sicksadgames
Riley
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she/they | being a ttrpg designer and doing self indulgent writing on Tumblr dot com | sicksad.games
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sicksadgames · 17 days ago
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The Awards winners' livestream on Friday November 15 @ 7pm EST
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The Awards is finally back to reveal the 20 winners of this third annual indie TTRPG awards show, joining our illustrious honorees from 2022 and 2023. Join me and (most of) this year's judging panel as we reveal, in no particular order, the 20 submissions that were deemed the best TTRPG stuff of the year.
This year we are honored to be hosted by @darlingdemoneclipse on her Twitch channel, on Friday November 15 @ 7pm EST (UTC-5). Tune in to see some of the coolest, weirdest, most TTRPG-est stuff you can possibly imagine!
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sicksadgames · 18 days ago
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Agnes Giberne 1898
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sicksadgames · 20 days ago
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200 Word RPGs 2024
Each November, some people try to write a novel. Others would prefer to do as little writing as possible. For those who wish to challenge their ability to not write, we offer this alternative: producing a complete, playable roleplaying game in two hundred words or fewer.
This is the submission thread for the 2024 event, running from November 1st, 2024 through November 30th, 2024. Submission guidelines can be found in this blog's pinned post, here.
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sicksadgames · 23 days ago
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Woke up this morning and TDL2 is halfway to funding!
In spite of the games art being declared too outrageous and unsafe for the public, I'm clawing my way to success.
The campaign page has more details about stretch goals once we make it past the first line.
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sicksadgames · 26 days ago
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sicksadgames · 26 days ago
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Unknown, Passage of the Moon, 1870
from  Brought to Light: Photography and the Invisible, 1840-1900 (San Francisco Museum of Modern Art)
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sicksadgames · 26 days ago
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As the Sun Forever Sets - Terror in the time of the Telegraph
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It’s nuts I’ve been working on this game for over 4 years at this point. As the Sun Forever Sets is for sure my biggest and most capital G Game. It even has a publisher and everything. It’s also my first game! Wow! It's been tough, though. We'll get into it!
Britain, 1899
As the Sun Forever Sets is a survival horror sandbox based on the War of the Worlds, utilises the Forged in the Dark ruleset, and is about ordinary people surviving a Martian invasion of Victorian era Britain. We play to find out how they rise to meet the storm of destruction, the ways in which it shapes them, and if they survive to see a new world emerge, or die amidst the rubble of the old.
In the last years of Queen Victoria’s reign, the British Empire stretches across a quarter of the globe, and under the guise of genteel progress and civilisation, it commits theft and murder on a global scale. Britain itself is on the verge of the modern era, the Second Industrial Revolution pushing people into the cities to drive the factories and forges owned by the greedy industrialist class. But beyond the common causes of humanity and unbeknownst to the men who impose their rule over it, vast wheels have begun their inexorable turning. Across 40 million miles of void, the Martian invasion hurtles Earthward. Screaming across the stars, instruments of annihilation unlike anything believed possible lie ready for assembly, alongside the Martians themselves. They are truly inscrutable beings, but their intent is as clear as it is terrible – they will suck the literal and figurative blood from the Earth, and nothing less than the complete and utter subjugation of humanity will be enough.
If this sounds cool to you... well, you gotta wait, it’s not done yet. Sorry! But you can come and hang out in the Sick Sad Games discord, where I post excerpts and occasionally organise playtests.
The Hard Times of (Old) England
Be warned, this is a long one - over 4000 words (if you don't have a Tumblr account, you won't get to the end before it starts bugging you to register one, so go read this on Medium instead.) It turns out when you work on a game for a long time, you have a lot to say about it. Strap in, grab your gin and laudanum, and let’s destroy an evil empire just by existing.
Thanks to the wonderful @hendrik-ten-napel for taking a look over my disorganised thoughts.
(Potential) Spoilers for: The Bear, The War of the Worlds, The Last of Us, Children of Men, Threads, When the Wind Blows, Amnesia: A Machine for Pigs, The Thing.
Roleplay in the Pre-Post-Apocalypse
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TTRPGs love a good post apocalypse. It's understandable - gas up and ride glorious on the legally distinct fury road, run a commune of like minded weirdos in the ashes of the old world, go digging through retro-futuristic ruins to find retro-futuristic treasures. Who wouldn't want to do any of these? But As the Sun Forever Sets is about an apocalypse as it begins, not after it’s over. 
