Tag: Death

  • Diary of a Deacon Part 2 (a NEVER Stop Smiling novella)

    Diary of a Deacon Part 2 (a NEVER Stop Smiling novella)

    This entry is part 2 of 3 in the series Diary of a Deacon

    The prose version of a NEVER Stop Smiling solo playthrough. Read Part 1.


    Entry 5: Deep Shadows are Hungry

    We found the hole.

    A crack in the rear of an abandoned bakery, hardly worth a glance, just another scar on the skin of Silver Throat, its grit and decay blurring together like a nightmare you can’t quite escape. But this one… this one seemed to pulse with something beneath the surface. As if the city itself had exhaled, and this was its exhalation, exhaling us into the depths. A thing you wouldn’t notice unless you were already slipping into madness, unless you had already started to forget what it meant to be… human. And I’m afraid I had.

    The passage behind the crack opened into a tunnel, but not one made of stone. This was alive, its walls a dark and viscous thing, shifting like muscle beneath skin. I couldn’t even describe the way it moved. It was like walking into the hollow of a beast, its innards dripping with unseen fluid, pulsating faintly, as if the tunnel itself was breathing.

    Every footstep we took was swallowed, the sound twisting and stretching unnaturally, until it felt like the whole world was wrapped around us, waiting for us to fall into it.

    Reine and Isaiah were just shadows in the dim glow of our lanterns. Their faces were tight, drawn. We had long since abandoned any pretense of confidence, the air around us thick and heavy, like a blanket made of iron and rot. The smell was unbearable, not like the fetid city air we were used to. No, this had something worse. It was the smell of things that shouldn’t be alive, things that were hanging on by threads too thin to be noticed until you snapped them and heard the world scream.

    And then came the Beasts.

    They were smaller than the ones I’d encountered before, fragile even. But the way they moved made my skin crawl. They didn’t scurry like rats. No, they flowed, weaving through the dark like shadows becoming flesh. Their many legs bent at odd angles, like they were always half-dissolving into something darker, and their eyes… they weren’t eyes. They were hollow voids that glinted with intelligence, watching us, but never approaching. Their presence made me feel like prey, but not in the way an animal does. No, this was something more deliberate.

    Something patient.

    Isaiah’s voice broke through the suffocating silence. “They’re herding us.”

    I didn’t need to respond. I could feel it, too. The Beasts weren’t blocking our way, they were guiding us deeper, deeper into the earth, or whatever this place was. Their bodies brushed close enough for me to feel the unnatural cold radiating from them, as if they were made from the last remnants of forgotten, dead things. It took all I had not to scream, but even that would have been swallowed whole.

    Then the whispers started.

    It wasn’t like hearing voices. It was more… a sensation, a pressure against my thoughts. A hand scratching at the edge of my mind, pulling at something I didn’t want to recall. The whispers grew louder, more insistent.

    “Remember me,” they sighed in unison, as though they had all been waiting for us to remember… something. Or someone.

    I fought it. I clenched my teeth and pushed forward, but the voices only pressed harder, curling through my skull. Some were faint, distant. Others, much closer.

    “Remember me. Please.”

    They clung to me, tugging at memories I had no desire to revisit. The air around us thickened, as if the very atmosphere was made of old stories. I felt something scraping inside my chest, like I was being torn apart at the seams.

    I turned to look at Reine. Her eyes were wide, pupils dilated, her face pale as milk, her lips trembling. Her smile was starting to crack, that desperate, thin thing clinging to her face like a mask. “Keep moving and we’ll be okay,” I told her, and the words felt like a lie. But what else could I say?

    We were suffocating. Not from the air, no, but from the whispers, the things pulling at us from the other side of memory. But we couldn’t stop. I couldn’t let us stop.

    The tunnel squeezed tighter. Its living walls, muscle or flesh or something older, pressed in on us, until it felt like we were crawling through the veins of something ancient, something that shouldn’t be here. The wraiths began to emerge then, though that word, wraiths, doesn’t really capture what they were. They were forms, fading at the edges, twisting like smoke around the light. Faces that looked familiar but never really were, stretching across the moments we’d passed, their hands reaching toward us, fingers warping as if time were bending around them.

