Tag: Dream

  • Diary of a Deacon Part 3 (a NEVER Stop Smiling novella)

    Diary of a Deacon Part 3 (a NEVER Stop Smiling novella)

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

    The prose version of a NEVER Stop Smiling solo playthrough. Read Part 1 and Part 2.


    Entry 8: Laughter With Wrong Echoes

    Silver Throat shone with the artificial brilliance of a dream realized, or perhaps a nightmare cloaked in gilded light. As we walked its gleaming streets, the weight of our task hung heavily behind us. The laughter that filled the air, bright, almost too bright, was the sound of a city reborn, or so it seemed. The buildings, once broken and dark, now shimmered with vibrant hues as if the city itself had been repainted by unseen hands. The walls were alive with color, a feverish carnival of radiant reds and blues that almost burned to look at.

    Music bloomed from open windows, the sound of flutes and strings weaving together into a chorus that joined the humming pulse of a city resurrected. The connections to the rest of The Happy Place had been restored, and with them, the pulse of joy that defined this fragile, feverish paradise.

    The people lined the streets, their eyes alight with something almost manic, their voices singing praises to us as though we were miracles incarnate. “Bless the Deacons!” one woman shouted, hands clasped in prayer-like reverence. “The First Oracle’s miracle lives on through you!” Their cheers were loud and effusive, their smiles wide enough to crack their faces in two. The worship was almost sickening in its fervor, like the city itself was drunk on its own revival.

    I should have felt pride. I should have felt relief. The task we were sent to complete had been accomplished. The promise had held true. We had restored joy. Death had been unraveled, and Reine had returned. She was whole again, alive, her smile gleaming like the sun that bathed the streets of Silver Throat.

    Yet, when I looked at her, standing beside us, smiling with the rest of us, I wondered.

    Is she really her?

    We nodded and smiled, our faces painted in the same veneer of joy, though I could feel the tremors under my skin. Isaiah’s voice rang out, warm but too steady. “The joy is eternal.”

    “All is well now,” I echoed, the words spilling from my mouth with the practiced ease of a mantra. “And it will be forever.”

    The crowd’s cheers followed us like a blessing, or a curse, as we boarded the tram back to the heart of The Happy Place. But as the bright voices faded into the distance, a shiver curled its way down my spine. The weight of what we had endured lingered, just beneath the surface. It wasn’t the kind of thing you could outrun. It was a shadow, always in the periphery, always waiting for you to look away.

    I should feel reassured. I should feel… something. The truth had been proven, after all. Death is a fleeting illusion for those who follow the law, for those who believe. We had saved Reine. We had defeated Death herself, and now Reine stood beside us, smiling like the rest of us, shining like a doll in a showcase. But still… my face aches. The smile feels like a foreign skin strapped to my skull. My soul trembles, shivering in some place deep beneath the flesh, where the surface joys cannot reach.

    When Isaiah and Reine ask me about my past, I lie. Not because I mean to deceive, but because the past feels so far away, like a dream I can’t quite touch. I tell them easy lies about tinkering with toys, about little things, the kind of shallow memories that don’t demand too much thought. But it doesn’t feel like my past anymore. It feels like something, someone, else’s. A life I have abandoned, or perhaps a life that has abandoned me.

    Is this how it happens? Does it always happen here? Does the Happy Place take you, reshape you to fit the mold it has made? Why is memory so… fluid here? Maybe, for me, it’s a mold that fits the Deacon’s role, the one where there is no room for anything but joy.

    The tram slows as we near our stop. I can feel the weight of the citizens around us, eyes on us, too many of them, too intent. Are they watching because we are Deacons? Or because they see the cracks in me, the hollow that I have become? I can feel their eyes crawling over my skin, pressing in on the parts of me that are too soft, too broken, that I cannot hide.

    I want to run. To escape. To find somewhere where I don’t have to smile, somewhere where the weight of it all can fall away. But there is no place like that here. Not in The Happy Place. Not for someone like me.

    I can feel my heart clenching, a tightness in my chest that refuses to release. But no tears come. There are no tears in a place like this. Not for Deacons. Not for those who serve the First Oracle’s eternal promise.