There's a lot of crossover, of course. There’s a focus on similar things - disaster and spectacle, relationships and trust, scavenging and survival. But the bonus of the world not yet being over, is that we get to roleplay out dealing with that terrible, inexorable reality.
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HG Wells wrote a book about blowing up all the places he used to live, and it's a banger. I was surprised to find there wasn't a TTRPG based on the War of the Worlds, being the tantalisingly public domain ur-alien invasion story it is. As the Sun Forever Sets is very explicitly an adaption of it, to the point that before I came up with the name it almost got released as The War of the Worlds: The Roleplaying Game (lol). I'm glad I didn't, doing my own thing has meant both me and the people playing are way more free to fuck around without the expectation that it must adhere to a canon.
The book is good, strikingly modern feeling in parts, and obviously massively influential - so much science fiction can be traced back to our nameless Narrators tormentuous trek across the south of England. But Wells’ prose is typical Victorian - overly wordy and florid (any book that contains the word “ejaculating” meaning “to shout” might be difficult for readers who aren’t used to the style), so when it comes to recommending an actual adaptation, there’s only one true king. Whenever I bring up Jeff Wayne’s The War of the Worlds, the usual reaction from anyone outside of the UK is to say "... they made a what?"
My mom was very keen to get me into musicals, but nothing really stuck until she tried this, the secret best War of the Worlds adaption (sorry Steven Spielberg, but you were doomed from the start.) It's the bombast and drama you'd expect from a disaster film, the horror and pathos of Wells’ classic, all expressed through vivid narration and sick nasty prog rock - wailing guitar and crunchy 70's synths operating at full effect. It's not completely faithful to the book, it doesn't matter. It’s the best.
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Ah yes, the film bro's favourite mid 2000's film. Did you see that sick oner? That’s six minutes without a cut, that means the film’s good right? Children of Men is a slow burn apocalypse, dressed up like a world that’s already ended. Plenty has been written about all the little ways the film is prescient about the state of the UK - the slow belly-crawl into facism and nationalist fervour, the particularly British decay and class divide exacerbated by the desperate times, even the willful ignorance and the explicit sense that everyone’s just given up, it’s all here.
All that thematic stuff seems like it’d be really relevant to As the Sun Forever Sets, right?
Unfortunately, we are in fact here to talk about the long takes. The unbroken moment-to-moment action scenes evoke The War of the Worlds to a tee. Theo navigates danger with the same fraught tactical tension as War of the World's Narrator - dashing between doorways, groping for an axe handle in the darkness, desperately trying to start a car as assailants sprint towards him. What’s the best way out of this situation? How do I get from here to where I need to be? He lives his life in rolling, fleeting 5 second intervals, because he’s forgotten what it means to think in the long term - about the future, and what it might hold.
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I was always fascinated and terrified by the idea of nuclear war. I guess it comes from watching a lot of 90’s disaster movies, but those are often ultimately fun romps where the day gets saved at the end, or at least the main characters find themselves alive and well at the end of the saga of destruction. Instead, As the Sun Forever Sets asks you to reflect on the horror and sadness present at the end of the world. Things are going to change forever, and change is always hard.
There’s not many clips of Threads and When the Wind Blows online, so it’s a little hard to demonstrate their particular nuclear inflected pitch black darkness. They’re grim - Grave of the Fireflies grim - differing in focus but united in their horrible impact.
When the Wind Blows is a story of an elderly couple living in rural England when the bombs drop, based on the comic by Raymond Briggs. Yes, The Snowman’s Raymond Briggs made a film about 2 lovely grandparents dying of acute radiation poisoning. Jim and Hilda are completely unprepared for what’s to come, their only reference is the Blitz - terrible in its own way, but not a patch on the scale of death they’re about to experience.
They survive the blast and wait for the good old British Government to arrive to save them, as it did in the 40’s. Slowly liquifying in the nuclear fallout, they hold onto each other and keep their spirits up, eventually making the decision to clamber into the paper sacks they mistakenly believed might protect them from the blast. Clutching their medical cards and birth certificates (for the ambulance, sure to be along any minute now), Jim mumbles painfully through a final prayer that morphs into a misremembered Charge of the Light Brigade, and they slip into a perpetual slumber together.