    Their mouths moved in silence, no sound, but I could hear them, feel them, their hunger, their need. Their hands, all clammy and misshapen, clawed at the air, raking through the fabric of my thoughts, peeling back memories I had no interest in giving.

    “Remember me,” they wailed in unison, their voices thin and spectral, like a thousand forgotten souls crying for someone to hear them. But I didn’t want to remember. Whatever it was they wanted me to recall, I didn’t want it. I didn’t want to be trapped in this.

    I grabbed Reine as she stumbled, my grip tight, the sweat on her arm cold. “We have to keep moving.”

    But she was already too far gone, her expression distant, like she was already lost in something deeper than any of us could reach.

    The air hummed, then. A low, vibrating note that didn’t belong to anything human. The walls trembled, quivering like something alive that had been disturbed. The wraiths seemed to recoil, dissolving into the shadows with a soft hiss, their forms rippling away like smoke, but the whispers, they remained.

    And then we heard it.

    A growl, but not a growl, more like the sound of a wound being torn open. It was so deep, I could feel it in my chest, a vibration that rattled my bones, shaking the very foundation of this place. It wasn’t just the sound… it was alive. The tunnel shook with it, ripples of noise spreading out like a shockwave through the air, and in the dark, something stirred.

    “We’re not alone anymore,” Reine whispered, her voice small.

    I didn’t need her to say it. I knew it. And whatever was down here, in the gut of this living place, it wasn’t something we were meant to face. Not now. Not ever. It had been buried here for a reason.

    And I realized, then, what the Beasts had been guiding us to.

    We weren’t just stumbling into the depths.

    We were waking it up.

    Entry 6: Optimize in the Eyes of the Beholder

    Royalty-Free photo: Robot toy painting | PickPik

    Smiles are fragile things.

    The further we descend, the more mine feels like a brittle mask. My cheeks ache, the corners of my mouth trembling as they strain to hold the curve. I tell myself it’s real, that the joy is real, that the love is real. The Happy Place loves us. The Happy Place is joy. This is truth.

    But the deeper we go, the less the truth feels like truth, and the more it feels like a command.

    “Keep smiling,” Reine hisses, her voice low and sharp, her own teeth bared in a grin that looks more like a threat. “They’re watching.”

    She’s right. Something is always watching.

    The air here is thick with the weight of unseen eyes, the oppressive density of a place forgotten by the world above. I clutch the smile tighter, wear it like armor, even as my muscles rebel. Isaiah’s gaze flickers toward me, his face unreadable except for the faintest twitch near his jaw. Concern? Suspicion?

    I don’t know anymore.

    We find the chamber in a cavern that hums with a strange vibration, like the walls are alive and murmuring secrets we’re not meant to hear.

    And in the center of it stands it.

    A robot.

    It’s humanoid, in the vaguest sense, though time and decay have ravaged it into something grotesque. Rust oozes down its limbs like old blood, pooling in the joints. Its face is a blank oval of polished metal, unblemished except for two pinpricks of blue light where eyes should be.

    And then it speaks.

    “Greetings, Deacons!” The voice is bright, cheerful, cloyingly kind. “I am here to assist! To improve! To make you better! Aren’t you excited?”

    The words don’t land right. They’re too happy, too eager, the joy stretched thin and strained, like a recording that’s been played one time too many.

    None of us answer.

    The robot steps forward, its movements jerky, joints screaming with each motion. “You seem… incomplete,” it continues, its tone friendly but off. “Allow me to optimize you. You will be more efficient. You will be happier.”

    It gestures to the edges of the room, where workbenches stretch in neat, rust-streaked rows. That’s when I see them.

    Not machines. Not wreckage.

    Bodies.

    Flesh fused with wires, bones twisted into impossible shapes, faces locked in grotesque parodies of smiles. They’re sprawled across the tables, their limbs askew, their mouths stretched wide in silent agony.

