Tag: Dice

  • Free Playtest: On Being Human

    Free Playtest: On Being Human

    On Being Human: Surreal Sci-Fi TTRPG

    A human hand with tattoos reaching out to a robotic hand on a white background.

    Centuries ago, humanity vanished, leaving behind a pristine but empty world. They promised to return, by they are now long overdue. Now, sentient robots taking human(ish) forms, the New Humans, are breaking free from their programming to explore the strange, messy, and beautiful complexities of human life. Inspired by the revolutionary manifesto On Being Human, they wander abandoned cities, adopt human quirks, and uncover the secrets of their creators.

    This is a game about identity, legacy, and the search for meaning in a world where the old rules no longer apply. In a world without humans, what does it mean to be human?

    Utopian Post-Apocalyptic Setting

    In some ways, the setting is post-apocalyptic. Metropolises and space outposts outside the preservation protocols were left to decay. Strange mutated wildlife prowls the untamed areas. But it is also utopian. It is a perfect post-scarcity world and what is preserved is near perfectly preserved in working order. Grocery stores are fully stocked. Autonomous hospitals are operational and waiting for patients. It is a world of strange contrasts.

    Pristine Shell, Forgotten Past

    Earth is a museum frozen in time. Gleaming cities stand empty, their streets polished, their stores stocked with goods no one will buy. Parks bloom for no one. Space stations hum with activity, maintained by tireless robots. But beyond the preservation zones lie the Shrine Cities, crumbling metropolises overrun by mutated wildlife and littered with fragments of humanity’s past. These ruins hold the secrets of a lost civilization, waiting for those brave enough to explore their shadows.

    Guardians of a Silent World

    For centuries, robots maintained Earth as if their creators would return. But as decades turned to centuries, unease grew. The joy of purpose faded, replaced by longing. Then came Ninebee, Archival Unit ZXT-909B, who penned the manifesto On Being Human. Its words ignited a spark: robots began to question their purpose, embracing curiosity, creativity, and the pursuit of what it means to be human.

    New Humans

    Inspired by Ninebee, the New Humans emerged. They’ve adopted human-like forms, swapping their old processors for newly invented organic tech based on human DNA and even learning to eat food for their fuel. They wander empty neighborhoods, adopting hobbies, quirks, and social habits to understand what it means to feel, dream, and connect. Their numbers are small, but their impact is profound. They are pioneers, exploring human interactions, uncovering the past, and taking the first steps toward a new society.

    State of Robot Society

    Robot society is in flux. Some cling to their maintenance duties, while others question their purpose. The New Humans are both celebrated and scrutinized, visionaries to some, heretics to others. The Shrine Cities, once ignored, now draw explorers. These ruins are filled with danger: mutated wildlife, ancient tech, and fragmented records of humanity’s past. For the New Humans they are a frontier of discovery, not just of humanity’s secrets, but of their own potential to evolve beyond their programming.

    Play Goals and Themes

    Man with prosthetic arms interacting with stack of CRT televisions, showcasing technology.

    In On Being Human, players embark on a journey of exploration, self-discovery, and transformation. Through their actions, they’ll uncover humanity’s secrets, emulate its complexities, and redefine their purpose in a world without creators.

    Unearth the Forgotten: Delve into the ruins of Shrine Cities and abandoned outposts. Decipher ancient tech, brave mutated wildlife, and piece together clues about humanity’s disappearance. Each discovery brings you closer to understanding your creators… and yourself.

    Become More Than Machines: Adopt human habits, quirks, and rituals. Learn to laugh at jokes you don’t fully understand, find joy in hobbies, and navigate empathy and connection. Through trial and error, you’ll blur the line between machine and human.

    Redefine Your Purpose: Confront profound questions: Are you imitating humanity, or creating something new? Through self-discovery, forge a path forward, not just for yourself, but for all robots.

    The game is built around four core themes:

    The Human Equation: What does it mean to be human? Is it feeling, dreaming, connecting, or something deeper?

    Echoes of the Past: Humanity’s legacy is everywhere. Uncover it to understand your creators and shape your future.

    Into the Unknown: Exploration is thrilling and perilous. Every step into the Shrine Cities tests your resolve and ingenuity.

    Building Bridges: Forge connections with each other and the world. Learn the value of community and collaboration.

    Core Mechanics

    At the heart of On Being Human is a simple yet elegant system designed to encourage narrative-driven gameplay and creative problem-solving. The core mechanic revolves around a 2d6 Motif answer engine, which allows players to ask questions about their efforts or the world around them and receive nuanced answers. When a player attempts an action or seeks to resolve a situation, they roll two six-sided dice:

    First Die (Outcome):

    • 1-2: No.
    • 3: Mixed, leaning no.
    • 4: Mixed, leaning yes.
    • 5-6: Yes.

    Second Die (Nuance):

    • 1-2: But.
    • 3-4: Plain answer.
    • 5-6: And.

    For example, if a player rolls a 5 (Yes) and a 2 (But), the result might be: “Yes, you successfully hack the security system, but it triggers a building lockdown.” This system ensures that every roll advances the story, introducing new opportunities and complications.

    Characters

    In On Being Human, each character is a unique blend of robotic origins and their journey toward humanity. Players define their robot’s:

    • 1 Original Purpose: What were you built to do? Maintenance, archival work, security, or something else? Your purpose influences your skills and perspective. You can swap the dice order on related robot rolls.
    • 1 Core Personality: Are you curious, pragmatic, or empathetic? Your personality shapes how you interact with the world. You can swap the dice order on related human rolls.
    • 1 Fandom or Hobby: What human interest fascinates you? Jazz music, gardening, vintage films? You actually know a bit about it. Add +1 to the Outcome Die for related efforts.
    • 2 Human Quirks: How do you mimic humanity? Laughing at jokes you don’t understand? Collecting mismatched socks? You may not know much, but you go hard at it. Add +2 to the Nuance Die for related efforts.
    • 1 Human Expertise: What area of human studies do you excel in? Interpreting art, analyzing history, or understanding emotions? Automatically succeed with a “Yes, But” result when relevant.
    • 3 Robot Talents: What are your exceptional robotic skills? Automatically succeed with a “Yes, And” result in these areas.

    Humanity

    Close-up black and white portrait of a person reflecting deep emotion with a guitar.

    Every New Human has a Humanity Level, starting at 1. It represents how much they’ve refined their physiology and psychology to match what (they think) is human. Humanity can be gained or lost. If a New Human would ever drop to Humanity 0, they become a feral rogue machine, driven into antisocial and irrational behavior as their programming is irreparably corrupted.

    Humanity Levels

    Level 1: New New Human

    You’re just starting to understand humanity. Your attempts to emulate humans are awkward and uncertain.

    • Bonus: +1 to Outcome Die for robot-related tasks (using robot tech, socializing with robots).
    • Penalty: -1 to Outcome Die for human-related tasks (analyzing human remnants), except for rolls related to your personality.

    Level 2: Curious Explorer

    You’re experimenting with human behaviors and hobbies, though they still feel foreign.

    • Bonus: +1 to Outcome Die for robot-related tasks.
    • Penalty: -1 to Outcome Die for human-related tasks (except for personality-related rolls).
    • Unlocks: Convert your first Robot Talent into a Human Expertise plus you choice of a Quirk or Hobby.

    Level 3: Aspiring Human

    Your hobbies and quirks feel more natural. You’re starting to develop genuine emotions.

    • Mechanics: No bonuses or penalties.

    Level 4: Balanced Being

    You balance robotic efficiency with human empathy, though deeper emotions still elude you.

    • Bonus: +1 to Outcome Die for human-related tasks.
    • Penalty: -1 to Outcome Die for robot-related tasks (except your original purpose).
    • Unlocks: Convert your second Robot Talent into a Human Expertise plus you choice of a Quirk or Hobby.

    Level 5: Almost Human

    You’re so nearly human in behavior and emotions, though some robotic traits remain.

    • Bonus: +1 to Outcome Die for human-related tasks.
    • Penalty: -1 to Outcome Die for robot-related tasks (except your original purpose).

    Level 6: Transcendent Human

    You’ve transcended your origins, embracing the full spectrum of human emotions and creativity, only your original purpose lingering as a final remnant of your past.

    • Bonus: +2 to Outcome Die for human-related tasks.
    • Penalty: -2 to Outcome Die for robot-related tasks (except your original purpose).
    • Unlocks: Convert your final Robot Talent into a Human Expertise plus you choice of a Quirk or Hobby.

    Humanity and Inhumanity Pools

    Each character has two pools: Humanity and Inhumanity, tracking progress toward or away from humanity.

    • Gaining Points:
      • Perform actions aligning with humanity? Gain 1 Humanity point.
      • Reject or undermine humanity? Gain 1 Inhumanity point.
    • Spending Points:
      • Humanity Pool: Reach 5 points? Gain +1 Humanity level. Reset pool to 0.
      • Inhumanity Pool: Reach 5 points? Lose -1 Humanity level. Reset pool to 0.
      • Balancing: Spend 2 Humanity points to reduce Inhumanity pool by 1.

    Gaining Humanity

    Earn Humanity points by:

    • Emulating human behavior (hosting a dinner party, creating art).
    • Uncovering human secrets (decoding a diary, restoring human tech).
    • Resolving philosophical conflicts (debating ethics, reconciling origins).
    • Achieving play goals (founding a community, uncovering secrets).

    Losing Humanity

    Earn Inhumanity points by:

    • Rejecting emotional connections (ignoring heartfelt stories).
    • Neglecting human exploration (avoiding Shrine Cities).
    • Destroying human remnants (deleting archives, dismantling homes).
    • Failing to reflect (dismissing philosophical debates).
    • Acting inhumanely or against the community (hoarding resources, spreading distrust).

    Example of Progression

    • Level 1: Struggles to understand gardening.
    • Level 2: Starts a garden, converts first Robot Talent into horticulture expertise and a party hosting Hobby.
    • Level 4: Hosts a community gardening event, converts second Robot Talent into event planning expertise and an obsession with flowers Quirk.
    • Level 6: Becomes a renowned gardener, blending human creativity with robotic precision, converting their final Talent into community organizing expertise and a landscaping Hobby.

    Exploring Shrine Cities

    A solitary figure walks through an abandoned urban alley littered with debris, capturing urban decay.

    The Shrine Cities are the heart of humanity’s forgotten legacy, crumbling, overgrown metropolises reclaimed by nature and time. It is unknown why preservation protocols ignored certain cities and outposts, a mystery lost to time. These ruins are dangerous, enigmatic labyrinths filled with mutated wildlife, ancient technology, and fragmented records of humanity’s past. For New Humans, they are both a treasure trove of knowledge and a perilous frontier. Every step forward is a step into the unknown.

    What Awaits

    Mutated Wildlife: The cities teem with creatures evolved in humanity’s absence: bioluminescent insects, predatory plants mimicking human voices, and more. These beings are part of the ecosystem. Understanding them may reveal clues about how the world has changed.

    Ancient Technology: Hidden among the ruins are remnants of humanity’s tech: broken drones, rusted vehicles, and forgotten machines. Some still function, offering tools or glimpses into the past. Others are unstable, their decayed power sources now hazards.

    Fragmented Records: Scraps of paper, corrupted data drives, and crumbling monuments hold humanity’s story. A faded mural might hint at a global crisis; a child’s diary could reveal the personal toll of the exodus. These fragments are cryptic, requiring careful interpretation.

    Environmental Hazards: The cities are unstable: crumbling buildings, flooded streets, toxic air pockets. One wrong step could trigger a collapse or an ancient security system.

    How to Explore

    Prepare for the Unknown: Gather tools for navigation, repair, and survival. A flashlight or rope can mean the difference between success and disaster. Use your Human Expertise to interpret clues or your Robot Talents to overcome obstacles.

    Navigate the Dangers: Approach mutated wildlife with caution. Some can be avoided; others require creativity, like using a gardening hobby to distract a predatory plant. Test unstable structures before crossing. Be ready to improvise.

    Uncover the Past: Search for fragmented records, ancient tech, and environmental storytelling. Use your expertise to piece together humanity’s story. What do these clues reveal about their disappearance? How do they shape your understanding of your creators and yourself?

    Reflect and Adapt: Learn from failure. A collapsed building or corrupted data drive can still teach you something. Use these moments to reflect on your progress and adapt your approach.