The most tragic part is Jim and Hilda’s unshakeable faith that their government is there for them - ready to catch them when they fall - borne out of Britain’s post WW2 renewal but absent in the 1980’s of the film’s plot, and the Britain of today. It’s a masterful film, shockingly sad, but the shock is the point.
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Instead of aiming for your heart, Threads aims for the head. It’s a drama that aims to be as accurate as possible to government research into what a nuclear war might look like, plainly and forensically setting it out without any thought of softening these hard facts for its audience. Rather than focusing on a personal story, Threads flits around several groups of characters - minor government figures and ordinary families. Like Jim and Hilda, they too are woefully unprepared for the end of the world, and those in charge know there’s no way the UK could ever be ready for such a thing.
As mundane life is quietly intruded upon by news updates detailing far off geopolitics and the subsequent escalation that leads to war, the tension rises subtly then suddenly, like a spacecraft on the launchpad. People we’ve seen pottering about their normal lives are maimed and evaporated in the subsequent shocking nuclear exchange, whilst stark statistics flash on the screen - the hundreds of thousands instantly killed, how long the millions more fatally irradiated have left to live, the woefully inadequate tonnage of stockpiled food to feed those who survive. Each zero hits like a gutpunch.
And when you think the film must nearly be over, it keeps going. 1 week later. 1 year later. Threads grinds to an excruciating halt 13 years after the bombs fall, after year upon year of failed harvests from a destroyed earth barely able to support a population level equivalent to medieval Britain. At one point, mute children watch a warped and scratchy VHS of classic kids educational programme Words and Pictures on a TV powered by a steam generator.
The friendly presenter spells out the word “cat” through the thick veil of static, accompanied by a picture of one - an animal the children watching will likely never see. As they watch with blank, emotionless faces, the image of the cat fades to one of its skeletal form. “A cat’s skeleton” the presenter enthusiastically intones. The unrelenting bleakness might feel like a punishment, but Threads doesn’t mean it to be. This is just what would happen, after all.
Love in the time of the Heat-ray
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In fact, someone in a Reddit thread said As the Sun Forever Sets “wasn’t just endless misery” and I’m glad that comes across. I wanted there to be moments of tenderness, quiet joy, anger, frustration, love and loss to punctuate the action and the horror.
People are messy and complicated even at the best of times. Under pressure, this is amplified a thousandfold - a little crush becomes a whirlwind romance, small disagreements become full blown fights, and not fully understanding someone might transform them into an enemy in your head.
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The little town Bill conspires to be left alone in ends up comparatively untouched by the horrors going on elsewhere, as untouched as anywhere can be in The Last of Us. He hated the world anyways - so he isolates himself as he prepares for it to end, and it makes sense that his life only really begins as the show does. When Frank arrives, Bill is forced not to just engage with the broader world outside of his little enclave, but in the act of truly living in it.
There’s no prepper’s guide to romance. A human heart can’t be field stripped for maintenance. By choosing to exist as a vulnerable, emotional being, Bill opens himself up to a different kind of apocalypse. Frank becomes the flowering vines that slowly crack the flat concrete wall of a world that Bill created, and when those vines die, the wall can only crumble. It’s so fraught and lovely, delicately yet absolutely gut wrenching. At least their apocalypse was one they decided to have together.
“I’m old. I’m satisfied. And you… were my purpose.” - "Long Long Time”, The Last of Us
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While several of my TTRPG writing friends were gushing about how great The Bear is, Em Acosta, author of the wonderfully inspirational Exile pointed out something super interesting - a lot of the show is about how you deal with people you’ve found yourself stuck with. No matter how much they piss you off, or whatever they do wrong, there’s something that means you can’t ever let them truly exit your life. They’re there, like it or not, until the bitter end.
Turns out this is very similar to how As the Sun Forever Sets handles Player Character relationships. In both it and The Bear, nothing’s ever truly resolved between characters - every relationship is like a cooking pot perpetually simmering. You might’ve apologised, made a truce, or just ignored your issues for so long that they seem to disappear, but no matter what, you’ve got to keep your eye on that pot.