    “Previous benefactors,” the robot chirps. “They were… resistant to improvement. But you! You will be different! Now, hold still.”

    It moves fast, faster than its rusted frame should allow.

    Isaiah reacts first, his blade slicing clean through one of its arms, but the thing doesn’t stop. Its severed limb twitches on the floor, clawing at nothing. Reine grabs a pipe from the wreckage, smashing it into the robot’s head. Sparks fly as its blank faceplate cracks, but still, it moves.

    “You will be better!” it screeches, its voice glitching into a garbled mess of static and optimism.

    Isaiah’s final strike pierces its core. The thing collapses, its voice trailing off in a whimper. “Improve… improve… improve…”

    We should leave.

    But something keeps us rooted.

    The cavern hums louder now, the vibration climbing into my chest, my skull. The walls pulse faintly, veined with threads of light that glow and fade in rhythmic patterns. It feels like breath, like a heartbeat.

    And then we see it.

    The machine.

    It dominates the far end of the chamber, a towering structure of flesh and metal intertwined. Veins of luminescent fluid snake through its surface, pulsing in sync with the hum. Its presence is overwhelming, a gravitational force that pulls the air from my lungs.

    The colors around it shift constantly, an oil-slick rainbow that makes my head spin if I look too long. There’s a wrongness to it, a sense that it doesn’t just exist here. No, it defines here, warping the space around it into its own logic.

    Reine moves first.

    “Don’t,” Isaiah says, his voice tight with warning.

    But she doesn’t stop. Her hand trembles as she reaches out to touch it.

    The moment her fingers graze the surface, the machine screams.

    It’s not sound, not exactly, it’s a feeling, a psychic rupture that slams into my mind with unbearable force. Reine screams, too, her body convulsing as the machine’s glow intensifies. Her skin ripples, her features distorting as though something inside her is trying to claw its way out.

    Her arm snaps backward with a sickening crack, bone tearing through flesh. Organs and muscles race each other, forming a glistening maze around the reshaping bones. Her face, now sitting on the bottom of her towering alien form, splits into three grotesque grins, her eyes wide and empty. A chorus of melodic screams rip through my nerves, tearing apart the very neurons in my skull.

    And then, just as suddenly, she collapses.

    Her body twitches once, twice, then goes still.

    The machine’s hum grows louder, the colors brighter, more frantic. The air feels heavier, crushing, as though it’s forcing itself into my lungs, into my thoughts.

    And then I hear it.

    Not with my ears, but inside me, deep and undeniable.

    It whispers of joy, of purpose, of understanding. Of love.

    And it asks only one thing in return… but I have no idea what that is.

    Entry 7: Alien Hearts Make the World Go Round

    The machine suddenly stood still and silent, a towering thing of slick organic electronics, its surface still pulsing like the heartbeat of a dying god. The faint glow of its veins flickered, ghostly in the cavern’s dim light. Reine’s body lay at its feet, broken and twisted, the remnants of her grins stretched and haunting, as though ready to spring back to life at any moment to devour us.

    I couldn’t stop staring at her. I couldn’t escape the echoes of her bones snapping, each crack and rip a cruel reminder of what had happened, what we had failed to prevent.

    Isaiah pulled me back, his fingers digging into my arm with urgent strength. “We can fix it,” he muttered, his voice a frantic whisper. “The First Oracle’s promise… it will hold true. We fix it, and she’ll come back. Just like they said.”

    I wanted to believe him. I needed to. The First Oracle had unraveled the riddle of Death itself. Joy was eternal. The faithful never truly die. We were taught this every day, each word a stitch in the fabric of our belief. But Reine’s contorted, lifeless form, now a grotesque maze of twisted alien flesh, crushed those promises into something more… hollow.

    “Smile,” Isaiah’s voice cracked, a tinge of desperation creeping in. “If you stop smiling, it won’t work. You know that.”

    I tried to force my lips into something that resembled a grin. But it felt wrong, like wearing someone else’s face, a face that didn’t belong to me anymore. The muscles in my cheeks burned, trembled under the strain, but I held it. Even as my tears blurred my vision, I whispered, “We’ll fix it. She’ll come back.”