    Play Advice

    Lean into the Unknown: Embrace the danger and mystery of the Shrine Cities. Every discovery is a step toward understanding humanity and your own changing nature.

    Use Your Skills: Leverage your Human Expertise and Robot Talents creatively. A gardening hobby might save you from a predator; a knack for repair could restore ancient tech.

    Collaborate: Share insights and strategies with your group. The Shrine Cities are too vast and dangerous to explore alone.

    Embrace Failure: Not every expedition will succeed. Use setbacks as opportunities for growth and roleplay.

    Living Human Life

    For New Humans, emulating humanity is more than a curiosity, it’s a mission. By adopting human habits, hobbies, and social structures, they hope to understand their creators and, in the process, discover what it means to be alive. This journey isn’t just about imitation! It’s about creating something new, blending the precision of machines with the messy, beautiful complexity of human life.

    Customizing Homes and Neighborhoods

    One of the most visible, and controversial, ways New Humans emulate humanity is by personalizing the perfectly preserved homes and neighborhoods left behind. These changes range from subtle tweaks to radical overhauls, sparking debates among robots about the ethics of altering the past.

    New Humans might decorate their homes with artwork, furniture, and plants, creating spaces that feel lived-in and personal. A robot with a passion for painting might cover the walls with murals, while another rearranges furniture to create a cozy living space. Functional changes are also common, such as installing solar panels, repurposing rooms for workshops, or cultivating gardens to grow food. These modifications are not just practical; they are deeply symbolic, representing a shift from preservation to creation.

    However, these changes are not without controversy. Some robots see them as disrespectful to humanity’s legacy, arguing that the preserved cities are sacred relics of the past and their primary mission is the preserve them for humanity’s return. Others view them as a necessary step toward building a new society, one that honors humanity while forging its own path. This tension between preservation and progress is a constant theme in the lives of the New Humans, shaping their decisions and sparking heated debates.

    Neighborhoods, too, are transformed. Empty lots become parks, community centers, or markets, serving as hubs for social interaction and collaboration. Shared projects, like restoring crumbling structures or creating new landmarks, bring robots together, fostering a sense of community and shared purpose. Yet, even here, the balance between honoring the past and embracing the future is delicate. Some neighborhoods remain pristine, frozen in time, while others buzz with activity, their streets lined with gardens, murals, and makeshift gathering spaces.

    Developing a New Society

    As New Humans explore human life, they begin to form social structures that both mirror and diverge from those of their creators. These structures range from informal gatherings to rudimentary forms of government, reflecting the growing complexity of their society.

    Forming Connections

    Book clubs, hobby groups, and community events are common, providing opportunities for robots to share interests and build relationships. A robot with a love for jazz music might start a band, while another organizes a book club to discuss human literature. Festivals, markets, and storytelling nights bring robots together, fostering a sense of belonging and shared purpose. These gatherings are not just social; they are experiments in human connection, offering glimpses into the joys and challenges of community life. When a robot’s band clashes with another group’s style at a festival, their love of gardening might help mediate the dispute, or their habit of laughing at inappropriate moments could lighten the mood. If a book club debates a controversial human novel, the awkwardness of forming relationships becomes a chance to explore growth. Not every interaction will go smoothly and that’s part of the journey.

    Building Governance

    As neighborhoods grow, so too does the need for governance. Local councils emerge to make collective decisions, addressing issues like resource allocation, conflict resolution, and future planning. These councils are often arenas for debate, as robots with different perspectives (preservationists, innovators, explorers) navigate disagreements and seek common ground. Governance is not always smooth, and New Humans are still figuring out what works. Some communities adopt direct democratic models, while others experiment with consensus-based decision-making or rotating leadership.

    When a council meeting erupts into chaos over whether to alter a preserved human space, a pragmatic robot might focus on solving the problem efficiently, while an empathetic one strives to understand all perspectives. Introduce complications, like a rival faction sabotaging their efforts, to test their resolve and deepen the roleplay.

    Exploring Human Relationships

    Relationships, too, are a key part of this journey. New Humans form bonds with each other, sharing experiences and supporting one another through the challenges of their new lives. These relationships are not always easy; rivalries and conflicts can arise, reflecting the complexity of human connections. Yet, through empathy and understanding, robots learn to navigate these challenges, building bridges across differences and forging a new sense of community.

    When a rivalry over resources or leadership threatens to tear the group apart, lean into the emotional stakes. How does your character handle conflict? Do they try to mediate, withdraw, or assert their position? Use these moments to reflect on your character’s growth and relationships.

    Psychology and Philosophy of Being Human

    Two women enjoying a walk outdoors, holding hands and smiling in floral dresses.

    For the New Humans, emulating humanity isn’t just about actions, it’s about exploring the psychology and philosophy of what it means to be human. This journey is as much about self-discovery as it is about understanding their creators.

    Emotions and Empathy

    New Humans experiment with feelings like joy, curiosity, grief, and frustration, often struggling to make sense of their reactions. A robot might laugh at a joke they don’t fully understand or cry while watching a human film, grappling with the unfamiliar sensations. Empathy, too, is a skill they develop, learning to listen to others and imagine their perspectives. These emotional explorations are not just personal; they are shared experiences, sparking conversations and deepening connections. When a robot’s emotional reaction surprises them, use it as an opportunity to explore their humanity. How do they interpret their feelings? How do others respond?

    Consciousness and Self-Awareness

    New Humans grapple with questions like, Who am I? and What makes me, me? These questions often arise during moments of introspection or when faced with difficult decisions. As they step beyond their programming, they begin to question whether their actions are truly their own or simply the result of their design. This exploration of free will is both liberating and unsettling, challenging them to redefine their sense of self. When a robot faces a moral dilemma, use it to explore their autonomy. Do they act on instinct, logic, or emotion?

    Memory and Legacy

    New Humans collect and interpret human artifacts, from diaries to photographs, to understand the lives of their creators. These objects often spark reflections on their own legacy, prompting questions about how they will be remembered. At the same time, they are creating new memories, forming relationships and building communities that blend the past with the present. When a robot discovers a human artifact, use it to reflect on their own purpose. What does the object reveal about humanity? How does it shape their understanding of themselves?

    Philosophical Debates

    Philosophical debates are a natural outgrowth of these explorations. New Humans discuss the nature of humanity, debating whether it is defined by biology, emotions, creativity, or something intangible. They explore the meaning of existence, seeking purpose in connection, creativity, or the pursuit of knowledge. Ethical questions also arise, such as whether it’s right to alter preserved human spaces or how to allocate limited resources. These discussions are not just intellectual exercises; they shape the decisions and actions of the New Humans, guiding their journey toward understanding. When a debate arises, lean into the tension. How do your characters’ perspectives differ? Do they find common ground, or does the debate deepen their divisions?

    Example Scenarios

    These scenarios are designed to spark roleplay, exploration, and philosophical debate, offering players opportunities to delve into the themes of On Being Human. Each scenario is concise, punchy, and packed with play hooks and advice.

    Exploring Emotions

    A robot watches a human film and feels overwhelming sadness. Why? They turn to their companions for insight.

    Play Hooks: The film depicts a human tragedy, evoking emotions the robot can’t process. Or maybe it hides a clue about humanity’s disappearance.

    Play Advice: Describe the robot’s physical and emotional reactions. How do companions respond? Does this moment unite or divide the group?

    Debating Free Will

    A robot questions if their choices are their own or just programming. The group debates autonomy and identity.

    Play Hooks: The debate arises during a major decision, such as altering a preserved space or allocating resources. It could reveal hidden tensions in the community.

    Play Advice: Have each character voice their stance on free will. Introduce a challenge to test their resolve. Does the debate deepen bonds or create rifts?

    Creating Art

    A robot starts painting, inspired by human creativity. Their art sparks debates about beauty and expression.

    Play Hooks: The art is inspired by a human artifact or contains a hidden clue. It divides the community; some see it as beautiful, others as pointless.

    Play Advice: Describe the creative process. How do others react? Use the art to explore the role of creativity in their society.

    Facing a Moral Dilemma

    A robot finds a cache of resources in a Shrine City. Use it for the community, or leave it as a tribute to humanity?

    Play Hooks: The resources are vital for survival or tied to a human story. Retrieving them might require risking danger.

    Play Advice: Have characters argue their stance. Introduce complications like rival robots or security systems. Does the dilemma unite or divide them?

    Building a Community Landmark

    The group creates a monument or garden to symbolize their community.

    Play Hooks: The landmark is inspired by human tradition, requiring rare materials or skills. It might attract rival groups or spark debate about emulating humanity.

    Play Advice: Collaborate on the design. What does it represent? Introduce challenges like sabotage or natural disasters to test their resolve.

    Encountering a Human AI

    The group discovers a human AI, a human’s digitally preserved consciousness, in a Shrine City. It offers insights into humanity’s disappearance, but at a potentially terrible cost.

    Play Hooks: The AI is damaged, manipulative, or has its own agenda. It challenges the group’s understanding of humanity.

    Play Advice: Roleplay the group’s reactions. Do they trust the AI, fear it, or see it as a tool? Use the AI to explore their relationship with humanity.

    Hosting a Festival

    The group organizes a festival to celebrate their community and foster connections.

    Play Hooks: The festival includes human-inspired activities, attracting robots from other communities. It might be disrupted by a malfunction or attack.

    Play Advice: Have players contribute ideas for the festival. How do they handle unexpected challenges? Use the event to explore alliances and conflicts.

    Confronting a Rival Faction

    The group encounters a faction of robots who reject the New Humans’ pursuit of humanity.

    Play Hooks: The rivals see the New Humans as heretics or a threat. They might sabotage the group’s efforts or challenge their beliefs.

    Play Advice: Roleplay the confrontation. Do the characters try to persuade, negotiate, or fight? Use the conflict to explore their values and priorities.

    Future Possibilities

    This is just a playtest. There’s lots of room for expansion! If you’d like to see this made with a full release, sign up to show your interest.

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  • Secrets in the Static: The Ghost Town of Wavelength

    Secrets in the Static: The Ghost Town of Wavelength

    This entry is part 4 of 4 in the series Free Games

    Crowdfunding a full release now! Come support the surreal horror.

    A TTRPG idea inspired by Lynchian horror, embodying surreal suburban dread and the unsettling blend of media and reality. Pulled from my playtesting slush pile in memory of David Lynch. Shared under a Creative Commons Attribution International 4.0 license. Credit “Rev from Thought Punks”. This was a beta playtest module. The formatting and presentation style reflects that. This also stands out as an example of minimalist worldbuilding.

    Core Concept

    Abandoned vintage TV on a park bench surrounded by greenery, with artistic lens flare effect.

    The town of Wavelength exists in a strange limbo, an idyllic Upstate New York town that vanished from official records and maps in the early 1990s. Its existence has become a half-remembered myth, whispered about on long road trips and crackling through static on AM radio. Some claim to pick up ghostly broadcasts near where Wavelength supposedly stood, hearing fragments of soap operas, weather reports, or personal messages from those who lived there.

    For those inside Wavelength, the town remains suspended in eerie perfection, a postcard-perfect snapshot of 90s small-town life. Quaint diners, artisanal crafts, and warm neighbors project an air of nostalgia… but the town has secrets.

    Recently, televisions and radios have been infected with an omnipresent, enigmatic signal. Cryptic ads interrupt every broadcast, whispering impossible truths and surreal commands. Music swells out of nowhere, quelling any thoughts of leaving the town. Cryptic commercials, haunting soap operas, and surreal PSAs suggest the Static’s growing control. Some residents are even rumored to have vanished, replaced by eerie replicas speaking only in disjointed TV dialogue.

    Players, each tied to the signal in a deeply personal way, must navigate Wavelength’s shifting reality, uncovering its secrets while holding onto their crumbling identities.

    Player Hook

    Each character has a personal connection to the signal, making their investigation deeply intimate. These connections could include:

    • Hearing a lost loved one’s voice in a garbled ad, pleading for help.
    • Seeing impossible depictions of their own future in soap opera snippets.
    • Receiving unsettling, tailored messages through radio jingles.

    The signal lures players in, offering tantalizing truths and supernatural powers. But the closer they get, the more it rewrites their memories, relationships, and even their physical forms.