Because suddenly a crisis will hit, and someone says something, or a diceroll comes up bad and all of a sudden the pot boils over and things are once again fucked. You storm out, start screaming, throw a fork. Even in the worst case scenario where a Character leaves because they’re absolutely sick of the rest of the group, they might show up at the end of the game for one last scene. Who knows how you’ll all feel at the end - nothing is ever truly fixed, and only the dead are truly broken. 
“I quit, chef, is what’s going on. You are an excellent chef. You are also a piece of shit. This isn’t on me. Goodbye." - “The Review”, The Bear
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I’ve talked about The Thing a little before, John Carpenters sweaty, paranoid antarctic masterpiece. Along with the incredible effects and the (mostly) restrained use of action and bombast, the thing that makes... The Thing work is that the staff of the stricken research base lack any and all emotional intelligence.
It’s sort of the ultimate reverse Dudes Rock movie. Nobody knows anything about each other, so when their bodies and minds are colonised by the titular chameleon from outer space, they’re just another stranger to the rest of the crew. I’d ask you a question only you would know the answer to, but uh.. I don’t know anything about you. Whoops!
Over the course of the film, the whole operation falls apart as they try their best to work together to deal with the alien interloper, but their complete lack of ability to trust or relate to each other - present even before the crisis they find themselves in - is their ultimate downfall.
That final excellent shot of MacReady and Childs sat in the snow at the end of the film as their compound burns around them is the subject of a lot of unnecessary theorycrafting youtube videos, which kind of misses the point. Each suspects the other, but ultimately it doesn’t matter if one of them’s a Thing. One stranger is the same as another. Why bother getting to know each other now?
“Well...What do we do?” “Why don't we just... wait here for a little while? See what happens.” - Childs and Macready, The Thing
Science Fiction Revenge Fantasy
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I’m not a historian, but the parallels between 1899 and now are pretty plain to see. Increasing class disparity, a lack of political will to help those in need, rampant cronyism and profiteering. As long as you’re in the place for it, roleplaying in a fictionalised version of the past to air out the issues of the present can be super fun and cathartic. You’re not expected to get a degree in British history to make it work, either.
The title is a play on the phrase “The Sun Never Set on the British Empire”, and it’s plainly stated in the book that Britains Empire acted as a mechanism of genocidal oppression, and that the Martians are here to end it - intentionally or not. It’s appealing as a premise on the face of it, but it goes a little deeper. Memories of Empire echo across time in Britain like the ringing of a malevolent bell, a cause celebre for braying Tories and fascistic right wing cunts (two very close circles in the venn diagram.)
We used to be a great country before this woke nonsense. Things were better back in the old days. The DEI contingent is trying to destroy our noble past. Yada yada yada, fuck offff. I’m sure someone somewhere will accuse me of “wokewashing” the past for including explicitly trans and queer characters as part of the book, along with the historical facts around how we fit into the oppressive Victorian conception of sex and gender. Unfortunately for them, we’ve always been here.
To be a little pretentious about it, every game of As the Sun Forever Sets reaches back into the past and cuts the myth of a glorious and benevolent Empire, and the good old days enjoyed within it off at the neck, purely in the act of beginning one. That sparks a little joy for me. Destroying a racists dream is fun, even if it’s only in the abstract.
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A horror game about the most literalist Victorian industrialist imaginable hearing the phrase “Eat the rich” and getting right on that. I’ve not played Amnesia: A Machine for Pigs despite fond (??) memories of playing The Dark Descent in a room full of jumpy friends, and seeing Dear Esther played live on stage, with a live orchestra and narrator - an exquisite way to experience that game.
The mechanical chops of Frictional Games mixed with the narrative verve of The Chinese Room, how could this game be anything less than incredible?
After The Dark Descent I fell off’ve the “scary guy chases you around” genre of game until Alien: Isolation revitalised it, and the reviews of A Machine for Pigs were mixed - kind of boring, middling gameplay, too dark - so I never went back. I was planning on writing a little about its vibe - dark, gothic Victoriana that rhymes nicely with As the Sun Forever Sets - but after a bit of research, Mandus’ quest for his missing sons strikes an unexpectedly resonant and terrible chord.