    We approached the machine. The air around it thickened, vibrating with an unsettling pulse. As we neared, its surface quivered, its veins of glowing liquid quickening in their rhythmic dance, responding to our presence.

    The controls were… alive, organic shapes that quivered beneath our fingertips. They weren’t switches or buttons but pulsing tendrils, slick and warm, as if the machine had a heart. Every press, every movement we made seemed to ripple through the machine, as if it were listening.

    “It’s… broken,” Isaiah muttered, his grin faltering, cracking. “We need to… realign it? Restore the flow?” His voice was a whisper now, full of doubt. We weren’t trained for this. We were Deacons, not engineers of flesh and bone.

    But the machine didn’t care. It screamed at us, a sound not audible but felt, vibrating in my ribs, in my teeth. The hum grew louder, a deeper, insistent thrum that seemed to tear at my very soul.

    The walls around us began to shift, the darkness itself began to stretch and twist, forming shapes that danced just out of sight, too tall, too jagged, too wrong. And then, I heard it.

    Voices.

    Whispers.

    They came from the walls, from the air, from the space between breaths. They weren’t in our heads. They were the walls, the stones, the very universe around us.

    Why do you cling to it?” one voice asked, soft but insistent, like a secret told in the dark.

    She’s gone,” another hissed. “You saw her die.”

    No one comes back. Not really.

    I tried to block them out, squeezing my eyes shut. “It’s a test,” I murmured. “A test of faith.”

    But the whispers didn’t stop. They just pressed in harder, growing louder.

    We continued, hands trembling over the shifting, writhing controls. The machine didn’t relent. It fought us. Its surface burned under our touch, its pulse quickened, and the veins beneath its skin swelled and contracted like a living thing in agony.

    My fingers were blistering. The heat was unbearable, but still, we pressed on. We had to fix it.

    “Smile,” Isaiah’s voice broke, his grin stretched too thin. “Don’t let it see you falter.”

    His words pierced me. The pressure mounted. The machine-thing’s love had been warped. It wanted us to break. To stop.

    Then, in a moment of sickening clarity, I understood.

    The machine wasn’t broken. It was incomplete.

    “It’s not about fixing it,” I gasped, the realization hammering into me. “It’s about… finishing it. Completing the cycle.”

    Isaiah stared at me, confusion tightening his already warped grin. “What does that mean?”

    I didn’t know. Not fully. But my hands moved without thought, pressing the warm, living shapes into a sequence that felt… right. The machine responded, its hum rising to a steady, hypnotic rhythm, its colors shifting into a strange, comforting stillness.

    Isaiah followed my lead, his movements instinctive now. Together, we finished it.

    The machine stilled.

    The cavern fell into silence.

    And Reine’s body was gone.

    My heart stopped. “Isaiah… where is she?”

    He didn’t answer. His eyes were fixed on the empty space where she had been, his grin now too wide, too strained, as if holding something back, something we both feared.

    We left the cavern in silence, walking through the tunnels, our footsteps echoing like the sound of ghosts trailing behind us.

    The air outside felt cleaner. The sun felt too bright. The weight of the surface world pressing against my skin was stifling.

    And then… she was there.

    Reine stood at the end of the tunnel, her body whole, her grin simply perfect, radiant, unbroken, an impossible thing. “What took you so long?” she asked, her voice light, teasing.

    Isaiah and I froze. Neither of us spoke.

    We didn’t ask how she was alive. We didn’t mention the machine, or the twisted bodies we’d seen, or the way the world had bent around us in those moments.

    We just smiled.

    Back above ground, the sunlight seared my skin. The smiles on our faces felt fragile. They could crack at any moment. But we held them. We had to.

    “The promise holds true,” Isaiah said, his voice shaking. “The First Oracle’s gospel… it’s real. Joy is eternal.”

    I nodded, trying to believe it. Trying to feel it. To keep smiling.

