[REDACTED] game project revealed!

Today is the beginning of Darrington Press’ Daggerheart open beta playtest! <link href=”https://www.daggerheart.com/>” replace=”” to=””/>https://www.daggerheart.com/>

And, with the release of these materials, I can now say that I have been consulting for Darrington Press as a designer on the game! It’s been so hard keeping this under wraps, especially since it represents a big development in my game design career.

2022 – self-published The Only Logical Solution is Hijinx (one-page RPG), working on the Genrenauts RPG
2023 – working on the Genrenauts RPG, short consulting job on Candela Obscura
2024 – multi-month contract as a game designer on Daggerheart


It’s been an amazing experience working with the Daggerheart team, and I’ve had the chance to apply and refine my game design skills and delighted in how much my existing writing skills apply over to the world of ttrpgs. 

If you’ve been curious about Daggerheart, or if you like the story-forward kinds of ttrpgs I talk about and tend to GM, I’d strongly encourage you to take a look at these playtest documents and give the game a try. You can get started with this video made by the Critical Role/Darrington Press team and tonight (Tuesday) there will be a live one-shot of Daggerheart at twitch.tv/criticalrole.

Game Design Era

I haven’t posted here in a while, so I wanted to provide a short update for folks that don’t visit my Patreon, which is updated much more frequently.

Since May of last year, I’ve been much more active in ttrpg game design. I was a design consultant and provided additional writing for the Darrington Press game Candela Obscura, a supernatural investigation game using their Illuminated Worlds system. I did more consulting from October through February, but the NDA means I can’t talk about it until it’s out in the world. But rest assured that once I am allowed to talk about it, you won’t be able to get me to stop. 😛

In other news, I stepped down from being a co-host of Speculate in January, after helping make the show for many years. In my last year co-hosting, our show Valloward, which I produced and GMed, was an official selection at five web festivals, including the New Jersey Web Festival, currently the premiere festival for actual play. You can read more on my departure from Speculate here: https://www.patreon.com/posts/some-news-from-96627620

The Pitman Sculpture, an Apocalypse Keys miniseries, is the last show we completed while I was still a co-host. You can listen to the complete miniseries at speculatesf.com now or on your podcast app of choice.

I’m A Game Designer Now

My first ttrpg design, The Only Logical Solution Is Hijinx, is now available on Itch.io!

Here’s the description:

You are Tolvan, members of a people committed to logic above all else in order to constrain and channel your deep passions towards unity and innovation.

You are visiting or serve aboard the IGS Adventure! – a galaxy-traveling ship with an expert crew, dedicated to the missions of exploration and diplomacy.

Unfortunately, something deeply silly has happened and logic dictates that the best way forward is the embrace hijinx until you are able to resolve the predicament.

A game for 2-6 players inspired by the deeply silly science fiction adventures of deeply serious people.

I’ve been playing TTRPGs for about 30 years now, but only in the last couple of years have I gotten genuinely involved in game design with the Genrenauts TTRPG. But since that has become a large project, it’s not surprising that this game, created in one go over a weekend, would hit the finish line first. I’m still actively working on the Genrenauts game and playtesting more this weekend.

Today is also an Itch.io creator day, where Itch waives their fees. So it’s a great day to pick up this game (which is PWYW) and/or any of my other self-published books available on Itch (Genrenauts Season One, Genrenauts: The Wasteland War, Geekomancy, or Celebromancy).

D&D – Wayfinders, Drama Systems, and Me

I’ve been thinking a lot about D&D and tabletop RPGs, not just in general, but for some specific reasons that will become clear pretty soon (/tease). Here are some of these thoughts, prompted by a new release from Wizards of the Coast re: D&D.

This week, the Wayfinder’s Guide to Eberron arrived on the PDF storefronts. The guide is a living document-slash-Early Access-type-dealie unofficial supplement for Dungeons & Dragons 5th edition (5e), bringing the world of Eberron back to the game. Eberron was created by Keith Baker (who you might also know as the creator of Gloom) for the D&D 3rd edition setting contest. I remember entering the contest with negligible hopes, and I was exactly right – didn’t make it past the first round. Alas, the email address I used is long gone so I don’t have a record of it, and only remember the vague details (it was vaguely Deadlands-inspired and was focused on like the power of the land and artifacts, I think?). I’ve gotten better at keeping track of my ideas, thankfully.

Drama Systems

When Eberron came out, it was remarkable (to me) for applying a Drama Die-style mechanic to D&D – Action Points. Action Points could be used to make a roll more likely to succeed or to activate class abilities, etc. This was meant to represent the pulp adventure tone of Eberron, which was more cinematic than the default 3e D&D tone.

Around fifteen years later, this re-introduction of Eberron comes with a new mechanic, again cribbed from and/or reminiscent of something happening elsewhere in the RPG design world – Environmental Elements.

This mechanic is, IMO, straight-up a D&D version of Situation Aspects from FATE Core.