The writing and voice acting is phenomenal, Mandus’ split consciousness - the self you play and the other half of him that’s seen the horrors of the forthcoming 20th Century and is compelled to act, imbued into the myopic machine he built - is extremely compelling. He feels compassion for the poor and wants to save them, but they fill him with fear and disgust. He knows the industrialist class is killing the world, but feels a deep shame in the fact that he counts himself amongst them. So his machine grinds the rich into meat for the poor, who it distorts into grotesque pig homunculi and forces them to operate the machine’s inscrutable workings.
It’s Mandus’ twisted way of saving the world - kill the rich for their crimes, enslave the poor for their own good, all hail the new machine/god/manager of the 20th century. It’s a neat reflection of the way modern politicians contort themselves to the whims of big business and AI snake oil salesmen to avoid doing the simple and obvious things that’d better the world. It’s a nightmarish refutation of Victorian Liberalism, that only the upper class know how to fix the problems of the lower class. It’s brilliant, and we should play it. 
"Do you hear me Mandus? This is what you planned! This world is a machine! A Machine for Pigs! Fit only for the slaughtering of pigs! Whores, beggars, orphans, filthy degenerates. Pigs all. But I will purify the streets, cleanse this city, set the great industry free. I will clean the world, make it pure." - The Machine, A Machine for Pigs
Song of the Year, of the Century
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Not long after I came out as trans, I was asked what (in an ideal world) would make transition easier. I replied - never having to leave the house. One day I'd shut the front door as a man and another day, months or years later, I'd open it again as a woman, neatly sidestepping the terror of being perceived in a notoriously transphobic Britain.
In 2020 I shut that door and didn't open it for 4 months. At work, I remember calling the nearby shelter to donate our excess hand sanitizer and toilet roll, figuring out at the last second how support workers could take calls from their already isolated clients via their mobile phones, and fixating on the steady stream of scared coworkers leaving early. Tearfully, I felt the urge to hug those that remained as we locked up, before we remembered we probably shouldn't.
I've never been more aware of the minutia of moving through a space on the way home - How many people had their hands on this handrail? Have I touched my mouth or eyes without realising? Is anyone in the office already sick? Or on this train? How many more people are going to die? - My heart was in my chest, I heard the blood whoosh through my head to the beat of my steps on the pavement. At home, I realised my boyfriend had to go into work the next day. After he went to sleep, terrified he might die, I cried.
"I remember I felt an extraordinary persuasion that I was being played with, that presently, when I was upon the very verge of safety, this mysterious death—as swift as the passage of light—would leap after me from the pit about the cylinder, and strike me down." - "The Heat Ray", The War of the Worlds
Writing As the Sun Forever Sets was my way of coping with the disconnect with the world I felt, the fear of both Covid and the rising transphobia kept me inside even as the lockdowns eased. That feeling of throbbing death creeping at the window took a long time to wrestle under control, and getting deeply obsessed with a big project became part of that process. It seems incredibly maudlin to make a TTRPG dealing with darkness and death during a pandemic that killed (and continues to kill) millions of people, but I suppose I’m kind of a maudlin person.
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“I haven't written a song in a month, So I'm playing the same chords again. I know I need to get lost in the moment, But I get lost before it begins. Fingers stretching out into space. Reaching as a thought slips away.”
It also burnt me the fuck out. After years of constant work and testing (beginning long before Evil Hat picked up the game), I ran out of steam. I spent the months after Evil Hat’s public playtest ended not really able to write anything ATSFS related at all. The game kind of froze - I knew what I wanted to change or fix or add, but the moment the google doc opened I couldn’t make myself start typing. It was incredibly frustrating to have the switch flip from endless obsessive writing to constant nothing, and I don’t think I truly recognised the burnout I was feeling until recently. It turns out spending years staying up past midnight writing is bad, who know!
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A lot of Forged in the Dark games don’t get finished (or more accurately, get stuck in perpetual development), something that the excellent and dearly missed +1 Forward podcast recognised in their episode collecting their thoughts on the FITD games they looked at back in 2021. I think that’s because, at least to me, writing a Forged in the Dark game is like trying to hold a plate of spaghetti without the plate. It’s deceptively simple at its heart, but the system squirms when you poke at it - write one thing and it affects 3 other things. Tug one piece of pasta out and you lose a meatball without realising it.
When I listened to that episode, I took it as a challenge. Part of me now wonders if it was a curse. I'm being hyperbolic, of course. But a little part of me did think it might be better to give the game up.