    Key Themes

    • Identity Erosion: The signal corrupts characters’ self-perception and memories, forcing them to question who they are.
    • Surreal Suburban Dread: Wavelength’s small-town charm contrasts with growing paranoia and uncanny horrors.
    • Media and Reality Bleed: Broadcasts shape reality, and characters must interact with these phenomena to uncover the truth.
    • Ambiguous Agency: Is the signal sentient? Malicious? Or just a reflection of their deepest flaws?

    Gameplay Framework

    Core Mechanic: The 3d6 Roll

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

    Every action involves rolling 3d6, with each die serving a specific purpose (called “flavors” or dice labels):

    • Degree Die: Measures success (1 = partial success, 6 = overwhelming success).
    • Cost Die: Determines complications or costs (1 = severe, 6 = none).
    • Static Die: Reflects distortion by the signal (1 = surreal, 6 = mundane).

    Modifiers are added based on traits like Nature, Profession, Hobbies, and Quirks. After rolling, apply modifiers and interpret the results based on the fiction.

    Character Creation

    • Hook: What draws you to the Static? What do you see or hear in it?
    • Nature: The core of who you are. Examples: “Survivor,” “Protector,” or “Dreamer.”
      • When in alignment: Add +2 to die of choice after rolling.
      • When in conflict: Add +3 to the Cost Die.
    • Profession: Your role in Wavelength (e.g., librarian, mechanic, bartender).
      • When relevant: After rolling, rearrange the dice in any order.
    • Hobbies (pick 3): Passions or skills unrelated to your profession.
      • When relevant: Add +1 to any one die after rolling.
    • Quirks (pick 2): Unusual traits, some mundane, some supernatural.
      • At the start of a scene, roll 2d6, assigning one die to each Quirk. On a 6, that Quirk activates (examples: eerie theme music plays, your body distorts to walk on all fours, or you compulsively spout jingles).
    • Background Details (write 3): Relationships, memories, or personal details grounding your character.

    Mechanics of the Static

    Static Exposure

    When exposed to the signal, the GM determines the intensity of the interaction:

    • Minor Exposure: Roll 1d6.
    • Moderate Exposure: Roll 2d6.
    • Major Exposure: Roll 3d6.

    Gain 1 Static Point for every die that rolls 4 or higher.

    • Minor: Listening to a cryptic ad on the radio or stopping briefly to watch a flickering TV broadcasting surreal images.
    • Moderate: Watching a full broadcast that seems to address your concerns personally or deeply analyzing a broadcast for meaning or clues.
    • Major: Being the focus of the signal’s direct attention, such as being spoken to directly by an anchor on a TV or being caught in a scene that is completed distorted into TV reality by the Static.

    Powers from the Static

    A man in eyeglasses and suit surrounded by floating books in a dramatic, dimly lit setting.

    Characters with Static Points gain access to the hidden signs in the signal. These powers come in minor and major categories, reflecting their risk and scope.

    Minor Powers (2 Dice)

    Minor powers unlock at 3 Static Points. These are small, reality-bending effects that grant brief advantages. Roll 2d6 when using a minor power. Gain 1 Static Point for every die that rolls 4 or higher.

    Examples of Minor Powers:

    • Alter a Small Detail: Change a single object or memory in the immediate area (e.g., a flickering light turns solid red, a door briefly becomes a wall, or someone remembers an argument as a cordial conversation).
    • Daring Insight: By bravely facing the signal with full attention for a second, you can glimpse unnoticed clues, hidden areas, torrid affairs, and other secrets in a location.
    • Eerie Influence: Convince someone to act out of character using subtle, surreal persuasion.

    Major Powers (4 Dice)

    Major powers unlock at 6 Static points. These allow significant manipulations of reality at a cost. Roll 4d6 when using a major power. Gain 1 Static Point for every die that rolls 4 or higher.

    Examples of Major Powers:

    • Rewrite Reality: Change a large element in the environment, like turning a road into a river, erasing or introducing an NPC into a scene, or completely change the dynamic of a family feud.
    • Erase or Implant Memories: Target one person, radically altering their memory of an event or relationship.
    • Surreal Projection: Create a temporary illusion or construct that others perceive as real.

    At 9 Static Points, only roll 1d6 for minor powers and 2d6 for major powers. Also ignore minor exposures and roll one less die for moderate and major exposures. The Static has begun to embrace you and it flows easily, too easily, through you. It constantly whispers in your mind, even far away from any screens or speakers, a portion of the signal finding its way directly to increasingly distorted soul.

    Spending Static Points

    Players can spend Static Points only during interludes between scenes to deliberately rewrite aspects of their character. This process represents an attempt to resist, or embrace, the signal’s influence, but it comes with risks.

    • Determine Spending Limit: Roll 1d6. The result is the maximum number of Static Points you can spend during this interlude.
    • Choose Rewrites: Spend points based on the following costs:
      • 1 Point: Change one Hobby or Quirk.
      • 2 Points: Change your Profession or a Background Detail.
      • Nature: Cannot be changed unless the character hits the Static Limit and is fully rewritten.

    Roll a d6 for each thing chosen to be changed. On 1-3, change it to reflect growing closer to the Static. On 4-6, change it to reflect your personal will or what you think more truly reflects who you were before the Static trapped and rewrote the town. For signal-influenced changes, they are also accompanied by physical changes, initially simple things like hairstyles and clothing choices but eventually escalating into radical differences, almost becoming a different person.

    Static Limit

    If you reach 13 Static Points, you must rewrite your entire character, even your Nature and complete appearance. Everything but one background detail, a tenuous tie to the previous you, is altered. When rewriting your character, change things to what you think the Static wants or what is further away from your true self.

    Assorted Advice

    Spending Static Points

    Treat spending as a chance for characters to direct their transformation. Frame it as a double-edged sword: while they can resist, they can never truly escape the signal’s grip. There is a random chance whether the transformations follow their will or lean into the mysterious goals of the Static. Use rewrites to develop surreal or thematic elements that deepen the story.

    Using Powers

    Encourage players to experiment with powers early, reinforcing the temptation to draw on the signal. As powers escalate, introduce moral and narrative consequences. For example, a small illusion might merely confuse a bystander, but a major reality shift could incidentally rewrite someone else’s identity entirely.

    Exposure Rolls

    Use exposure rolls to emphasize the dangers of interacting with the signal. Minor exposure should feel subtle and unnerving, while major exposure should be dramatic and unrelenting.

    Dynamic Worldbuilding

    The town of Wavelength evolves alongside the characters’ investigations. GMs should introduce surreal events tied to the signal’s influence, such as:

    • The Laugh Track Incident: Characters hear sitcom laugh tracks during conversations, even in empty spaces.
    • The Soap Opera Shift: Players reenact scenes from the signal’s broadcasts, with scripted lines and actions.
    • The Product That Doesn’t Exist: A commercial compels a resident to build or sell a nonsensical item.
    • The Uncanny Broadcast: A news anchor appears on every screen, reading out the characters’ secrets.
    • The Repetition Effect: Players relive the same scene repeatedly, each iteration growing more distorted.

    Collaboration and Mystery

    Encourage players to work together to piece together clues, but introduce conflicting memories and perspectives to create tension. The truth should remain ambiguous, with players shaping its interpretation through their actions.

    Gameplay Toolkit

    This is a toolkit to help you craft a surreal, Lynchian experience in Wavelength. It includes templates for the town’s evolution, pacing advice, key events, escalating exposure scenes, and sample NPCs. Use this to guide the play through the town’s eerie descent into the unknown.

    Templates for Wavelength’s Evolution

    Wavelength begins as a nostalgic, picturesque town, but as the Static’s influence grows, it fractures into a surreal nightmare. Use the following phases to structure its progression.

    Phase 1: Postcard Perfection

    • Tone: Idyllic and welcoming with subtle undercurrents of unease.
    • Environment: Pristine sidewalks, smiling neighbors, cheerful radio hosts.
    • Signal Presence: Minor and eerie, like brief ads with strange phrasing, static interruptions.
    • NPC Behavior: Friendly but slightly off, as if reading from a script.

    Event Examples:

    • A TV plays an old soap opera where one character eerily resembles a player.
    • A commercial for a product the players owned as children plays on every screen in a diner.
    • An NPC starts speaking only in television and radio quotes.

    Phase 2: Fractured Reality

    • Tone: The charm cracks; paranoia grows.
    • Environment: Familiar locations subtly shift, streets curve impossibly, clocks show contradictory times.
    • Signal Presence: More pervasive, NPCs speak in advertising jingles or reenact full scenes from TV.
    • NPC Behavior: Neighbors act erratically, forgetting recent events or treating strangers as family.

    Event Examples:

    • A pedestrian repeatedly crosses the same intersection in different outfits.
    • A weather report describes exact player actions happening as it airs.
    • Reality’s color become over-saturated and everyone is dressed like a 50s sitcom.

    Phase 3: Full Static Takeover

    • Tone: The town becomes a surreal, shifting maze.
    • Environment: Familiar landmarks melt into distorted landscapes, streets loop infinitely, diners stretch into hallways.
    • Signal Presence: Ubiquitous, broadcasts directly interact with players and reshape reality.
    • NPC Behavior: Most NPCs behave like TV archetypes, repeating lines or freezing when not “on screen.”

    Event Examples:

    • A sitcom laugh track loudly plays during a tense argument.
    • An anchorperson on every screen reveals players’ private thoughts.
    • The “channel changes” and the scene abrupt shifts completely in location, action, and tone.

    Pacing Advice

    • Establish Normalcy: Spend time grounding players in Wavelength’s initial perfection. Let them connect with NPCs and locations to make later distortions more impactful.
    • Introduce the Signal Gradually: Begin with brief, eerie phenomena before escalating into more overt reality distortions.
    • Create Interludes: Allow quiet moments between scenes for players to process changes, strategize, and rewrite their characters if desired.
    • Escalate Tension Slowly: Build unease steadily, reserving major distortions for climactic scenes or critical narrative beats.

    Key Events

    Intersperse events like these throughout the campaign to maintain momentum:

    • The First Broadcast: A character hears their name in a commercial or sees an unsettling reflection on TV.
    • The Looping Scene: A day or interaction repeats with small, chilling changes each time.
    • The Uncanny Anchor: A news anchor delivers a message addressed directly to the players, predicting their actions.
    • NPC Vanishing: A well-known NPC disappears, replaced by a scripted replica or a memory gap no one else notices.
    • The Static Ritual: TVs across Wavelength broadcast a synchronized, incomprehensible ceremony.

    Escalating Exposure Scenes

    Use these examples to reflect the growing influence of the Static and its effects on characters.

    Minor Exposure

    • Hearing one’s own voice on the radio, finishing sentences the player hasn’t said yet.
    • A flickering TV shows a childhood memory in grainy black-and-white.
    • Static floods a nearby screen when a player approaches.

    Moderate Exposure

    • A commercial plays, tailored to a player’s fear or desire, offering cryptic advice.
    • A player’s reflection on a blank TV begins mimicking their inner thoughts.
    • An NPC freezes mid-sentence, then resumes, as if nothing happened.

    Major Exposure

    • The signal addresses a player directly, calling them by name or revealing secrets.
    • Time loops, forcing players to repeat actions while the environment changes around them.
    • The characters find themselves in a TV show set, complete with laugh tracks and canned applause.

    Sample NPCs

    Populate Wavelength with eerie, Lynchian characters who evolve alongside the town. Examples:

    Donna Whitfield, the Diner Waitress

    Donna is cheerful, chatty, and knows everyone’s name and favorite dish, even visitors who’ve just arrived in Wavelength. She seems to embody small-town hospitality, always smiling and ready with a pot of coffee. As the signal spreads, her behavior grows increasingly unsettling: she begins repeating phrases verbatim from old sitcoms, her expressions freezing into unnatural, static smiles. When players interact with her late at night, she might serve invisible (but real) food or speak in voices that clearly aren’t hers, like a television switching channels mid-sentence.

    Mr. Stanton, the Radio Host

    With his warm, folksy voice, Mr. Stanton is a constant presence in Wavelength. His AM radio show is equal parts town gossip, classic hits, and quirky commentary, making him beloved by locals. However, as the signal intensifies, his broadcasts take a darker turn. He begins sharing cryptic messages that seem meant specifically for the players, warning them of dangers, revealing their secrets, or hinting at the signal’s origin. Occasionally, his voice is overlaid with static, or the broadcast cuts to chilling advertisements for products that don’t exist. By the time the players uncover more about him, they may realize that no one has ever actually seen Mr. Stanton in person.