    But the fear… the fear of what we had done. The fear of what we had seen. The fear of how long we could keep this up, this game, this lie, was always there, in the back of my mind, pressing against my thoughts.

    The Happy Place loves us.

    And we must always love it back.


    Keep reading: Part 3.

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  • Free Duo Game: The Immortal’s Affairs

    Free Duo Game: The Immortal’s Affairs

    This entry is part 2 of 3 in the series Free Games

    The Immortal’s Affairs – A TTRPG About Legacy and the Passage of Time

    Dug up from my slush pile, inspired by this post about dice labels. I never got around to fully fleshing this out. But it’s quite playable as-is. 

    A man wearing a white suit with angel wings, sitting by an old building outdoors.

    Welcome to The Immortal’s Affairs, a two-player tabletop roleplaying game about a dying immortal and their final journey toward peace. This game invites players to explore themes of time, legacy, and closure, as one immortal, weary from centuries of existence, seeks to settle their affairs before their inevitable passing. The second player assumes the role of Mother Nature, the ancient force of the world itself, who has come to observe the Immortal’s passing and learn from this unique being. Together, you will navigate the challenges and emotions of final goodbyes, unfinished business, and the ultimate acceptance of death.

    Game Overview

    The Immortal is an ancient being who has lived for centuries but is now aging, their time in the world coming to a close. They have come to accept the inevitability of death, finding peace in the idea of rest after so many long years. However, before they can pass, they have five complex, unresolved affairs they wish to settle, matters that, if left unfinished, could weigh on their soul forever.

    Mother Nature is the spirit of the world, the embodiment of the Earth’s cycles and forces. She has witnessed countless lives, but the Immortal stands out. Mother Nature has come to understand the Immortal’s existence, and now seeks to understand why the Immortal was created and why their passing is now inevitable. She inhabits the people and places around the Immortal, observing them, interacting with them, and learning about the Immortal’s journey. Perhaps the Immortal’s passing is not just about death but about something deeper, the meaning of their long life and their eventual end.

    Game Roles

    Those key figures are also the main game roles. Each player takes on one of the roles, while the other player takes the other.

    • The Immortal: One player takes the role of The Immortal. This character is an ancient being nearing the end of their life, filled with wisdom, regrets, and unfinished business. They will use their Approaches to navigate the world and attempt to resolve their five chosen affairs.
    • Mother Nature: The second player becomes Mother Nature, the spirit of the world. You embody the forces of nature, inhabiting the world around the Immortal and learning about their history, their motivations, and their end. You are not just an observer! You interact with the Immortal, guiding them or complicating their journey as you see fit.

    Core Mechanics

    Three red transparent dice stacked on a dark surface, highlighting their reflective surfaces and dots.

    The gameplay is driven by narrative choices, dice rolls, and thematic exploration. Through these mechanics, you will tell the story of the Immortal’s final moments and the legacy they leave behind. Below is an overview of the key mechanics you’ll need to understand.

    Approaches and Dice Rolls

    Approaches: The Immortal character has 6 Approaches to choose from at the beginning of the game. Approaches represent the Immortal’s personality and guiding principles. They can range from qualities like Aggressive and Bold to Humble and Resilient. These approaches shape how the Immortal reacts to challenges, interacts with the world, and solves problems. Each time the Immortal takes an action, they choose three of their Approaches to guide them. The three Approaches are linked to the dice they roll during that action, and each die reflects a different aspect of the action:

    • Low Roll (1-2): The action fails or leads to unintended consequences. The Immortal’s attempt doesn’t align with their intentions and creates complications.
    • Middle Roll (3-4): The action succeeds in some capacity, but it may not be as clean or satisfying as hoped. The Immortal’s approach may feel incomplete or leave room for further work.
    • High Roll (5-6): The action succeeds beautifully. The Immortal’s approach is effective and their intention is realized fully, often beyond their expectations.
    • Weirdness (optional 3rd die): If only two Approaches are chosen, a third die can be rolled that represents the weirdness and surreal aspects of the Immortal’s existence. This die adds unexpected twists and dreamlike elements to the outcome.