This type of mechanic, where drawing upon the established details of a scene in your action (We said there’s a chandelier, so I’m going to jump up and swing on it to get over the guards so we can flank them) grants a mechanical bonus, is a fabulous tool. In the Wayfinder’s Guide, it grants advantage. The version from FATE allows for an extra aspect bonus (the game is built on creating and using aspects for bonuses).

Newer story/indie games talk about ‘Fictional Positioning’ and ‘Fiction-First Play’, which are both ways of focusing the play and judgment of mechanical advantages on the specifics of the scene in a way that enhances visually evocative play. Rather than thinking about what you want the rules to do for you, this style says “what does the fiction say right now, and what do you want to happen in the story?” and then asks “how can the rules help you make that come alive or resolve a dangerous or contested situation?”

As in, very much a way of playing RPGs that I like. I like cool rules, I like utility powers and mechanics that express theme and let players show mastery and achieve extraordinary results. But a lot of why I like those things because they let me drive the story forward in interesting ways.

When I cracked open the Wayfinder’s Guide, one of the questions I had was “how will this version of Eberron convey the pulp adventure tone the world is known for?” In 3e, it was action points. Here, Environmental Elements — and maybe more! I’ve just started reading. Action Dice do not make a return, though as this is a work-in-progress, who knows what will come down the road. And really, I don’t think it’d be too hard to just port Action Dice over to your D&D 5e game. Especially if you want to focus on the high-adventure/pulp heroics tone.

The Lineage of Chainmail

5e is (IMO) the most playable, most accessible edition of D&D yet, even though it is still very firmly tied to its lineage as a spin-off from a miniatures war game (Chainmail). I like some crunch (by crunch I mean more detailed and interconnected mechanical systems) – in 3.X and 5e D&D I like classes like Rogue, Bard, and Inquisitor that have some interesting inter-connected systems and utility powers, especially when it expresses an interesting character theme. But even though it’s more accessible, 5e D&D still has big spell lists, massive numbers of systemic interactions that need to be considered at every step of the way in a big, dramatic fight. And for me, it still has the Superhero Crossover problem of “Did you have the right plan for this?” where in order to keep combat moving, you have to reach such a high level of internalization of tons of different spells and effects and interactions and countermeasures so that you can declare your action and resolve it very quickly.

But then I see another problem on top of that. To keep tactical combat moving, you have to be concise and optimized. In my experience, it’s common for big combats to last 90 minutes or longer, and that’s with players and the GM keeping things moving. But what *I* want most from a fight is emotional stakes and cool description – the baseline mechanics of D&D don’t help me with that – unless the DM decides my description is cool enough to earn Advantage (more on that later)

Slowing a fight down to convey how your character feels or to do a flashback or to give a cool description of your action, even a 15-30 second description…it still slows the fight down. And the system is already set up for combat to be a slog. So as a player I end up getting self-conscious about balancing optimized, efficient play with my own play agenda of expressing my character’s emotional landscape and/or being a co-cinematographer and describing a cool action.

The Advantages/Disadvantages of Advantage/Disadvantage

D&D 5e has Advantage/Disadvantage, which is an *excellent* system. (In brief – normally in D&D you roll one 20-sided die and add a number to see if you rolled high enough to do the Thing. With Advantage, you roll 2 dice and take the better result. With Disadvantage, you roll 2 dice and take the lower result) But in my own games and the games I hear people talk about, Advantage and Disadvantage are criminally under-used. My friend Andy Romine said this about Advantage/Disadvantage:

I love the idea of Advantage/Disadvantage, but my experience has been just that — the DM “grants it.” Kind of a one-way street…Nothing stopping PCs from asking for Advantage (“Hey, I see that chandelier…”) but the game’s action economy doesn’t seem organically set up for this.

That’s the thing – Advantage/Disadvantage feels more like it rests on top of the core system instead of being as fully integrated into the system – mostly because the major way that you get either is a Guess Culture thing. You can describe an action hoping for advantage, you can ask for it, but it’s still all by fiat. The Inspiration system isn’t enough, IMO.

And beyond that, I’m not sure the D&D materials do a good enough job of communicating to the DM how powerful a tool Advantage/Disadvantage is. Even though other parts of D&D talk about Advantage/Disadvantage, it still mostly comes from DM fiat. If more things in D&D just straight-up gave you Advantage/Disadvantage, from class abilities to spells, etc. it would feel more like a critical part of the game, and I think it’d do a better job of helping the player avoid the famous whiffs where the d20 conspires against an awesome idea/action/etc. and then it just…fizzles.

But now, Environmental Elements takes a *huge* step toward making Advantage feel like a central part of the D&D system.

New Moves, New Opportunities

And here’s another thing I’ve been thinking about for D&D. One of the things that I love about the Powered by the Apocalypse lineage of games (Apocalypse World, Dungeon World) is the way they approach information-gathering. In those games, when you want to investigate a scene or get information from someone, it falls under one of several ‘Moves’ (attacking is a move. Trying to intimidate someone falls into another move. It’s a cool approach. Go read Apocalypse World). With these moves, you roll and then get to pick from a list of questions. If you roll poorly, you get fewer questions, and maybe you take a consequence but still get some information.