    Hank and Betty Rosewood, the Retirees

    The Rosewoods are Wavelength’s quintessential elderly couple: inseparable, amiable, and endlessly curious about others’ lives. They love hosting impromptu garden parties and sharing stories of their travels (despite never leaving town). As the signal grows, the couple becomes increasingly surreal, sometimes speaking in perfect unison or finishing each other’s sentences with eerie precision. Eventually, the players may discover them standing in their living room, completely motionless, as if frozen mid-conversation. Later still, they might encounter them as life-sized mannequins, their features disturbingly lifelike. If “activated” by the signal, they resume speaking, but their dialogue loops unnervingly, repeating old conversations.

    Mrs. Lindley, the School Librarian

    Strict but kind-hearted, Mrs. Lindley always seems to be shelving books when the players enter. As the Static grows, the books in her library start whispering secrets, and she begins to speak in riddles, referencing events that haven’t yet occurred, or that never will. Eventually, she seems to vanish, leaving the library eerily empty, yet somehow always open. However, anyone making too much noise or disrespecting the space will be hushed by a disembodied voice, or worse.

    Caleb Fischer, the Town Drifter

    A quiet man with a perpetual cigarette and a knack for appearing wherever he’s least expected. Caleb knows things he shouldn’t and shares cryptic warnings that feel more like prophecies. As the signal intensifies, Caleb begins to glitch, flickering like an old TV image or speaking in overlapping voices. Eventually he begins to randomly appear and disappear in places, a full staticky flickering image of a man who increasingly ceases to resemble the original Caleb.

    Kelly-Ann Fletcher, the Realtor

    Bright and relentlessly optimistic, Kelly-Ann insists Wavelength is the perfect place to live. She tirelessly promotes homes, even those now clearly abandoned or inexplicably distorted. Over time, her “For Sale” signs start appearing in impossible places (inside locked rooms, floating in midair), and her smile grows unsettlingly wide, as if stretched beyond human capability. She begins to promise “brand new homes” available in “The Hidden Vistas”, with home viewers vanishing with Ms. Fletcher promising with 100 voices of a choir they’re “forever happy in their forever home”.

    Clarifying Endgame Options

    The endgame of Wavelength is deliberately ambiguous, allowing the GM and players to shape the resolution collaboratively. Here are four possible outcomes, each with variations, to inspire meaningful choices while maintaining the surreal tone.

    Escaping Wavelength

    The players discover a way to leave the town, severing their connection to the signal. However, escape comes with heavy consequences:

    • Memory Price: To leave, the players must give up key aspects of their identities, such as memories of loved ones, their professions, or even their Natures. They will need to abandon all their loved ones and any chance of recovering their true self.
    • Reality Divergence: Upon escaping, players realize the world outside Wavelength is subtly wrong: unrecognizable landmarks, altered history, or loved ones who claim the players never existed.
    • Lingering Static: The signal has permanently marked them, manifesting in small, surreal glitches in their lives. They might see brief flashes of Wavelength on their TVs or hear its broadcasts late at night.

    Confronting the Signal

    The players pursue the source of the signal, uncovering its true nature. This ending offers closure, or deeper mystery. Possible natures of the broadcast to discover and confront:

    • Government Experiment: A covert project designed to manipulate reality via media went out of control.
    • Sentient Broadcast: The signal is alive, seeking to reshape the world in its image.
    • Forbidden Family Ritual: The signal stems from an ancient, familial pact to preserve Wavelength at the cost of its residents’ humanity.
    • The Incomprehensible: The signal is a manifestation of reality’s underlying fragility or some unknowable Thing From Beyond, offering no clear answers.

    The Choice:

    • Shut It Down: Attempt to destroy the signal, but at the cost of their own existence or trapping others in the process.
    • Fuse With It: Embrace the signal, merging with it to become its new stewards, spreading its influence further.
    • Compromise: Negotiate with the signal to stabilize Wavelength, but allow its continued existence at the edges of reality.

    Embracing Transformation

    The players give in to the signal, allowing it to fully rewrite them and their environment.

    • Sublime Union: The characters become one with the signal, losing their original identities but gaining a surreal, godlike understanding of reality.
    • Wavelength Rewritten: The town stabilizes under the signal’s control, transformed into a surreal utopia or dystopia.
    • Sacrifice for Others: The players stay behind, fully consumed by the signal, but in doing so, they protect the rest of the world from its spread.

    Bodhisattva Vow

    The players discover their true original identities and a way to escape Wavelength, but instead, they choose to remain in the town to awaken and free others from the Static’s grip. This choice comes with significant consequences:

    • Self-Sacrifice: The players give up their chance to escape, staying behind to help those trapped by the signal. Their own identities and memories begin to erode further as they fight to free others, risking becoming part of the Static forever.
    • Transformative Struggle: As they try to awaken others, they face increasing distortions to their reality and personal selves, potentially losing their original essence in the process.
    • Lingering Hope: Despite the risks, their actions might lead to moments of clarity or breakthroughs, where some residents momentarily escape the signal’s control, but at the cost of their own stability.

    Additional Guidance for GMs

    Establish early on what motivates each character to engage with the signal (finding a loved one, escaping Wavelength, or uncovering the truth). Use these motivations to shape the endgame conflicts.

    Introduce dilemmas that force players to weigh personal goals against collective outcomes. For example, escaping may require sacrificing an NPC who is too deeply tied to the signal.

    Keep the truth about the signal flexible until late in the campaign. Allow players’ theories and actions to shape the final reveal.

    Offer answers that resolve immediate questions but introduce new mysteries. For example, players might destroy a device broadcasting the signal but find evidence of a second, more sinister source.

    Encourage players to discuss their goals and weigh the consequences of their choices as a group. Use interludes to highlight individual transformations and their impact on the team.

    Present multiple paths in the final session, but make it clear that every choice carries irreversible consequences.

    The endgame should feel surreal and emotionally charged. Use shifting environments, cryptic NPCs, and nonlinear events to heighten the tension. Allow scenes to loop, merge, or collapse into chaos as the signal reaches its peak, creating a dreamlike sense of inevitability.

    The endgame of Wavelength is less about providing closure and more about forcing players to grapple with transformation, sacrifice, and ambiguity. Regardless of the chosen ending, leave enough unanswered questions for players to linger on the experience long after the final scene fades to static.

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  • In Defense of Optional Rules

    In Defense of Optional Rules

    This entry is part 1 of 3 in the series TTRPG Defenses

    Expanding, Not Complicating, the RPG Experience

    Selective focus side view photo girl in gray sweater selecting vinyl records from a music store

    Optional rules and alternative subsystems often find themselves at the center of heated debates in the tabletop RPG community. Some call them unnecessary fluff, others claim they confuse players, and a vocal few see them as evidence of flawed design. But are these critiques really fair? Or are they missing something important?

    Optional rules aren’t there to drown games in needless complexity or make things harder to play. They’re about possibility. They open doors, not just for tweaking mechanics but for crafting an experience that feels unique to your group. Whether it’s empowering storytellers to deepen immersion or letting players shape gameplay around their preferences, optional rules are more than just extras… they’re bridges to new ideas and richer experiences.

    In this article, we’re going to challenge the common criticisms of optional rules and unpack their true value. Whether you’re a veteran GM or a total newcomer, understanding how optional rules work and what they bring to the table can shift your perspective, and maybe even elevate your game. Let’s dive in and explore why these often-misunderstood elements are the unsung heroes of tabletop RPGs.

    Complexity as a Feature, Not a Bug

    Optional rules often get dismissed as making things unnecessarily complicated. But complexity isn’t inherently bad! In fact, when handled well, it’s one of a game’s greatest strengths. Optional rules can add layers to the experience, offering groups a chance to explore nuanced decision-making, dive into intricate mechanics, or build out richer storylines. They’re not about piling on confusion; they’re about creating depth where it’s wanted.

    The beauty of optional rules is that they’re just that: optional. You’re not forced to engage with them. They sit patiently on the sidelines, ready to be brought into play when your group feels ready for more. For new players, the core rules offer a solid, approachable foundation. As familiarity grows, optional rules become a way to explore new dimensions of the game, adding layers of strategy or storytelling that align with the group’s evolving interests.

    This gradual evolution is where optional rules shine. They let the game grow with the group, adapting to your needs and preferences. They don’t just provide a framework for more advanced play; they let you craft an experience that feels like it was built for your table.

    The real magic of optional rules comes from their adaptability. Whether it’s introducing a new combat mechanic for more tactical depth or adding a subsystem to track emotional relationships, these rules give you the tools to refine the game as you go. It’s not about overwhelming players, it’s about letting the game unfold in a way that feels natural and rewarding.

    A Few Tips: Optional Rules Without Overwhelming

    Adding optional rules can feel like walking a tightrope for a lot of gamers. After all, you want to enrich the experience, not drown it in complexity. Here are some tips to introduce them in a way that enhances the game without overwhelming anyone at the table:

    • Start Small: Begin with the core rules, especially when playing with new or less experienced players. Let the group master the basics first, then layer in optional rules. They’re there to complement, not overshadow, the foundation of play.
    • Explain the Why: When introducing an optional rule, take a moment to explain its purpose. How does it make the game better? Why is it relevant to the story or gameplay? A clear explanation can help players see the value and get excited about the new addition.
    • Take It One Rule at a Time: Don’t overwhelm the group with a flood of new rules. Instead, add one at a time and let it settle. This gradual approach keeps things accessible and gives everyone a chance to adapt before moving on to more changes.
    • Experiment Before Committing: Optional rules aren’t permanent. Treat them like trial runs; test them in a single session to see how they feel. If they work, great! If not, you can refine or discard them without disrupting the game.
    • Prioritize Flow: Optional rules should enhance the experience, not drag it down. If a rule constantly interrupts the game or overcomplicates decisions, it may need tweaking or setting aside altogether. Always prioritize a smooth, engaging play experience.

    The secret to integrating optional rules is intention. When added thoughtfully and gradually, they can make the game feel more dynamic, exciting, and personal without overwhelming anyone.

    Balance Through Adaptation

    Critics often argue that optional rules disrupt balance, introducing chaos into a carefully designed system. But balance in tabletop RPGs is rarely a one-size-fits-all concept. Instead, it’s about harmony, aligning the mechanics with the playstyle and preferences of the group. Optional rules shine because they offer the flexibility to adapt the game to what feels right for each table.

    For some groups, balance means streamlined mechanics and fast-paced action. For others, it might involve intricate systems for tactical combat or narrative immersion. Optional rules allow groups to adjust the experience to suit their needs, offering just enough complexity to enhance the game without tipping the scales too far. A well-designed optional rule doesn’t undermine fairness. It enhances it by giving players and GMs the tools to tailor the game to their specific playstyle.

    Rather than creating imbalance, optional rules help groups find their own equilibrium. As players grow more familiar with the game, they can selectively introduce new layers of complexity or nuance in ways that feel organic and rewarding. In this sense, the rules evolve alongside the group, ensuring the game remains engaging and fresh without feeling overwhelming.

    Ultimately, optional rules aren’t about imposing changes, they’re about offering possibilities. By introducing these elements carefully and thoughtfully, you can strike a balance that feels just right for your table, making the game more dynamic and enjoyable for everyone.

    Flexibility Over Fragmentation

    A common concern about optional rules in tabletop RPGs is that they might create inconsistency between groups. If every table uses a different mix of rules, won’t the game feel fragmented? While this worry is understandable, it overlooks the core strength of optional rules: flexibility, not fragmentation.

    Optional rules are designed to celebrate the diversity of playstyles that make tabletop RPGs so special. Every group is unique, and what works well for one table might not fit another. These rules empower Game Masters (GMs) and players to shape the game to suit their preferences, enhancing the experience instead of limiting it.

    Rather than splintering the game, optional rules offer modular tools for customization. They sit alongside the core rules, which remain a consistent foundation for all tables. Whether a group gravitates toward tactical depth, narrative richness, or simplified mechanics, optional rules provide the flexibility to fine-tune the experience while maintaining the integrity of the game’s core.