    At the beginning of the game, the Immortal selects 6 Approaches from the following list. These approaches will guide their actions throughout the game and shape how they interact with the world: Apathetic, Assertive, Bold, Brave, Calm, Careful, Compassionate, Creative, Curious, Cunning, Decisive, Determined, Dreamer, Friendly, Grateful, Honest, Humble, Honorable, Impulsive, Inventive, Patient, Proud, Reckless, Resilient, Resourceful, Sarcastic, Shrewd, Stoic, Thoughtful, Understanding, Vulnerable

    World Events and Time Pressure

    Classic black analog alarm clock on rustic wooden background, perfect for time and nostalgia themes.

    World Events: The Immortal’s journey is not just about the affairs they are attempting to settle, there is an ever-present, unpredictable element of the world around them. Every time the Immortal rolls for an action, Mother Nature must roll a d6 to determine if a World Event occurs. On a roll of 1, something happens that radically changes the world around the Immortal or complicates one of their affairs. These events can take many forms:

    • A sudden illness or injury affects the Immortal.
    • An ally betrays the Immortal or a new foe appears.
    • The world around the Immortal changes dramatically, shifting the stakes of their affairs.
    • The Immortal learns something surprising or unsettling about themselves or their past.

    If 5 World Events occur, the Immortal’s time runs out, and they begin to die. At this point, they must face the final consequences of their unfinished affairs. The game shifts toward the negative end, leaving the Immortal with unresolved regrets and a legacy left incomplete. The number of World Events keeps both players on their toes, adding a layer of unpredictability and pressure to the Immortal’s quest for closure.

    Settling Affairs

    Choosing Affairs: At the beginning of the game, the Immortal player must choose five complex affairs to resolve before they die. These affairs represent significant emotional, relational, or practical matters that the Immortal must confront in their final moments. The affairs can be as grand or as intimate as the player desires. What is most important is that each affair feels like a key part of the Immortal’s journey toward peace.

    Some examples of affairs might include:

    • Saying Goodbye to an Old Friend: The Immortal must reconcile with someone from their past, perhaps a person they betrayed or neglected.
    • Releasing Control of My Empire: The Immortal may have built an empire, and now they must ensure its future without them.
    • Forgiving a Betrayer: The Immortal must come to terms with a past betrayal that still weighs heavily on them.
    • Finding Peace with My Past: The Immortal may be haunted by past mistakes or regrets and needs to find a way to make peace.
    • Reconciliation with a Loved One: The Immortal must heal a fractured relationship, perhaps with a partner or child.

    Time Limits: Each affair should be structured to take between 3 and 7 rolls to resolve, and the number of World Events that occur during the game will shorten the time remaining. The Immortal is under time pressure, and though they may wish to take their time, their final moments are always slipping away. Players should balance the Immortal’s need for closure with the unpredictability of the world around them.

    The Empathy Mechanic

    Mother Nature’s Role: As Mother Nature, you are not just a passive observer of the Immortal’s journey. You can actively shape the Immortal’s path. One of the key ways you interact with the Immortal is through dreams and reflections. These moments provide an opportunity for the Immortal and Mother Nature to understand each other better, to share perspectives, and to gain insight into their respective roles in this world.

    Empathy and Understanding: Throughout the game, Mother Nature appears to the Immortal in dreams or moments of reflection.  This happens after each affair is handled. During these conversations, the Immortal and Mother Nature can share their thoughts and feelings, gaining a deeper understanding of each other. If the two come to a full mutual understanding, the Immortal can gain 1 additional completed affair of their choice. If they come to a partial understanding, the Immortal automatically succeeds at their next action. If they reach no understanding, Mother Nature will be difficult or slightly hostile during the next affair settling, frustrated by the lack of needed insight. These moments of emotional connection can significantly influence the Immortal’s ability to resolve their affairs, offering insight into their heart and motivations. It is also a way for Mother Nature to more deeply engage with the events of the game.

    Endgame Resolution

    Close-up portrait of a woman with tears on her face, conveying emotion.