That’s not going to be As the Sun Forever Sets' fate, thankfully. Evil Hat has been there to support me when I’ve felt guilty about shifting another deadline or replying to a check-in email with another late “Not much progress this month, sorry!” The frozen writers block is thawing, and I’m so tantalisingly close to finishing the final text. This blog is part of that process, another chip in the icy dam.
The wheels of dread Martian terror turn once again, and it feels good. Part of that is down to not beating myself up about a lack of progress. The more important part came when I realised I felt able to return to the world again - living in it, not hiding from it. Staying connected to it, even when there's times I'm not able to inhabit it physically. Covid, Britains particular brand of transphobic brainworms, and the shadow of Empire all continue to exist, and so do I - a weird maudlin transsexual woman - in spite of them all.
“The day seemed, by contrast with my recent confinement, dazzlingly bright, the sky a glowing blue. A gentle breeze kept the red weed that covered every scrap of unoccupied ground gently swaying. And oh! the sweetness of the air!” - “The Stillness”, The War of the Worlds
You made it!
Thanks for sticking with my messy thoughts. If what I talked about here sounds cool to you, please stop by the Discord, we'd love to have you. Look forward to seeing As the Sun Forever Sets come to a crowdfunding platform of Evil Hat's choice (I assume backerkit) at some point in the future ♥.
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sicksadgames · 28 days ago
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In an effort to ease out of burn out and try to feel real and human again I'm digging around old games and seeing what would be fun to tinker with. For most of my games they get to at least an Alpha Build/Playtestable stage, but Never Break The Chain is one of the few that didn't quite manage to get that far (though it honestly wouldn't take that much more I think!)
Never Break The Chain mechanically and emotionally is a response to The Eventide Club, which was @jdragsky's response to Apocalypse Keys.
It's clear that this game is partly a love letter to jay dragon's design and how it makes me feel, and I wrote this during a time when I was insecure about my design. I was reeling from the idea that my games were too emotional to be enjoyable, that strangers were never going to like the games I create. (Typical Capricorn, even the way I work through my shit has to be productive in some way)
Every player character is made up of two components: a Musician Playbook and a God Playbook. It's my take on the very popular idea of fallen gods feeding off divine worship as musicians. I wanted to create a really fun and emotionally intense game (inspired by how famously messy Fleetwood Mac and other bands can be, definitely The Wicked + The Divine too).
It's been three years since I took a look at this stuff and it's fun remembering the mechanical shenanigans I was up to: tightening chains, breaking them, creating halos, shattering them, etc. I'll tinker a bit with these mechanics and see what comes of it.
The more complex of the playbooks are the Musician ones. What remains of the divine is raw and simple, ever fading and barely there. In comparison, the Musician playbooks are a chance for me to explore some truly messy human stuff.
Here's the Musician playbook, The Mask, it's mostly intact from the last time I touched it years ago. I just tightened a few options here and there.
I'll spell out the inspiration for this playbook: David Bowie, specifically the maddened Bowie interviewed by Cameron Crowe in 1975.
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Bowie was famous for his different personas, and you can see some of them represented in the masks below: Ziggy Stardust, The Thin White Duke, Halloween Jack, the Goblin King, and the Minotaur.
This playbook is an exploration of what it could have been like for Bowie exploring these different personas, based on various events written about or talked about in later years, offering points of tension and intensity (deconstructed and awaiting creative input, like always) and hopefully creating explosive moments of playable drama.
I do think this playbook leans most into Bowie's contentious phase as the Thin White Duke. This was a man who was clearly breaking apart on stage, underneath the thinnest veneer of a persona that was holding itself together with a white-knuckled grip. Other personas were haunting him, discarded or never worn. Station to Station is my favorite Bowie album on most days, and his live performances of its music are almost painful to watch (while impossible to look away from).
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I think, if we ever get this to playtest, I'll probably leave this playbook mostly as is (barring some mechanical tweaks that will be applied to all playbooks maybe) and just see where things go.
The Mask
You understand better than anyone that music is a story, and that performance is a mask well worn. You have created several Masks and stories over the years, and the Masks have recreated you. But as you seek fame and fortune, will the Mask become more real than you ever could be? One day you'll wake up and there won't be anything of you left, just a blank face both empty and signifying nothing.