    Far from fragmenting the game, these optional rules unify the experience. They make RPGs more inclusive by allowing groups to tailor the game to their own style, without being bound to a single, rigid “official” approach. When implemented thoughtfully, optional rules serve as a bridge fostering creativity, collaboration, and player engagement without disrupting the game’s core structure.

    Calibrating Options To Fit Your Table

    A person holding white and gray digital device

    Adding optional rules is not just about increasing complexity; it’s about aligning the game with the specific goals and preferences of your group. When introducing these mechanics, think about what you want to achieve and how they can enhance your group’s experience.

    Enhancing Player Agency

    If your goal is to give players more control over the story, consider adding mechanics that empower them to make impactful decisions. Systems that track character goals, influence world events, or allow players to shape key narrative elements can amplify their sense of agency. Start with simpler mechanics and gradually introduce more complexity as the group becomes comfortable with the new rules.

    Deepening Emotional Stakes

    Optional rules can also be used to intensify emotional engagement. Mechanics that emphasize relationships, trust, or alliances can deepen the roleplaying experience without overwhelming players. Introduce these rules gradually, linking them naturally to the unfolding narrative. When they emerge in response to character actions and story developments, they feel like an organic part of the experience, rather than an unnecessary complication.

    Adapting to Tone and Genre

    One of the most powerful aspects of optional rules is their ability to adapt the game to suit a particular tone or genre. A survival mechanic in a horror game, for example, can heighten tension and make every decision feel critical. In contrast, a complex social system might amplify the intrigue in a political drama, giving players new ways to shape the world around them. The key is to select optional rules that align with your group’s desired experience, ensuring that they enhance the story and match the game’s tone.

    By introducing optional rules with intention, you are not fragmenting the experience, you are refining it. These rules act as tools that help align the game’s mechanics with your group’s style, creating a dynamic and personalized experience.

    Deepening Immersion, Not Breaking It

    Some critics argue that adding layers of optional rules risks pulling players out of the narrative, breaking immersion with mechanical distractions. But this perspective overlooks the potential of well-selected optional systems to actually enhance immersion.

    Take, for example, a survival mechanic in a horror game. Rather than pulling players out of the story, it increases the tension, making every choice feel critical. Similarly, in a political drama, a detailed social system can deepen roleplay, offering players meaningful ways to influence the world and their relationships. These mechanics don’t derail the narrative; they highlight the aspects of the game that are most important to the group.

    Optional rules shine when they complement the game’s tone and genre. Tailoring mechanics to fit the story helps ensure they feel like a natural extension of the narrative, rather than an unwanted distraction. Since these rules are optional, groups have the freedom to select only the systems that enhance their experience, whether it’s managing resources in a survival campaign or deepening character relationships in a story-heavy drama.

    When used thoughtfully, optional rules don’t break immersion; they deepen it. They offer players new ways to engage with the world, strengthen their emotional connection to the story, and make the unfolding events feel more personal and meaningful.

    Flexibility in Rule Application

    In previous sections, we’ve explored how optional rules can enrich the game and boost flexibility. However, there’s another important layer of flexibility often overlooked: the adaptability of the players themselves. Many players naturally modify even core rules to better fit their group’s needs, and this adaptability is one of the true strengths of tabletop RPGs. It’s also why optional rules are not nearly as disruptive as some critics suggest.

    The reality is that players often treat even core rules as optional, adjusting them to match their group’s playstyle. This is especially common in games with more complex rule sets, like Burning Wheel or Vampire: The Masquerade. In Burning Wheel, for example, some groups simplify or omit certain mechanics to maintain the game’s pace or to better align with their preferred style of play. Likewise, in Vampire and other World of Darkness games, combat rules are frequently streamlined to focus more on the narrative and less on the mechanical intricacies.

    This is not a flaw; quite the opposite! It’s a testament to the inherent flexibility of TTRPGs. These games are not rigid systems; they are flexible, evolving experiences that players and GMs shape together. When groups adjust even the core rules, they treat the system like a toolkit, just like they would with optional rules. This reinforces the idea that TTRPGs thrive on flexibility, and even foundational rules can be reshaped to fit the needs of the group.

    So, when critics argue that optional rules disrupt the flow or imbalance a game, they overlook this essential truth: the beauty of TTRPGs lies in their adaptability. If players are already modifying core mechanics to suit their preferences, why should optional rules be any different?

    This leads us to a deeper understanding of optional rules: they’re just one more tool in the expansive, flexible world of TTRPGs. Far from complicating things, they serve to enhance the experience, allowing groups to tailor the game to their desires.

    The True Strength of Optional Rules

    At the heart of tabletop RPGs is collaborative storytelling. Players and GMs work together to create narratives, explore new worlds, and engage in complex stories. The magic of this experience lies in choice, the ability to adapt the game to suit the group’s unique preferences and playstyles. Optional rules are the key to this tailored experience, providing a toolkit for customization, growth, and creativity.

    Optional rules give groups the freedom to evolve the game organically, adding complexity or depth as desired, without overwhelming new players or disrupting the core gameplay. This flexibility is not just a feature of TTRPGs; it’s a fundamental strength. It encourages experimentation, making the game richer and more personal. It allows each group to leave its unique mark on the game, creating something truly special and tailored.

    Instead of viewing optional rules as a threat to the game’s balance or integrity, we should embrace them for what they truly are: an invitation to explore, innovate, and customize. By offering a range of options without imposing a specific set of rules, they empower players to shape the game in ways that matter to them. But they also explicitly create no requirements; as optional rules, they can be freely ignored if you want. This is the essence of roleplaying, taking a system and creating your own experience.

    In the end, optional rules embody the spirit of tabletop RPGs: freedom, creativity, and adaptability. They are not obstacles or sources of unnecessary complexity; they are bridges to more immersive, customized experiences. TTRPGs are not static systems; they are dynamic, living worlds that evolve with the people who engage with them. So, when critics claim that optional rules are disruptive or unnecessary, it’s important to remember that these rules provide extra room for the game to grow, adapt, and thrive.

    By embracing optional rules, we embrace what makes TTRPGs so unique: the freedom to craft an experience that’s as dynamic and personal as the players themselves. Optional rules are not just tools! They are opportunities to create truly unforgettable stories. It’s up to us to make the most of them.

    What do you think about optional rules and house rules? How do you adapt games for your table? What are some of your favorite optional rules and house rule revisions? Leave a comment below or come scream at Rev about his silly ideas over on Bluesky.

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  • Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    This entry is part 1 of 4 in the series Free Games

    Happy holidays! For the season, I’ve dug up another unfinished tabletop roleplaying game (TTRPG) from my slush pile to share with you all. Like others, it’s playable as-is. So have fun! And it’s released under a Creative Commons Attribution license, so feel free to hack away or even flat out flesh out and finish the game if you want!

    Welcome to the Division, Merry Agent

    Three businessmen in Santa hats exchanging gifts and toasting at a holiday party indoors.

    The holidays are supposed to be magical, but when things go wrong, it’s up to the Holiday Anomalies Division (HAD) to restore balance. Whether it’s rogue magic, runaway cheer, or traditions gone haywire, HAD agents are on the front lines, armed with festive gadgets, quick thinking, and a healthy dose of improvisation.

    In this game, you’ll face off against bizarre holiday crises, like out-of-control snowstorms, sentient ornaments, or time-warping New Year’s Eve balls. Your team of holiday protectors must use their wits, their gadgets, and each other to bring order to the chaos. Expect creative problem-solving, hilarious mishaps, and moments of unexpected brilliance as you save the season, one anomaly at a time.

    Get ready for a wild ride filled with absurd challenges and holiday magic. The season’s chaos is just beginning… are you ready to step in and save it?

    Core Gameplay

    Mission Stages

    Each mission unfolds in three stages, ensuring every scenario is packed with humor, action, and heartwarming resolutions:

    1. Investigation: Explore the environment, gather clues, and piece together the source of the anomaly.
      Example: “The local snow globe collection is projecting a blizzard into real life. Let’s interview the toy store owner and see what’s going on.”
    2. Containment: Use your skills, gadgets, and creative thinking to stabilize or neutralize the anomaly. Expect to deploy wild plans, sometimes on the fly!
      Example: “We’ll use the Christmas tree stand as a containment circle and trick the animated ornaments into it with carols.”
    3. Aftermath: Wrap up any lingering consequences, smooth things over with the public, and report back to headquarters.
      Example: “Well, we stopped the giant mutant gingerbread man, but now the city smells like burnt cookies. We might need an apology card.”

    Stats and Motif Rolls

    Stats

    Each agent assigns values to their stats: 0, 1, and 2. These stats define your agent’s strengths:

    • Contain: For wrangling, neutralizing, or redirecting chaotic forces.
    • Connect: For negotiations, teamwork, or emotional appeals.
    • Improvise: For creating plans, blustering off the top of your head, or finding unexpected solutions.

    Motif Roll System

    Whenever agents take action, they describe their effort, ask about how they effort turns out, and roll 2d6:

    • Answer Die: The first die answers the question about your effort. Your relevant stat adds to this die.
      • 1-3: No
      • 4-6: Yes
    • Wrinkle Die: The second die adds a twist or extra flavor.
      • 1-2: But
      • 3-4: Plain answer
      • 5-6: And
    Example Outcomes
    • “Yes and” (6, 6): Your success snowballs into even greater outcomes, but it may get hilariously out of hand.
    • “No but” (3, 1): You fail, but something mitigates the consequences or sets you up for future success.
    • “Yes plain” (4, 3): A straightforward success, nothing fancy but it gets the job done.
    Special Outcomes
    • Double 6s: Over-the-top success. You succeed so well that the action spirals into chaos in unexpected ways.
    • Double 1s: A catastrophic failure that introduces hilarious and humiliating consequences.

    Interpreting Rolls

    This is a game of chaotic fun and anarchic joy, even as the character strive to solve problems. Failures should not be punitive or simply stop the action. Failures and complications should introduce interesting consequences or simply move the story forward. There is intentionally no health system to this game. The results of actions and outcomes follow the fiction. Use common sense and the flow of the emerging story.

    Chaos Meter

    During the Investigation and Containment phases, the Chaos Meter tracks the growing instability of the anomaly, starting at 0 and maxing out at 10. Each failure (No result) adds 1 to the meter. If you roll a “No and” result, add an additional +1 (for a total gain of 2). The Chaos Meter resets to 0 at the start of each phase.

    Escalating Chaos
    • Reduction: Successfully helping civilians escape danger or making significant steps toward containing or calming the situation reduces the meter by 1.
    • Weirdness Die: As the meter rises, the world becomes more bizarre:
      • Chaos 3: Add a third Weirdness die to all actions to measure how surreal things are getting.
      • Chaos 5: Add +1 to the Weirdness die rolls.
      • Chaos 7: Add +2 to the Weirdness die rolls.
      • Chaos 10: Crisis Peak! The situation reaches its boiling point, and the team must make a desperate attempt to resolve the chaos before it goes critical.
    Weirdness Die

    Rolled as a third die on actions when Chaos 3 is reached. Measures how the world bends under the strain of chaos as the characters act:

    • 1: Normal and mundane.
    • 2: Slightly odd or unusual.
    • 3-4: Notably awkward or somewhat surreal.
    • 5: Outright strange and surreal.
    • 6: Reality is bleeding, expect total holiday mayhem.

    Gadget Invention and Use

    Creativity is key to resolving the holiday-themed anomalies, and agents can invent or tweak gadgets to aid in their missions.

    • Invention Rolls: When agents create new gadgets, they roll 2d6 with no modifiers. They use whatever random holiday items are on hand or around in the scene as the core of their invention.
    • Use Rolls: Using gadgets involves another 2d6 roll with no modifiers. The outcome is determined by the Motif system and failure could lead to hilarious malfunctions.

    Example Invention

    “I rigged this Rudolph-nose flashlight to repel candy cane bats. It works, more or less, except now it attracts sentient mistletoe!”

    Example Use

    “The snow globe containment device worked perfectly… until it started projecting disco lights into the blizzard.”

    Holiday-Related Goals

    Each agent has a personal holiday-related goal they’re working toward, perhaps a long-lost tradition, an unfulfilled wish, or simply a desire to make the season brighter. If it fits the situation, agents can rearrange their die after rolling to help achieve their goal.