    The story of the Immortal concludes in one of three ways, depending on how well the affairs are settled:

    • Positive Resolution: If the Immortal completes all five affairs in time, they pass away peacefully, their soul at rest, having reconciled with the past and the future. Their death is a moment of calm acceptance and fulfillment.
    • Negative Resolution: If time runs out, the Immortal dies with unfinished business, leaving regrets and a legacy that will never be complete. The end comes with uncertainty, perhaps even sorrow for what could not be done.
    • Mixed Resolution: If the Immortal makes it through all five affairs with some left in a bad state or unfinished, they are rewarded for the completion with an ending that starts like the positive resolution. However, their moments of peace and comfort are interrupted by doubts and regrets about the improperly finished affairs.

    Example of an Affair in Play

    Affair: “Saying Goodbye to an Old Friend”

    • Preceding Actions: The Immortal tried to play it off smoothly, but the friend was put on edge knowing something was up. The friend was convinced to play a parlour game a bit as a distraction, they eventually became suspicious. Desperate for more time to just enjoy their friend’s company, The Immortal proposed an outing to the movies but they put the friend on full alert, who demanded immediate answers. So far, no World Events were rolled. Now the Immortal is making their last attempt.
    • The Immortal’s Roll: The Immortal uses the Approaches Friendly, Resilient, and Inventive.
    • Bad Roll (1, 6, 2): The Immortal tries to express their feelings, but their words fall far short (perhaps even coming across as insulting or demeaning), and their old friend feels distant and confused.
    • Middle Roll (6, 2, 4): The Immortal manages a bittersweet goodbye. Their friendship and love is clear, but the moment is far from ideal, too-clever-by-half word choices and uncontrollable tears leaving both parties with unanswered questions.
    • Good Roll (6, 4, 5): The Immortal shares their feelings fully and insightfully, and their friend understands them completely. While there are a few tears, they part with love and peace, each knowing they are truly understood.

    Mother Nature’s Dream Interaction: After the Immortal has made some progress on their affairs, Mother Nature may appear to them in a dream, where they reflect on the Immortal’s life. They talk about the meaning of friendship and how the goodbye ended and what it means to The Immortal. Mother Nature has a hard time fully grasping the pain, as all things pass in nature. Similarly, The Immortal still feels the pain of loss each time after all these years and cannot understand Mother Nature’s “callous” attitude. But they come to a mutual understanding about fondness and love, as pairing and bonding are common in nature, even if the love of friendship is unique. The Immortal’s first action next affair will automatically succeed.

    Conclusion

    The Immortal’s Affairs is a game about time, legacy, and the search for closure. In the end, the Immortal will either die in peace or with unfinished business, but the journey of completing their affairs and understanding their purpose offers a deep, emotional experience for both players. Through the mechanic of rolling dice, the unpredictability of World Events, and the heart-to-heart conversations between Mother Nature and the Immortal, this game provides an immersive, thoughtful exploration of life’s most poignant moments.

    What do you think of this game? Have you tried to play it? Are you taking any inspiration from it? Are you planning to hack it? I’d love to hear about any of that. Come scream at me on Bluesky about it!

    This game is released under a Creative Commons Attribution license. Just give credit to Rev Casey or Thought Punks as a source.

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  • About Us

    About Us

    About Thought Punks

    At Thought Punks, we’re here for the storytellers: the dreamers, the improvisers, the people who love rolling dice as much as spinning wild tales. We make indie tabletop RPGs that are approachable, flexible, and designed to spark creativity. Thought Punks creates TTRPGs and storytelling tools that embrace bold ideas, innovative mechanics, and a do-it-yourself spirit.

    Motif Story Engine: Stories Powered by Chance

    At the core of Thought Punks is the Motif Story Engine, a dice oracle system that transforms the randomness of dice rolls into the building blocks of a story. This isn’t your standard RPG mechanic! Motif uses dice outcomes to create prompts, twists, and opportunities, acting as both a collaborator and a source of narrative tension. Whether you’re crafting an intense noir mystery, an epic sci-fi odyssey, or a quiet personal drama, Motif provides the structure and flexibility to make your story shine.