I’ve been thinking about running a game that I’d call D&D but would really be drawing heavily on the systems of games like Dungeon World, Blades in the Dark, and FATE Core. I’d use the faction rules and downtime rules and progress clocks from Blades in the Dark, and I’d adapt the information-gathering moves from Apocalypse World/Dungeon World

It’d got a little something like this.

“When you analyze a situation, Roll Perception. For every 5 points of your result, you get to ask one question:

What is the biggest threat?
What is my way in/out?
What happened here?
Are there hidden threats I should know about?”

And then like maybe you get an extra question if you also accept a consequence/suffer a cost/etc.

Example – “You can get a better look and one more question if you scramble to the top of the tree and expose your position to the giant crows.”

None of this is new in the Powered by the Apocalypse lineage. But it’s a huge departure for the ‘make the DC or fail’ setup of D&D, even in 5e. But even that small change is liberating for me as a player and as a DM because it is less of a binary state. It’s more tangible, more focused. If I only get one question, I can prioritize. And if I want to push for more information, I have the permission to push and the cost/benefit is spelled out and systematized.

And what I think I can do here is to hybridize D&D. I can start players with the familiar trappings or the familiar shell of the D&D-style adventure fantasy, but hack the game by changing come of the cogs and gears in the system with others that I like better, and to add some after-market attachments (faction rep, downtime action, clocks) to provide more tools to make D&D into the kind of game I want to be playing. I could also just run something like Dungeon World, and I think I will, but the idea of trying to make D&D into the version of the game that I want is very appealing.

A while back, I applied to a D&D designer position – and one of the things I pitched in that application was the idea of a D&D Accelerated (inspired by FATE Accelerated, a version of FATE Core). This hacking of D&D process would basically be me designing D&D Accelerated through exploratory play, which is not a bad approach, IMO.

But mostly, I am excited to be playing more tabletop games and to draw joy and inspiration from the game texts, sourcebooks, and more. Look for more gaming news from me soon. 🙂

Wherin I Heap Love Upon Blades in the Dark

After reading Austin Walker‘s comments over the weekend (read the whole thread), I dipped back into the tabletop RPG Blades in the Dark. Reading the game, I was struck again at what a fabulous accomplishment it is. Every page and section makes me want to play the game.

As Walker indicates, each chapter has Questions to Consider, and the entire text of the game does a great job of drawing back the curtain regarding how the game fits together. The creator John Harper invites the reader to step up to become a co-designer of Blades in the Dark as they’ll play it. Everyone’s version of a given game is different, and Harper doesn’t shy away from that reality.

You might have heard me talk about Blades before, as I got in on the game early in the Kickstarter and have been a vocal fan ever since even though I haven’t gotten to play the game yet.

Blades in the Dark is set in an industrial fantasy city called Duskvol, a trade city in a world that suffered a magical apocalypse a thousand years ago. That event shattered the veil between the worlds of the living and the dead and now the known world is ruled by an immortal emperor and cities are protected from hungry spirits roaming free across the world by giant magitek electrical fences. The tone and flavor of the setting are conveyed throughout the core book, with hooks abounding and a clear manifestation of the default grim tone of the setting in the writing. The game is designed not just for telling the tales of daring scoundrels, it’s designed for telling tales of daring scoundrels *in this particular world*. It’s very much gothic dark fantasy ala the Dishonored and Thief video games (both specifically invoked as inspirations for Blades).

I prefer more optimistic worlds and games, especially these days (*waves to 2017*), so I’m also excited for the Broken Crown, a playset about trying to take down the Immortal Emperor, and other alternate setting playsets. Especially Null Vector, the cyberpunk playset. Blades is an amazing game for Cyberpunk because Blades is designed to drastically reduce the amount of planning a group has to do for heists. I have a sad memory of spending over two hours arguing with a game group about how to pull off a kidnapping in Shadowrun, and in Blades that conversation would have been five minutes deciding which general approach to take and then we’d have gotten right into the action.

Thinking back to the way tone informs the design, I’m hoping to see these playsets to adjust the mechanics in order to convey the setting’s tone. If they don’t, I’ll need to do it myself, but I’m hoping that the transparency of how the tone is built into the design means that a change in setting comes with an adjustment in the design tone.

I have spent more than a little time thinking about how I’d hack Blades in the Dark to make a Shield and Crocus RPG. I even have a working title: War in the Bones.

Fun Side Notes

  • The game’s publisher, Evil Hat Productions, has given an open invitation to designers who intend to make hacks of Blades in the Dark (new games using the system/design) to submit to them. This is likely to help foster a new family of RPGs the way that Apocalypse World became a games lineage with games like Dungeon World, Monsterhearts, Monster of the Week, etc. Blades is heavily informed by Apocalypse World but is, IMO, a full iteration forward compared to the above hacks.
  • I love that hacks of Blades in the Dark are called “Forged in the Dark” like Apocalypse World hacks are “Powered by the Apocalypse.”

I don’t get to play nearly as many RPGs as I want or even as much as I did before I started working at Angry Robot, but I still love delving into new games to see where the discipline of RPG design is headed. Anyone similarly interested needs to be following Blades in the Dark.