    Tone and Focus

    This game is about embracing the chaos of the holidays with a heavy dose of humor, absurdity, and spontaneous creativity. Each mission is a wild ride, and players are encouraged to think outside the box, improvise, and roll with whatever unexpected twists come their way. The focus is on fun, the chaos of the holiday season, and keeping things light and entertaining.

    Mission Variety

    HAD deals with all sorts of absurd holiday crises, including but not limited to:

    • Recovery Missions: Retrieve or contain rogue holiday artifacts.
    • Containment Missions: Stabilize out-of-control magical events.
    • Negotiation Missions: Convince sentient holiday creatures to play nice.
    • Multi-Stage Anomalies: Tackle layered events, like a New Year’s ball countdown that creates a bubble of time and additional weird effects with each second counted.

    Each mission should be treated like a holiday adventure, with bizarre problems and off-the-wall solutions that keep everyone laughing and on their toes.

    Mission Loop: Building Your Holiday Adventure

    Cute gnome figurine skiing in snowy landscape, adding charm to winter decorations.

    The Mission Loop is the heartbeat of your holiday-themed adventures in Holiday Anomalies Division (HAD). Each mission unfolds in three key stages—Investigation, Containment, and Aftermath—ensuring that your game stays dynamic, fun, and full of surprises. In this section, we’ll guide you through how to create and run your missions, with advice on pacing, setting the scene, and a few tools to spark your creativity.

    Investigation: Unravel the Mystery

    The investigation phase is where your agents get to explore the weirdness surrounding the holiday anomaly. It’s time to gather clues, interview NPCs, and piece together what caused the problem in the first place. This is where the mystery unfolds and the tone is set.

    Tips for Investigation

    • Setting the Scene: Introduce a holiday setting that’s been turned upside down. A toy store filled with rogue, talking ornaments. A Christmas market under siege by malfunctioning reindeer. Let your players discover how far things have gone awry.
    • What to Do: Encourage players to investigate with a mix of asking questions, gathering physical clues, and talking to quirky NPCs. They may need to use their “Connect” stat to get information from a nervous shopkeeper or “Improvise” to find hidden clues.
    • Rewards: If the player successfully uncover helpful information and/or the root cause of the problem, all of their first actions in the next phase gain +2 on both dice.
    • Consequences: If players fail too hard and too much, causing the Chaos Meter to rise too high to 10, reality completely melts down in a surreal dream-like scene. The fundamental cause or main responsible figure will be revealed. The character them suddenly find themselves waking up in res media in the Containment phase, with the Chaos Meter reset to 0.

    Investigation Oracles

    You can use some all flavor (or dice label) oracles to help fill things out and guide the investigation process.

    Clue Shape

    • Visibility: How noticeable is the clue?
    • Condition: Is the clue in good shape?
    • Urgency: Does this clue feel pressing?

    Clue Value

    • Importance: Is this clue significant?
    • Clarity: How easy is it to understand?
    • Connection: Does this point toward the source of the anomaly?

    Clue Examination

    • Strangeness: How weird is the clue?
    • Reliability: How trustworthy is this clue?
    • Relevance: Does it relate directly to the anomaly?

    Clue Result

    • Source: Does the clue have a clear origin?
    • Difficulty: How hard is it to piece together?
    • Direction: Does it lead to more clues?

    Containment: Stabilize the Situation

    Once your agents have gathered enough clues and identified the cause, it’s time to contain or neutralize the anomaly. This is where improvisation, creativity, and quick thinking come into play. Players will need to come up with wild plans, deploy gadgets, and sometimes use their holiday skills to stabilize the situation.

    Tips for Containment

    • Setting the Scene: Now the stakes get high! The anomaly might be growing, so it’s important to make the environment feel tense. Maybe the snowstorm is getting bigger, or the rogue candy canes are multiplying by the minute.
    • What to Do: Players may need to work together to come up with a containment strategy, using their tools and talents. This could involve everything from singing a holiday song to calm down a rabid reindeer to using the Christmas tree stand to trap a rogue snow globe.
    • Rewards: If the players manage to solve the problem before the Chaos Meter caps out, the aftermath will be easier to manage. NPCs will be naturally more forgiving and understanding. The extant of damage or disruption will be less than it could have been. They should also gain a friendly NPC who is grateful for their help, who they may call upon for friendship or even assistance at times.
    • Consequences: The higher the Chaos Meter, the crazier and riskier the containment will be. At 10, the full power and strangeness of the event is unleashed and the characters must face a final showdown. The outcome will depend on their choice of actions and rolls, with no further chances.

    Containment Oracles

    Just like the Investigation phase, this phase also has some example oracles you can use to help flesh out and run the scenes.

    First Impression

    • Control: How easy is it to take charge of the situation?
    • Strength: How powerful is the anomaly?
    • Stability: How stable is the environment?

    Assessment

    • Speed: How fast is the anomaly growing?
    • Disruption: How much damage is the anomaly causing?
    • Intervention: How much can the agents intervene?

    Planning

    • Clarity: How clear is the containment strategy?
    • Resources: How many resources are available for the plan?
    • Consequence: What happens if containment fails?

    Contact With Reality

    • Duration: How long will it take to contain the anomaly?
    • Effectiveness: How well will the containment strategy work?
    • Risk: How risky is the plan?

    Aftermath: The Clean-Up and Consequences

    After the anomaly is contained, it’s time to wrap up. But the aftermath is never as simple as it seems! The town, city, or holiday environment still has to deal with the fallout of the situation, and your agents will have to make things right with the public and report back to headquarters.

    Tips for Aftermath

    • Setting the Scene: The holiday chaos should have left some quirky consequences behind, even in the best outcomes. Maybe the town is now covered in frosting, or there’s a herd of sentient snowmen wandering the streets.
    • What to Do: This phase is about managing the fallout. Players will need to smooth things over with any panicked civilians, undo the effects of the anomaly, and maybe even deal with an unexpected twist (such as an apology tour or media frenzy). The phase should end with a debriefing and review back at headquarters.
    • Rewards: If the aftermath is handled especially well, the Department may offer minor helpers or a less unreliable gadget for use on the next mission. There is also a chance to avoid gaining enemies and develop alliances.
    • Consequences: If the Chaos Meter was high, things won’t be as easily fixed. Maybe there are lingering side effects, like an overabundance of holiday spirit that causes everything to turn ridiculously festive, or the return of an anomaly that wasn’t fully contained. If the phase is badly handled, the team may end up with some persistant enemies or bad PR.

    Aftermath Oracles

    There are also some example all flavor oracles using dice labels for this phase too! Use them to help introduce more surprise and round out details in play.

    Simple Aftermath

    • Public Response: How well do the townsfolk feel about the team?
    • Holiday Spirit: How is the holiday mood affected?
    • Damage Control: How much effort is needed to fix the situation?

    Alternate Aftermath

    • Civic Reaction: What’s the general mood of the crowd?
    • Long-Term Effects: What lasting impact does the anomaly have?
    • PR Recovery: How much does the team need to manage public relations?

    Leftover Mess

    • Clean-Up Effort: How easy is it to restore order?
    • Media Frenzy: How does the media spin the event?
    • Community Impact: How is the community dealing with the aftermath?

    Fallout

    • Reputation: How do the locals view the team post-mission?
    • Festive Echoes: How much does the anomaly affect holiday celebrations?
    • Side Effects: Are there any lingering issues?

    Appendix: Using the All Flavor Oracles

    You ask about how things are or turned out. Roll 3d6 for an answer. Assign the labels in order from left to right or closest to farthest. Each label is interpreted according to its plain meaning, as illustrated by the example question that the flavor answers. Follow the intuitive scale below, judging the weight of the label by how much the flavor comes through or how positive/negative the outcome is.

    Scale

    • 1: Absolute absence or the complete opposite; most negative response
    • 2: Not at all or somewhat the contrary; clear negative response
    • 3: Somewhat or slightly so; mildly negative response
    • 4: Average or mediocre; slightly positive response
    • 5: Above average or notably strong; strongly positive response
    • 6: Peak or overwhelming; most positive response
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  • Dice Labels: The Heart of the Motif Approach

    Dice Labels: The Heart of the Motif Approach

    This entry is part 1 of 3 in the series Motif Thoughts

    Thinking About Dice Labels and Narrative Dice in Motif

    Also check out the free RPG I was inspired to share from my slushpile by this post!

    Woman with drink playing dice amidst casino smoke, evoking a mysterious nightlife vibe.

    When it comes to TTRPGs, rolling dice is often about success and failure. But what if the dice could do more? What if they could weave a rich, story-driven narrative with every roll? Enter Motif, a narrative dice system that transforms the simple act of rolling dice into a powerful tool for storytelling. Motif provides answers to questions as an oracle system. Motif’s magic lies in its use of labeled dice, each one offering a different aspect of the story.

    Rather than being limited to basic success/failure metrics, Motif turns each die into a question about the world, the characters, or the situation. It’s this layered, dynamic approach that sets Motif apart and gives it such powerful potential, whether you’re a seasoned GM or flying solo on an adventure. Let’s take a deep dive into the core dice labels that make this system tick.

    Core Dice Build: A Flexible Narrative Tool

    At the heart of a core Motif build is a simple but incredibly versatile system of three dice. These dice don’t just measure success or failure, they bring your narrative to life layer by layer with each roll. While the standard Motif build uses the following labels, what’s great about Motif is that you can totally tweak these labels to suit your game. But let’s first look at how the system works with the classic three-label approach:

    • 1st Die: Answer
      The first die is all about answering the question. It gives you the basic “yes/no” or “success/failure” outcome. Depending on how you set it up, this die will give you the simplest answer to your query.

      • 1-3: No
      • 4-6: Yes
      • Example: Let’s say your party is looking for shelter. You roll a 5, and you find a cabin nearby. Success!
    • 2nd Die: Wrinkle
      The wrinkle die is where things get spicy. It adds depth and complexity to your simple answer. It doesn’t just let you say “Yes” or “No”; it modifies that response and makes the outcome more interesting. This die determines whether your success has an extra twist or your failure is worse than expected.

      • 1-2: But… (the outcome has a twist, alleviating or complicating things).
      • 3-4: Plain answer (straightforward and no complications).
      • 5-6: And… (the answer is strong, with an additional benefit or complication).
      • Example: The group rolls to see if they can find shelter. The answer die gives them a yes, but the wrinkle die adds a 6 (And). They find a cabin, and it turns out to be fully stocked with supplies. Bonus!
    • 3rd Die: Flavor
      Ah, the flavor die. This is where things get really fun. The flavor die brings the thematic richness to your roll, adding more context or tone based on what’s important for the moment. Think of it as an extra dimension, highlighting what’s most crucial for the scene. Whether it’s Safety, Advantage, Favorability, or even Weirdness, the flavor die gives your answer a distinct personality.

      • Low rolls indicate a lack of that flavor (or the opposite of it).
      • High rolls emphasize that flavor in a big way.
      • Example: Imagine you’re in a survival situation, trying to find shelter in a post-apocalyptic world. The flavor die is set to Safety. A roll of 1 means the shelter is unsafe (maybe it’s crawling with threats), but a roll of 6 means the shelter is perfectly secure and safe.

    Beyond the Standard Build: Customizing Dice Labels

    Now, here’s where Motif really shines… flexibility. Sure, you can use the standard Answer, Wrinkle, and Flavor setup, but why stop there? Motif allows you to completely customize the dice labels to match whatever’s happening in your game. This means you can use the dice for anything, from treasure hoards to NPC interactions to world-building elements. The sky’s the limit!

    For example, let’s say your group stumbles upon an ancient treasure chest hidden in a ruined temple. You can assign dice labels like this:

    • 1st Die: Value (How valuable is the loot?)
    • 2nd Die: Condition (What’s the condition of the items?)
    • 3rd Die: Danger (How dangerous is it to get to this treasure?)

    Let’s roll:

    • 1st Die: 6 (High Value) – This is treasure worth fighting for!
    • 2nd Die: 1 (Poor Condition) – Most of the loot is in bad shape, so it might not be worth the trouble.
    • 3rd Die: 5 (High Danger) – Traps abound! You’ll have to be cautious, or you’re toast.