Your Name
(Choose 1): A completely made up name that is never questioned, an appropriately dramatic name, a single initial that no one pronounces properly, I change my name every few months, a series of letters and numbers that only makes sense to my fans, a name that is as enigmatic as it is beautiful.
Your Look
(Choose 3-4): A painfully sharp and pale business suit with splatters of paint and blood on it, shades that almost no one has ever seen me take off, hair dyed into every imaginable color, the cruelest smile, the kindest eyes, an intoxicating scent, small and delicate tattoos that tell all my secrets, the body language of a predator, an unexpected scar, something else that betrays my mortality and weakness.
Your Role in the Band:
(Choose 1-3): Lead vocalist, lead guitar, muse, song writer, fuck buddy, everybody's ex, the face of the band, I'm here to look pretty baby
Choose the Mask you currently wear, one Mask you discarded, and one Mask that threatens to consume you.
I am an alien from a dying planet and harbinger of an inescapable apocalypse, my music is wild and haunting
I am royalty from a fictional past and deride the love I desperately need, my music is rhythmic and romantic
I am a rebel leader from a dark future and I shall orchestrate a dystopia of our own making, my music is hypnotic and delirious
I am the fae king who grants ill-cast wishes and offers dark bargains, my music is ethereal and manipulative
I am a serial killer who turns willing victims into impossible art pieces, my music is violent and eerie
I am a fallen angel, on the run from divine hunters and mortal lovers and only you can save me, my music is soft and beautiful
I am a broken doll mimicking life, perfect and made to fulfill your every desire, my music is naive and inviting
I am a warrior from another time and place, only you can heal my wounds and recreate my fate, my music is loud and lustful
As The Mask I gain 2-4 tokens when I:
Hide my true feelings behind a Mask
Ask someone to wear one of my Masks, for now
Give a part of myself to a Mask
When you gain your fifth token:
The divine music swells within you and seeks release. You cannot gain new tokens until you choose one:
Go to another band member and take off your Mask, reveal something vulnerable and raw about yourself. If they reach out to touch your real face, they break a chain. If they do anything else, break one of your chains.
Reflect on the god you once where, and create a new Mask to contain that memory. Your power wanes, crack one halo.
The Mask's Chains:
A whisper that comes from my mouth but doesn't sound like me at all
An embrace that promises more than it should
A kiss that comes dangerously close to unmasking me
One of my Masks on someone else's face
A song I wrote that will weaken a single Mask
A Mask I created that takes a life of its own
A Mask someone else creates to imprison me
Someone I love wearing my true face
The Mask's Move:
When you put on one of your Masks to tell its story, describe how you embody it and how you draw others into your spell. Spend tokens and roll.
On an 8-10 You are in control of the Mask, choose one:
A part of your Mask becomes more real than real, create a new Chain that reflects this.
A part of your true self gives way to the Mask, one Halo becomes whole again.
Someone is inexplicably drawn to you, you have them wrapped around your finger, for now. Say who they are and place a chain on them. If they're a band member, they place a chain on you as well.
On an 11+ The Mask begins to consume you, and you cannot tell the difference between art and reality. Choose one:
Another band member must become a part of your story, both of you place a chain on the other. For now, you are obsessed with crafting a Mask for them to match your own.
One of your fans is convinced the Mask is your true self, you cannot outrun them. For the rest of the scene you are at your fan's mercy. Describe how their obsession for you draws out something painful and real from you. When you return in a future scene gain the chain: an obsessed and dangerous fan
On a 7- your sense of self shatters and the Mask bleeds through. Until you regain your sense of self and remember you are not your Mask, you cannot perform. The Audience will tell you what happens next.
At the start of every session:
Spend a moment with your Masks and consider who they are and what story they have to tell. Choose one:
Put down the Mask you're currently wearing and pick up another, why does this one call out to you?
Change something essential about one of your Masks, what part of you refuses to bend or break?
Create a new Mask, based on someone you're obsessed with and yearn for. What does it feel like when you pretend to be them?