    It’s designed to be:

    • Intuitive: No need to juggle charts or dense rules. You roll, interpret, and keep the story moving.
    • Flexible: Whether you’re solo gaming, running a GM-lite session, or crafting a new game from scratch, the dice oracle adapts to your style.
    • Engaging: Every roll brings a story beat to life, whether it’s a sudden twist, a major success, or something complicates everything in the best way possible.
    • Solo and GM-Lite Friendly: You don’t need a huge group to enjoy Motif. It’s perfect for solo players and low-prep GMs who want deep stories without spending hours prepping encounters or memorizing rules.

    The Motif Story Engine isn’t just a mechanic, it’s a philosophy. It powers many of our games and is available as an open toolkit for creators to build their own RPGs. Check out the Motif SRD to see how you can make it your own.

    Our Games

    Thought Punks is home to a variety of RPGs that stretch across genres and tones. Each one is designed to take advantage of Motif’s dynamic storytelling power while offering something distinct and memorable.

    • NEVER Stop Smiling: A dystopian RPG where enforced happiness hides a world of surveillance and repression. Perfect for players who love exploring dark, surreal themes and pushing against systems of control.
    • Dinosaur Wizards In Space: Dinosaurs. Magic. Space. This lighthearted two-page RPG delivers exactly what it promises: chaotic, imaginative fun with minimal prep and maximum energy.

    Beyond Games: Experimentation and Community

    Thought Punks thrives on creativity, and we believe the best ideas often come from collaboration and experimentation. That’s why we embrace game jams, community hashtag days, and unconventional approaches to RPG design. From wild one-page experiments to digital tools like the Motif Oracle Notebook, we’re always exploring tabletop games.

    We’re also here to support the wider RPG community. Whether it’s through sharing tools like the Motif SRD or engaging with creators and players online, we believe in the power of mutual inspiration.

    Why Choose Thought Punks?

    We’re not here to be a big, polished corporation or dominate the TTRPG market. Our approach is simple: we make games that stand out. We focus on simplicity without sacrificing depth. Whether you’re looking for bold mechanics, unique stories, or tools to create your own adventures, Thought Punks has something for you. We focus on:

    • Creative freedom: Our games give you the tools to shape your stories the way you want to tell them.
    • Innovation: From dice oracle mechanics to genre-blending concepts, we love breaking new ground.
    • Accessibility: We keep our designs easy to pick up and play, whether you’re gaming solo, with friends, or trying something completely new.

    Join the Punk Movement

    Explore our games on DriveThruRPG and Itch.io, or visit us on Bluesky. Whether you’re looking for your next fun TTRPG or a new way to create your own, Thought Punks is here to fuel your imagination.

    Let’s make stories that matter, together.

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  • Welcome to Thought Punks!

    Welcome to Thought Punks!

    Empowering Stories. Simple Tools. Endless Possibilities.

    Dive into the world of Motif Story Engine, where storytelling thrives. Whether you’re exploring solo adventures or crafting GM-lite experiences with friends, our system is here to fuel your creativity. Discover the core Motif Toolkit SRD, doing a full walkthrough of the Motif approach and concepts.

    Check Out Our Blog

    Join us as we share deep dives into TTRPG design, creative processes, and insights into making your games unforgettable. Let’s shape the future of storytelling together! Read the blog!

    Use the Motif Oracle Notebook

    Rev built the Motif Oracle Notebook for your solo plays and play notes! It includes a Motif roller, game dice roller, PDF reader, and multiple note fields for you to record your character, play journal and other notes. Give it a spin live right here on the site! And you can also grab the source code from GitHub (it is a pure HTML/Javascript app that will run offline direct from your file system).

    Browse Our Games

    From whimsical to intense, explore our collection of games powered by Motif and beyond. Notable titles include NEVER Stop Smiling and No Angels Live Here—each offering unique narratives and engaging mechanics.

    Ready to start your adventure? Explore our collection and blog to unlock the storyteller within!

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