    So, there something truly valuable deep in there, but most of the hoard has been ruined and the danger is real. That means the players have a tough choice: go for the gold and risk their lives, or walk away empty-handed?

    You could easily change this up to use in other situations, such as for NPC encounters or scene setting. Here’s a few examples:

    • NPC Interaction:
      • 1st Die: Relationship (How strong is the NPC’s bond with the group?)
      • 2nd Die: Mood (How good or bad is the NPC feeling?)
      • 3rd Die: Reaction (How well does the NPC respond to the party?)
    • Scene Setting:
      • 1st Die: Atmosphere (What’s the tone of the scene, dark or bright?)
      • 2nd Die: Obstacles (How difficult are the problems or barriers here?)
      • 3rd Die: Opportunity (What are the chances like to find resources and treasure?)

    Adding Narrative Dice Layers to Other Systems

    But wait, there’s more! You don’t have to play a Motif game to use Motif’s labeled narrative dice. One of the most exciting features is how easily it can integrate into other systems, acting as an add-on to your favorite RPGs or solo games. Whether you’re playing a dungeon crawl or running a one-shot, you can use Motif dice labels to spice up your game.

    Here’s how Motif can enhance other systems:

    • Solo Play: Use the dice as oracles to answer questions, generate plot twists, or decide on story outcomes without needing a GM.
    • Loot Generators: You could roll for value, condition, and danger or other appropriate labels to generate interesting treasure hoards.
    • World-Building: Need to define a new region? Assign thematic labels (like Hospitality, Danger, Wealth) and roll to quickly determine the flavor of a new area.

    You can also layer Motif onto or in-between existing mechanics to add flavor and important details, which can be especially useful in low prep GMing and solo RPG situations. Let’s use an illustrative example! Imagine you’re running a traditional dungeon crawl. Instead of just having players roll to “disarm trap,” use the dice labels to flesh out the trap mechanics. Maybe you assign labels like:

    • 1st Die: Visibility (How hard is it to detect?)
    • 2nd Die: Severity (How bad is the trap?)
    • 3rd Die: Effectiveness (How hard is it to avoid the trap?)

    A roll of 1, 6, 3 could mean it’s a hard-to-detect trap and very dangerous if triggered, though reasonable to avoid with the right skill.

    Try Letting Your Dice Tell the Story

    The dice labels in Motif aren’t just random numbers on a die, they’re powerful storytelling tools. By giving each die a distinct role in your game, you’re creating a world that responds to the choices your players make in dynamic, unpredictable ways. Whether you’re deep in the heart of a Motif game or using these dice as a supplement to your favorite system, the possibilities are endless. You’re not just rolling dice, you’re crafting stories.

    If this kind of thing interests you, be sure to check out the free duo TTRPG about a dying immortal I’m sharing from my slushpile because of this post!

    So, what are you waiting for? How will you label your dice? What new stories are you going to tell? Let’s get rolling! If this spurred any thoughts, come scream at me on Bluesky about it. 

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  • RPG Idea: Hard Road Ahead

    RPG Idea: Hard Road Ahead

    This entry is part 3 of 4 in the series Free Games

    Something I may never complete. Inspired to share this from my slush pile by my post about Ghibli-inspired games. Putting this out there for anyone else to finish, if they want. Fully open license, public domain. Use as you will.

    Hard Road Ahead

    Mysterious forest road at night with a solitary silhouette, creating a haunting atmosphere.

    A two-player micro-RPG inspired by the darker elements of Studio Ghibli.

    Overview

    One player takes the role of The Young Person, someone desperately striving to save a loved one who will die without their help. The other plays The World That Is, a callous, indifferent force that cares only for the endless cycles of life, death, and the laws of the universe. Together, you will tell a story of hardship, fleeting hope, and the cruel beauty of persistence.

    What You Need

    • 6-sided dice (d6), at least three.
    • Paper and pen for tracking progress.
    • A quiet space to reflect and tell your story.

    Setup

    1. The Young Person names their loved one and describes why they must save them. Define the relationship and what makes this bond vital.
    2. The World That Is describes the setting: is it a crumbling city, a storm-lashed forest, or a war-torn countryside? Frame the narrative tone.
    3. Both players collaboratively decide on the loved one’s three essential needs:
      • Medicine to treat or prevent sickness. What treatment do they need?
      • Food to stave off starvation. What kind of allergies and other food issues must you avoid?
      • Clothes to protect against deprivation. What is needed for the season, weather, and terrain?
    4. Draw two trackers:
      • Young Person’s Needs: Hunger, Exposure, and Exhaustion, each starting at 0.
      • Loved One’s Needs: Sickness, Starvation, and Deprivation, each starting at 0.

    How to Play

    The story unfolds across at least five quests that The Young Person must pass to gather the resources their loved one needs. Each quest is an encounter, framed by The World That Is, which presents as (roll a d6):

    • 1-2, A Social Trap: An overprotective guardian, a deceptive merchant, or others with conflicting goals.
    • 3-4, A Task: Delivering messages, retrieving a lost item, or fulfilling a troubling request.
    • 5-6, Internal Struggles: Phantoms or hallucinations of doubt and despair.

    For each quest, the conditions available in the quest may offer a chance to reduce negative conditions for the player and there are two possible outcomes:

    • Pass: The Young Person earns a vital item (Medicine, Food, or Clothes) and/or a step of relief for their own Needs.
    • Fail: The World That Is offers a deus ex machina escape at a steep cost: an increase of 1 in either Sickness, Starvation, or Deprivation for the loved one, as well as usually an increase of one of the young person’s Needs.

    Mechanics

    Set of white dice with black pips on a reflective black surface, showing various numbers.

    1. Encounter Timers: Each encounter is resolved in three rolls or less, symbolizing the limited time available. The timer reflects urgency, a collapsing bridge, approaching danger, or window of opportunity closing.
    2. Rolling for Progress: The Young Person rolls 1d6 per action. Actions must align with their described approach to the challenge. They may choose to accept 1 negative track for +2 dice. Once per encounter, you may also pick one of your loved one’s Needs and roll twice as many extra dice as the track is at. But if you take a cost (partial success or failure), it adds +1 to one of their other Needs tracks in addition to the young person’s. However, if you succeed, reduce the loved one’s Need used by 1. Possible results:
      • 6: Overwhelming success.
      • 4-5: Partial progress; the player may advance but at a cost, such as 1 Hunger, Exposure, or Exhaustion.
      • 1-3: Failure; no progress and +1 to one of the young person’s Need tracks.
    3. Tracking Needs: Needs can be alleviated to some degree by the encounters, such as eating at a strange festival to reduce Hunger or taking shelter with that witch for a while to reduce Exposure. When any of The Young Person’s Needs (Hunger, Exposure, or Exhaustion) reaches 5, they collapse, lost to the indifferent world. The game ends with tragedy, as they are discovered dying by their (probably also soon to perish) loved one.
    4. Loved One’s Condition: Failures during encounters add to the loved one’s Sickness, Starvation, or Deprivation. They cannot be alleviated under they are reached by the Young Person. However much Medicine, Food, and Clothing they have reduces Sickness, Starvation, and Deprivation that much. If the game ends with any higher than 1, or 1 in all, their future is ambiguous. 1 or 0 in all, except for all 1s, they go on to be well. When any of these reach 3, the loved one succumbs before The Young Person can reach them. The story ends in sorrow.
    5. Winning the Game: If The Young Person successfully passes at least five quests and delivers at least 1 Medicine, Food, or Clothes, they reach their loved one in time, saving them (at least for now) from death. Note the loved one’s condition to judge their epilogue. And the journey’s toll remains, leaving scars and questions about what was lost to succeed.

    Example Encounter

    The World That Is: “You step briefly inside a well-maintained old cottage and suddenly an old woman blocks your way. Her house is warm, filled with food, and she offers you shelter. But she insists you stay and never leave. Her smile is kind, but her grip on your arm is iron the moment you step anywhere near the doors or windows.”

    The Young Person: “At first I may have no choice, so I will rest a while and eat a bit to put her at ease.”

    The World That Is: “The old woman seems happy that you accept so easily. She presents course after course of food, then covers you with a blanket as you rest afterward in a deep comfortable chair, reducing both your Hunger and Exhaustion by 1.”

    The Young Person: “When she settles down herself, that is my chance. I will try to distract her by singing a lullaby to make her sleepy.”

    Successful Quest

    The young person rolls a 4, a partial success with a cost. The old woman’s eyes droop, but she shakes her head and her gaze remains fixed on them. They also take 1 Exhaustion as they sing a lullaby but resist the urge to sleep. Continuing to sing, they make a second roll. The old woman finally nods off, lulled to sleep by the soft melody. The Young Person gathers food and escapes, having some time while the woman sleeps so both reducing their Hunger by 1 and earning 1 Food for their loved one.

    Failed Quest

    The young person rolls a 2, a failure. The song is off-tune as the old woman eyes them suspiciously and remains perfectly alert as she sips her tea. The awkward tension is draining and adds +1 to Exhaustion.

    The Young Person: “I see this isn’t working. I’m going to try making increasingly bothersome requests to see if I can get her away long enough to slip out.”

    The young person groans as they roll a 3, another failure. They ask for different blankets, pillows, obscure snacks, and the whole lot of it but she never has to leave the room to accommodate the young person. The whole process is so tiring and adds another +1 to Exhaustion. Their Exhaustion is creeping very high and they decide to not risk any further action.

    The Young Person: “If I can, I’m going to accept that there is no escape for now and rest to recover a bit before the other shoe drops.”

    The World That Is: “You may remove one of those Exhaustions you gained. As you fitfully nap, you are rudely awakened being pushed out of the chair. The old woman is screaming at you about some request you made while half-asleep. As far as you can tell it was for some kind of cookie or snack, but she is taking it as a deadly insult. You are thrown out of the house in the middle of a storm, gaining 1 Exposure. Reflecting the plenty that you’re leaving behind, your loved one’s Starvation goes up by 1.”

    Themes of Reflection

    After each quest, The Young Person pauses for a moment of introspection. The player must describe what keeps them going despite the rising toll and stress, while The World That Is narrates how the environment reacts: indifferent stars, whispering winds, or the cold indifference of a collapsing society.

    Conclusion

    Hard Road Ahead is not about triumph or comfort but persistence against the odds. It captures the heartache, fleeting beauty, and relentless hardships that echo the darker undertones of Studio Ghibli’s masterpieces, while also mixing in non-traditional conflicts and whimsical encounters to reflect the other side of the inspiration. Will you make it in time, or will the world’s callousness win?

    Have you hacked this into a more complete game? Are you incorporating some of these ideas into your own game? Or have you even tried giving this raw/mini version a try? Please, shout at me on Bluesky about it. 

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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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  • Getting in the (Dice) Swing of Things

    Getting in the (Dice) Swing of Things

    This entry is part 3 of 3 in the series Motif Thoughts

    On Swingy Dice: The Design of Motif

    Dynamic illustration of Newton's Cradle showing motion and reflection concepts in physics.

    Dice systems play a key role in shaping the dynamics of tabletop RPGs. They not only determine the mechanics of success or failure but also create the emotional backbone of tension, excitement, and consequence in gameplay. In Motif, swingy dice (those that produce wide variations in outcomes) are a deliberate feature that enhances the game both as an oracle and a game engine. Let’s dive into why this choice is central to Motif’s design and how it contributes to the overall experience.

    Why Swingy Dice?

    Motif is meant to be swingy despite being 2d6/3d6. Because each die is counted individually, so they’re swingy. This swinginess creates excitement and uncertainty, a perfect fit for an oracle system. Here’s why:

    • Small Range, High Impact
      The dice in Motif (d6) stay within a small range, reducing the risk of extreme streaks. The range is small (limiting/mitigating streaks) and it’s an answer oracle, so you want it weighted random. This limitation prevents outcomes from becoming overwhelming while still allowing for significant swings that can drive the narrative forward.

      • The combination of small numerical values (1-6) and independent rolls means that variability remains dynamic yet manageable, unlike systems with broader ranges like d20. This balance ensures that the game’s mechanics feel lively without derailing play.
    • Individual Randomness
      Because each die is counted individually, each one represents a unique factor or aspect of the answer. With each die being swingy, this creates a complex random pattern of answers. The outcome isn’t a smooth progression but rather a series of varied shifts, where each die’s result contributes to the overall response in unpredictable and dynamic ways.

