without spoiling the game, and you cannot ensure that you will have the requisite buy-in on the full premise of the game without explaining the game. This is why I think it gets miscategorized as "a comedy game" or "a corporate horror game" - because without sufficient explanation, you can absolutely just play the game that way. If you are completely uncritical of the world of Triangle Agency because you don't understand it, you can absolutely just play all the Anomaly abilities for laughs. If you have no reason to critique the people giving you your assignments, you can absolutely just do a bunch of one-shots that rotate between mundane scenes at a kind-of-weird office to going to a frat party to try and capture an Anomaly fueled by one person's fear of peer pressure to do keg stands. It's not bad to play Triangle Agency that way, necessarily - to quote Brian Flaherty of My First Dungeon, if you're having fun you're already doing it right. But I think that perhaps something that prevents some tables from wanting to pursue the game further, or what makes people think they won't like and therefore prevents them from ever playing in the first place, is when players find out that the game isn't just a funny haha game, or it's not just doing missions to take down weird stuff. There's so much more to the game than that, and if you don't have the kind of players who are going to go all Pepe Silvia about your game then maybe they're just not going to get as much out of your time together as they would if you just played something like Liminal Horror or Delta Green or Monster of the Week.

But who IS The Emergency? Why does it keep talking in a plural voice?!

THE TRUE ENDING

    OK, that's actually all for now. Again, many thanks to folks like Quinns and Sam and Misha and Walid and Aaron for getting your opinions about this game out into the world - and thank you for being willing to play games you may not immediately understand. You don't have to like everything or agree with everyone, but as I keep trying to drive home to people, the more things you come into contact with that challenge you, the more you're able to refine your own tastes and opinions.

Stay weird out there.

On Myths, Bastions, and Lands (Remaining)

  Go listen to this podcast here .     If you have gotten the Mythic Bastionland  brainworms like so many of us have, you've likely been...