    When we finally reach the Counselor’s office, I can feel the gaze of the city still on us, even though the cheers are long past. They linger, heavier now, like something they want to keep hidden, but can’t quite grasp. What do they see in us, the ones who return from the deep places? Do they see a gleam in our eyes, or do they hear the whispers beneath our smiles?

    Reine stands beside me, still smiling, still perfect. But as she looks at me, as I look at her, I wonder… Is she still Reine?

    And I wonder… Though joy is to be eternal, how long can we keep the mask from slipping?

    Entry 9: The Hollow Beneath the Smile

    A black and white photo of a man's eye

    The Counselor’s chambers were a vacuum, an emptiness so profound that it seemed to swallow all color and sound. The walls stretched endlessly in all directions, their smooth white surface gleaming with a sterile coldness that suggested no reality could truly settle here. The air hummed with the quiet, omnipresent buzz of unseen machinery, as though the room itself was some kind of living system. It felt as thought it were alive in a way that we, the people of The Happy Place, could never be. And yet, it was not quite alive. It was the kind of sterile precision that only machinery and gods could afford.

    The room held no warmth, no personal touch, only the vast, looming desk at its center, a physical and symbolic barrier between us and the Counselor. Behind it, the figure sat motionless, a creature so still it might have been carved from stone. The Counselors always felt like something other, something that had transcended normality, grown too far removed from humanity to be fully understood. Their robes shimmered in the light, bright and immaculate, covered in gold-threaded patterns that seemed to shift when they were not being looked at directly, an optical illusion, or perhaps something stranger, like the ripples of reality itself folding and bending at their command.

    Their smile, perfect and unwavering, filled the space like a blade held at the ready. There was no warmth there. Only the cold precision of absolute control.

    “Sit,” they commanded, the word not a request but an inevitability that resonated with an unspoken weight. The air thickened as the syllables settled around us, suffocating in their finality.

    We obeyed, our bodies stiff, our movements clumsy in the presence of something so alien, so far removed from what we knew. The smile stretched on our faces, as artificial and forced as it had ever been. I could already feel the ache in my jaw from holding it.

    The Counselor’s voice, smooth as velvet yet sharp enough to cut glass, began its ritual. “Describe the resolution in Silver Throat.”

    Isaiah, ever the composed figure, spoke first, his words flowing smoothly, his tone as measured and rehearsed as the finest of orators. He recounted the mission with the precision of a man reading from a script, each detail perfectly in line with what the Counselor wanted to hear.

    Reine followed next. Her words were halting, her voice a little thinner, but still steady, the practiced sheen of a survivor not yet fully tempered by this life. Her account was clean, composed… far too composed, given the chaos we had faced.

    When it was my turn, I offered a concise and sanitized report, stripping away anything that might have disturbed the sanctity of the narrative we were building. I left out the screams, the ones that rattled our bones long after the noise had stopped. I left out the transformations, the creeping horror of that unfathomable machine, its pulsing, organic mechanics leaking dread into the air like a poison that we had swallowed without truly realizing it. I kept my words pure, as they were supposed to be. The image of victory. The triumph of joy.

    The Counselor’s gaze, unwavering and cold, swept over us like a scalpel. “Did you uphold the joy of The Happy Place throughout?”

    “Yes,” we answered in perfect unison, as though the response had been programmed into our very cells. Our smiles were flawless, even as our minds betrayed us.

    The Counselor’s gaze sharpened, dissecting the smallest of movements. Their next question came with an edge. “And what of doubt? Did you feel any?”

    Isaiah, without hesitation, answered first. “None.” His voice rang with certainty, his conviction so solid it might have shattered the very room around us.

    I hesitated, just for a heartbeat too long. The words caught in my throat as the pressure of the Counselor’s stare bore into me. “None,” I forced out, my voice a little too stiff, a little too rehearsed.

    Reine faltered. Her lips parted, but no sound emerged. It was an unspoken confession in its own right, a silence louder than any words could have been. Her hesitation hung in the air, thick with something unnameable. The Counselor’s eyes glinted with an almost imperceptible flash of something like satisfaction, before the smile returned to its perfect, unwavering state.