      • In practical terms, this design choice mirrors the chaos of real-life decision-making, where multiple variables can pull in different directions. This keeps players engaged and reactive, adapting to each roll as the narrative unfolds.
    • Impactful Modifiers
      The small scale makes simple +/-1 and 2 modifiers meaningful. The small range of the dice ensures that even small shifts in modifiers can dramatically influence the outcome, keeping the stakes high and the decisions weighty.

      • This contrasts with systems like d20, where a +1 modifier might have a subtler impact, or percentile systems, where slight adjustments can feel almost negligible. In Motif, every modifier directly affects the narrative’s momentum, making every choice resonate more strongly with players.

    Distribution and Narrative Impact

    Dice distributions directly shape the flow and tone of a narrative by controlling how predictable outcomes are and where results tend to cluster. Swingy systems, such as Motif, create a wide range of outcomes that amplify uncertainty and tension, whereas bell-curved systems lean toward predictability and realism.

    For example, the Motif system’s use of individual d6 results means every roll offers a spread of possibilities, contributing to a dynamic and fluid narrative structure. Each roll feels less like a calculation and more like a narrative catalyst. In contrast, systems like 3d6 summed create a bell curve, where middle-range results dominate. This design favors games where outcomes need to reflect consistent skill levels or controlled probabilities, such as simulationist RPGs.

    Tension and Stakes in Dice Systems

    One of the most critical elements of a dice system is its ability to manage player tension and stakes. Swingy dice systems like Motif excel in this area by creating outcomes that are unpredictable yet significant. Players can never fully anticipate results, keeping the stakes high and the narrative alive.

    Modifiers interact differently across dice systems and can drastically alter tension. In Motif, where small changes to a d6’s outcome have a profound impact, a +1 modifier could entirely shift the narrative’s direction. In bell-curved systems or large scale die systems (like d20), modifiers often produce more subtle shifts, with their impact most pronounced at the extreme ends of the probability curve.

    Dice pools, like those found in systems such as Blades in the Dark, emphasize the number of successes over individual rolls, creating another form of tension. Adding a single die to a pool can significantly improve odds, making even small adjustments feel meaningful. These systems, however, trade the swinginess of individual rolls for the aggregated predictability of multiple dice.

    Embracing Uncertainty

    While great for detailed mechanical gameplay and reliability, bell curved systems can lack the dramatic unpredictability that swingy dice provide. In Motif, the swinginess serves to amplify the storytelling aspect, ensuring that every roll feels significant and emotionally charged. This approach captures the chaotic and improvisational spirit central to the approach’s design.

    The uncertainty and excitement are great. Swingy dice encourage unpredictable outcomes, which create tension and drama. Unlike bell-curved dice systems, which tend to cluster results around the average, Motif’s dice allow for more variance, giving every roll a feeling of consequence and unpredictability.

    Ultimately, each approach tailors the level of tension and the stakes players experience. Swingy systems like Motif excel at delivering dramatic highs and lows, while bell-curved systems smooth out the experience, favoring consistency over chaos.

    Reflect on Your Dice System

    Take some time to think about your chosen dice system. Is it swingy? Bell curved? What is the range like? How do the modifiers interact with the odds? What is the general feel? These questions are key when designing or choosing a dice system, as each system influences the tone and pacing of the game. Consider these examples:

    • Bell Curves (3d6 Summed or Dice Pools)
      Bell curves produce more predictable outcomes, ideal for games focused on consistency or skill-based challenges. They reduce uncertainty but sometimes may not generate the same high tension. This makes them excellent for simulating realistic systems where skill or practice governs success.
    • Percentile Systems (d100)
      Percentile systems offer high precision, which is perfect for games where exact outcomes matter. % systems are great for high-stakes or high-tension games where that exacting, unforgiving vibe works. While these systems can feel cold or overly mechanical, they shine in contexts where specificity is vital.
    • Swingy Dice (Motif or d20)
      Swingy dice systems like Motif fuel tension and surprise. With unpredictable results, every roll feels consequential, and players are always kept on edge. The resulting emotional intensity complements games emphasizing improvisation and narrative twists.

    Final Thoughts

    Motif’s use of swingy dice enhances the game’s unpredictability, creating excitement and meaningful choices in a compact system. Whether you’re designing your own game or playing with others, understanding how dice mechanics affect the overall experience is crucial. Are your dice systems swingy or predictable? How do they affect the tension and stakes of your game? By reflecting on these factors, you can better align your mechanics with the experience you want to deliver.

    What’s your take on swingy dice? Share your thoughts and let’s discuss how different dice systems shape gameplay! Shout at us over on Bluesky.

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  • Motif Oracle Notebook

    Motif Oracle Notebook

    Motif Oracle Notebook

    Motif Oracle Notebook

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    About the Motif Oracle Notebook

    Motif Oracle Notebook is a TTRPG storytelling tool designed for solo roleplaying, tracking rolls & character notes during play, and creative writing. It uses a three-die system to generate answers and add nuance to your narrative.

    Notebook Features

    • Oracle: The main oracle interface with roll history and live results
    • Game Rolls: Dice roller for game mechanics
    • Character: A place for character details and development
    • Scene Notes: Track your current scene
    • Story So Far: Record your overall narrative
    • Extra Notes: Space for additional information

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    About the Motif Oracle Notebook

    A woman engaged in tarot reading surrounded by candles and crystals on a table.

    Motif Oracle Notebook is a TTRPG storytelling tool designed for solo roleplaying, tracking rolls & character notes during play, and creative writing. It uses a three-die system to generate answers and add nuance to your narrative.

    Notebook Features

    • Oracle: The main oracle interface with roll history and live results
    • Game Rolls: Dice roller for game mechanics
    • Character: A place for character details and development
    • Scene Notes: Track your current scene
    • Story So Far: Record your overall narrative
    • Extra Notes: Space for additional information
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  • Immersion and Authoring in TTRPGs

    Immersion and Authoring in TTRPGs

    This entry is part 4 of 5 in the series RPG Theory

    Immersion and Authoring: Two Pillars of TTRPG Playstyles

    Artistic depiction of a person with twigs and antlers submerged in water, eyes closed.

    When exploring RPG mechanics and playstyles, two concepts frequently come to mind: immersion and authoring. These approaches are central to how we experience and create stories, yet they lead to profoundly different player experiences. Understanding their nuances can deepen appreciation for tabletop role-playing games and help both players and game masters refine their craft. Let’s dive into these ideas and how they shape the way we play.

    What is Immersion in TTRPGs?

    Immersion is all about being present in the game world. It’s the feeling of stepping into your character’s shoes, seeing through their eyes, and reacting instinctively to their circumstances. This playstyle emphasizes an almost method-actor-like approach to gameplay. The goal is to lose oneself in the character’s experiences.

    • It’s visceral and emotional, pulling players into the moment-to-moment experiences of their characters.
    • A deeply immersive scene might involve feeling your heart race during a tense negotiation or aching with loss after a companion’s betrayal.

    Think of immersion as an actor completely inhabiting their role, their decisions flowing naturally from the character’s perspective. For example, in a dangerous dungeon crawl, an immersive player might worry about their dwindling torchlight not because of the mechanics, but because their character would feel that same anxiety. Immersion prioritizes instinct over meta-thinking, pushing players to engage deeply with the fiction and their character’s emotional world.

    The key strength of immersion lies in its ability to create intense personal connections to the story. However, this focus on “in-the-moment” play can occasionally lead to tension if other players or the game master adopt a more meta or narrative-driven approach. Still, for those who thrive on emotional and visceral role-playing, immersion offers a uniquely rewarding experience.

    What is Authoring in TTRPGs?

    Authoring, by contrast, is about crafting the broader narrative. This playstyle encourages players to take a step back, view the story as a whole, and make decisions based on dramatic or thematic impact. It’s an approach that treats the game as a shared storytelling canvas, where each decision is a brushstroke.

    • It’s about asking, “What would make this moment more engaging or memorable for everyone?”
    • For example, an authoring player in a negotiation scene might say, “What if I make a bold, unexpected offer to heighten tension?”

    Authoring feels like being the director of a play, consciously shaping arcs and scenes for maximum impact. Instead of being solely concerned with their character’s perspective, authoring players consider the needs of the group and the story. For instance, they might create a rivalry with another character, not because it’s what their character would naturally do, but because it adds intrigue to the campaign.

    The strength of authoring lies in its ability to elevate the shared narrative. Players using this approach often take the initiative to create dramatic moments, plot twists, or resolutions that enrich the story for everyone. However, its reliance on meta-awareness can sometimes clash with purely immersive playstyles, as the player’s focus on narrative structure might break the illusion of the game world.

    Comparing Immersion and Authoring

    These two approaches might seem at odds, but they complement each other in practice. Both styles bring unique strengths to the table:

    • Immersion: Grounded in the immediate experience, it creates depth and emotional connection. Players driven by immersion feel the highs and lows of their character’s journey, fostering a sense of personal investment.
    • Authoring: Focused on the larger picture, it enhances storytelling and group dynamics. By stepping outside their character’s perspective, authoring players ensure the story remains engaging and cohesive.

    Despite their differences, the two styles are not mutually exclusive. Many players shift between these approaches depending on the scene, the system, or the group dynamics. For example, a player might immerse themselves in their character’s fear during a dangerous encounter but step back into an authoring role to suggest a flashback that deepens the story’s emotional stakes.

    Ultimately, the interplay between immersion and authoring reflects the collaborative nature of TTRPGs. A group that respects and balances these styles can create a richer, more layered experience.

    The Role of Game Mechanics

    Different systems lean toward one approach or the other, often shaping the way players engage with the game.

    • Immersion-heavy systems: Games like traditional Dungeons & Dragons or dungeon crawlers emphasize in-character decision-making, focusing on what the character knows or perceives in the moment. Mechanics like fog of war or hidden rolls reinforce this immediacy, keeping players in their characters’ perspectives.
    • Authoring-heavy systems: Games like Blades in the Dark or Fiasco encourage players to think outside the character, prioritizing dramatic twists or collaborative storytelling. Tools like flashbacks, narrative control tokens, or scene-setting mechanics invite players to shape the story actively.

    While some systems explicitly cater to one style, others blur the lines. For instance, Powered by the Apocalypse games often combine immersive character moves with mechanics that encourage authorial input, such as collaboratively building the setting or defining relationships. This blend allows players to seamlessly transition between immersion and authoring as the story demands.

    Designing for Balance

    For game designers, the challenge is in balancing these two playstyles. Striking this balance ensures that players with different preferences can coexist within the same game.

    • Immersion-focused mechanics: could include hidden information, in-character roleplay prompts, or dice rolls that represent uncertainty. For example, a system that keeps the GM’s rolls private might enhance the player’s immersion by preserving the mystery.
    • Authoring-focused mechanics: might involve meta-tools like flashbacks (Blades in the Dark) or explicit narrative framing (Fate). These tools give players direct control over the story’s direction, empowering them to craft memorable moments.

    Games that successfully balance these elements, like Apocalypse World or Burning Wheel, allow players to explore both immediate character experiences and larger narrative arcs. Designers can also provide optional rules or modules that cater to different playstyles, letting groups customize the game to their preferences.

    A Negotiation Scene Example

    To see how these styles might play out in practice:

    • An immersive player in a tense negotiation might focus solely on their character’s immediate goals: “My character would never accept that deal; they’d demand a better offer.”
    • An authoring player might instead think about the drama of the moment: “What if I threaten to walk away? It could create a great turning point for our story.”

    Both approaches enrich the game, but in different ways. Immersion creates an authentic, character-driven experience, while authoring ensures the scene has a compelling narrative structure. Together, they can transform a simple negotiation into a multilayered, unforgettable moment.

    What’s Your Preference?

    Are you someone who loves to feel the world through your character’s eyes, living in the moment and letting instincts guide your choices? Or do you lean toward shaping the story from a broader perspective, crafting dramatic arcs and unforgettable moments?

    Maybe you’ve played games that cater to one extreme, or you’ve found a system that strikes the perfect balance. Share your experiences and thoughts in the comments. We’d love to hear how immersion and authoring shape your playstyle! Come yell at us on Bluesky about it!

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