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sicksadgames · 1 month ago
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EVERY ITCH IO TTRPG
GAME TITLE: the heartache at world´s end
GAME DESCRIPTION: a game about loss friendship abba and sucking cock
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sicksadgames · 1 month ago
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how it feels to be online these days
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sicksadgames · 1 month ago
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do not go gentle into that good night
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sicksadgames · 2 months ago
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sicksadgames · 2 months ago
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Fire in the Spires Now on Kickstarter
The People's Revolution has been stolen! The Revolutionary Council of Kyneburgh is corrupt! Was it the influence of those dead nobles, the allure of treasures and wealth, or dark and vile magics? Whatever the cause the people starve and riot, and the rich hide in their towers and send their bailiffs to beat us.
We must climb to the top of the city and root out the evil once more! We must burn down their spires!
Fire in the Spires is a single player dungeon climber ttrpg. It's my follow-up/sequel to A Torch in the Dark. It's a story of how revolutions are stolen, twisted, and spit back in the face of those who need them.
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A Torch in the Dark is one of my first games, and to this day one of my most popular. I've never done a sequel before, but I've had this idea for a while now, and wanted to give folks who loved Torch more lore, more ways to play, and more gruesome and wretched rich people to kill.
Fire in the Spires uses the Forged in the Dark rules system, splitting game play into two phases: climbs and downtime. In climbs you assemble a crew of rebels each with a single unique trait. You combine these traits together with spire modifiers and encounter complications to build a die pool, which determines if your crew will ascend, or be weighed down by stress and damage.
When your climb is done, you return to the streets, cross days of the new People's Calendar, and do your best to recover and recruit before your next climb.
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Fire in the Spires is a standalone sequel. You don't need to have read or played Torch to get it. But if you'd rather take your favourite delver through five new dungeons and hundreds of new encounters, you can. I'll be including instructions about how to mash the two games together, if you want to treat Fire in the Spires as more like an expansion.
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Also, if you missed your chance to get a printed copy of A Torch in the Dark, I'm doing a rare second printing. You can get digital copies as an add-on, or back at certain tiers to get the physical copy.
Check it out on Kickstarter now. Spread the word. Tell your allies. Scream it at your enemies.
Once we asked people to be a torch in the dark. Now, when Kyneburgh needs you again, will you be our fire in the spires?
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sicksadgames · 2 months ago
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Connecting pre-written RPG modules
When you run RPGs that predominantly use prewritten adventures (Mothership, Alien, Delta Green etc) for the same group of characters over multiple sessions, how much do you bother to connect them narratively?
Are you yada-yada-yadaing an explanation for what happened between adventures at the start of a session? Do you spend a bunch of time exploring the universe/world all the adventures take place in? Does it even come up at all, are you just running a bunch of essentially unconnected oneshots?
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sicksadgames · 2 months ago
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The SS Warrimoo, a passenger steamship traveling from Vancouver to Australia, was silently knifing its way across the mid-Pacific waters. The navigator had just finished calculating a star fix and handed the results to Captain John DS. Phillips.
The Warrimoo's coordinates were LAT 0º 31' N, LONG 179 30' W. The date was December 31, 1899. "Know what this means?" First Mate Payton announced, "We're only a few miles from the intersection of the Equator and the International Date Line."
Captain Phillips was prankish enough to seize the opportunity to do the nautical feat of a lifetime. He summoned his navigators to the bridge to double-check the ship's position. He altered his course slightly to focus directly on his target. He then altered the engine's speed.
The calm weather and clear night worked to his advantage. At midnight, the SS Warrimoo rested on the Equator, exactly where it had crossed the International Date Line. The ramifications of this odd arrangement were numerous.
The ship's bow was in the Southern Hemisphere, in the middle of summer. The stern was in the Northern Hemisphere, in the midst of winter. The date on the aft portion of the ship was December 31, 1899. The date on the forward half of the ship was January 1, 1900. The ship experienced multiple days, months, years, seasons, and centuries simultaneously.
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sicksadgames · 2 months ago
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Connecting pre-written RPG modules
When you run RPGs that predominantly use prewritten adventures (Mothership, Alien, Delta Green etc) for the same group of characters over multiple sessions, how much do you bother to connect them narratively?
Are you yada-yada-yadaing an explanation for what happened between adventures at the start of a session? Do you spend a bunch of time exploring the universe/world all the adventures take place in? Does it even come up at all, are you just running a bunch of essentially unconnected oneshots?
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sicksadgames · 2 months ago
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Can you believe I'm having to make this meme even after successfully finishing up taxes and applying to job
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