Tag: free game

  • Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    This entry is part 1 of 3 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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  • 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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