    The Counselor leaned forward, just a fraction, their presence swelling to fill the entire space. It was as if the room itself bowed to them, as if the very walls bent and shifted under the weight of their being. Their voice dropped, soft but somehow more insistent, each word like a nail driven deep into the silence. “Doubt is a sickness. But it can be cured.”

    Their smile stretched then, something unnatural behind it, something chilling. It was not comforting. It was not kind. It was the smile of something beyond us, something far older, far colder than we had been prepared to face.

    “You have done well,” they continued, their tone shifting to one of almost parental warmth, a veneer so thin I could almost see the predator beneath. “The work of a Deacon is demanding. The body and mind must align with the joy of the city to function properly. I sense… tension in you.”

    I wanted to speak, to protest, to claim that I was fine, that I was joyful, that everything was as it should be. But the words turned to ash in my mouth. The smile on my face became a hollow thing, a lie too tired to keep up the pretense. Reine stirred beside me, a brief murmur of dissent escaping her lips before the Counselor’s gaze fell on her like a weight that cracked her resolve.

    “This is not a flaw,” the Counselor murmured, their voice taking on the clinical precision of someone diagnosing a malfunction. “It is an opportunity for growth. I am recommending therapeutic recovery before your next mission. The First Oracle’s joy is endless, but you must allow yourself the grace to reconnect with it fully.”

    Their words, though laced with the promise of care, felt hollow. This was not the warm embrace of a leader tending to their people. It was the impersonal touch of a technician calibrating a machine. Their care was a function, a cold, methodical solution to an unwanted anomaly.

    “Thank you,” I said, bowing my head, my smile now rigid and unyielding. I dared not let it slip.

    The Counselor’s gaze shifted away from us, their attention already moving to whatever was next in the sterile procession of their duties. “Continue to bring joy to The Happy Place. You are dismissed.”

    We rose, stiff and mechanical, our smiles as fixed as the world around us. As we left the room, the door slid shut behind us with an unsettling hiss, sealing us back into the vibrant corridors of The Happy Place.

    But out there, where the streets still pulsed with life, the light seemed to lose its warmth, as though the radiance of the city itself had dimmed. The air felt thicker now, like something had shifted, and the illusion of joy, so carefully constructed, was beginning to strain under the pressure of whatever lay beneath it.

    And as we walked away, I couldn’t help but wonder: How far had the Counselor transcended, and what of the Cardinals they served, those whispered shadows of even stranger evolution? How far had the Oracles stretched their existence beyond human comprehension? And how long could we, the last vestiges of humankind, keep up the pretense of joy and humanity before it shattered completely?

    Entry 10: Eternal Smile of the Forgotten Self

    Back in my quarters, I stood before the mirror, where the silence wrapped around me like a shroud, fragile and thin as a breath. The reflection staring back felt familiar, but distant… an echo, a fragment of someone I thought I knew. My smile stretched across my face, immaculate, flawless, but it was hollow. The city’s smile, not mine.

    The eyes in the mirror gleamed unnaturally, their brightness cold, as though the warmth had long been stripped away, replaced by something that glimmered without ever shining. I reached up to my face, tracing the curve of my mouth, pressing into my cheeks. Flesh that felt soft, pliable, alien and unyielding all at once. I wondered, for a fleeting moment, if I could feel anything beneath this smile. It would not waver. It refused.

    I thought of Reine. Her return, what should have been a miracle, a testament to the First Oracle’s joy, to our mastery over death. Yet the memories of her transformation clung to me like something sharp, something jagged. The way her body had contorted, twisted and unfurled, bones cracking like dry branches, only to rethread into something too perfect, too smooth. It wasn’t Reine who had risen from that quivering cocoon of flesh, it had been something else, wearing her face, too wide, too still.

    I tried to push it away, but it stayed. The machine. The heart of Silver Throat’s sickness. The pulse that was not life but an imitation of it. Its surface writhed, veins glowing with a heatless fire, a song not heard, but felt, a vibration that burrowed beneath my skin, deep into my thoughts. When it stopped, there was no sound, only an all-consuming silence, as though the world paused to ask: What have you done?

    The city had cheered our return. The streets had swarmed with citizens, their faces radiant, voices a hymn of gratitude, as if they had been waiting for salvation. Their smiles stretched wide, laughter breaking through the air, infectious. I had smiled back, laughed with them. I had felt the joy. A tide that swept everything else away. For those brief moments, I had believed. I had believed in the miracle. I had believed that I was whole, complete.

    But here, alone, that tide receded. And what remained beneath it? The gaps. The fractures in my mask, widening with every passing breath. I had nearly frowned, just for a flicker, long enough to feel the cold hand of mortality slipping around my ribs, squeezing, pulling at the strings of my fragile human form.

    I willed the smile wider. It hurt. My teeth ached with the strain. My cheeks throbbed, as if the flesh was too thin to hold all the joy that was meant to be there. But still, it held. It was perfect. The reflection in the mirror smiled back, an endless, unchanging echo of the joy that was supposed to define us all.

    Never stop smiling. The First Oracle’s joy is eternal. NEVER stop smiling. NEVER.

    This is what I tell myself. This is what I must believe.

    I thought of the Counselor’s words. Their voice had been soft, soothing, like a lullaby… or maybe like a whisper through static, their smile so perfect, their eyes too deep. “This is not a flaw. It is an opportunity,” they had said. Opportunity. They had said it with such certainty, such clinical precision. No room for doubt. And there had been no kindness in their words, just a cool efficiency. I wasn’t a person to them. I was a part, a cog, a vital part of The Happy Place’s great machine, a malfunction to be fixed, a gear to be calibrated.

    My reflection flickered, warping, the edges of my vision swimming like oil. The image in the mirror shifted, twisted. My face stretched, my smile grew impossibly wide. The teeth inside it gleamed like rows of needles, sharp and wrong. My eyes… hollowed. The spark, the light… it vanished. What was left was just an abyss. I blinked. And then, it was gone. Just me. Just the smile. Always the smile. Forever the smile.

    I tried to remember. To recall anything of myself before this. My favorite toy, a little thing I had made. I remember giving it to someone. Who was it? Who had I given it to? The memory is… gone. There’s nothing. Just a blank space where a moment should be. It slips further away, like sand through my fingers. A forgotten gift. A forgotten me.

    I want to believe. I want to believe the Counselor, to believe in the citizens’ joy, in the songs rising from the walls, in the promise of eternal happiness. I want to believe I am whole again, that the wounds in my mind and soul aren’t flaws, but opportunities to be perfected.

    But beneath the surface, beneath all the smiling, something is unraveling.

    How long? How long can I keep smiling? How long before the smile begins to fade, like everything else?

    I cling to it. I have to. The alternative is unthinkable. I cannot let go.

    Never stop smiling.

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  • Free Duo Game: The Immortal’s Affairs

    Free Duo Game: The Immortal’s Affairs

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

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

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

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

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

    Game Overview

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

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

    Game Roles

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

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

    Core Mechanics

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

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

    Approaches and Dice Rolls

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

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

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

    World Events and Time Pressure

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

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

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

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

    Settling Affairs

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

    Some examples of affairs might include:

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

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

    The Empathy Mechanic

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

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

    Endgame Resolution

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

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

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

    Example of an Affair in Play

    Affair: “Saying Goodbye to an Old Friend”

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

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

    Conclusion

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

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

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

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  • About Us

    About Us

    About Thought Punks

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

    Motif Story Engine: Stories Powered by Chance

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

    It’s designed to be:

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

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

    Our Games

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

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

    Beyond Games: Experimentation and Community

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

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

    Why Choose Thought Punks?

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

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

    Join the Punk Movement

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

    Let’s make stories that matter, together.

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  • Welcome to Thought Punks!

    Welcome to Thought Punks!

    Empowering Stories. Simple Tools. Endless Possibilities.

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

    Check Out Our Blog

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

    Use the Motif Oracle Notebook

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

    Browse Our Games

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

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

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