Tag: Immortality

  • Such Sights to Show You (Comedy-Horror Short Story)

    Such Sights to Show You (Comedy-Horror Short Story)

    Such Sights to Show You

    hellraiser, lament, box, render, movie, horror, puzzle, gray movie, gray puzzle, gray horror, gray box, hellraiser, hellraiser, hellraiser, hellraiser, hellraiser, lament

    Brian Shipley’s apotheosis into a being of eternal, geometric torment was, on the whole, a rather tidy affair. The artisans of the flesh, for all their talk of chaos and the rending of souls, had been considerate enough to put down dust sheets. It was a small detail, but it was the sort of thing Brian appreciated.

    The experience itself was a bit like listening to an avant-garde orchestra where the first violin was playing a violent concerto of agony on your nervous system, while the percussion section enthusiastically tenderized your soul with mallets made of pure unadulterated bliss. It was confusing, transcendent, and frankly, a bit ticklish, especially when they got to the part with the skin.

    And when the music finally faded, Brian looked down and saw the result. Oh! That’s where his skin had gone. It had been peeled back with the loving care of a master chef preparing a particularly prized fruit, then lacquered and re-stitched with gilded wire. Previously internal organs were now external, arranged in a pleasingly symmetrical pattern on his torso, and a hook on a long chain was embedded in his left palm. It was all very artistic.

    The problem was… now what?

    The Arcane Seamstress, a rather grand figure with a voice like a cello being played in a crypt, had just finished the final stitch. It had leaned in close and whispered, “Now, you are one of us. Go. Explore the furthest regions of experience. We have such sights to show you!”

    Then it had vanished in a swirl of black leather and theatrical smoke, leaving Brian standing in a hallway that seemed to be paved with groaning flagstones.

    “Right,” Brian said to the empty air. “Explore. Fine. But which way is HR?”

    There was no answer, save for a distant, soulful scream that was probably part of the ambient noise budget. Brian sighed, a sound that whistled a bit through his newly exposed ribcage. He shuffled aimlessly in place.

    He looked at the hook in his hand. Was he supposed to polish it? Was there a designated hook-sharpening station, or was it a bring-your-own-whetstone situation? No one had mentioned it in the orientation, which, now that he thought about it, had been less of an orientation and more of a prolonged kink session. Not that he minded in the moment.

    He began to walk. The Labyrinth, he quickly discovered, was less a mind-bending maze of eternal torment and more a poorly-signposted industrial park. Corridors twisted back on themselves, archways led to identical archways, and the air hummed with a low-level dread that felt suspiciously like faulty fluorescent lighting.

    He passed a Cenobite meticulously polishing the pins in its own head with a small swatch of velvet, muttering about tarnish and refusing to acknowledge Brian. Another, draped in chains, was trying to untangle itself from a third who had apparently made too sharp a turn. Brian wondered if that was a common workplace hazard and resolved to put up some warning signs once he was onboarded.

    Trying to backtrack and try another way, he came across some poor soul left behind mid-torture, screaming with a kind of profound existential boredom that was far more chilling than simple pain. Brian muttered as he hurried on, “Well someone should get a writeup for that. You can’t just go around leaving important projects half-finished and expect someone else to pick up the slack!”

    A strange, pleasant tingling started in his hook hand, an insistent little twitch that seemed to be pulling him back towards the screaming. He ignored it, with the same determined effort it took to ignore a ringing phone during dinner. After wandering for maybe days, he finally saw a creature of immense gravitas with its lips sewn shut. It nodded at him, almost friendly, and Brian’s heart visibly leapt with excitement.

    “Excuse me,” Brian said, trying to sound polite. It was difficult to gauge the correct tone when you were wearing your own pancreas as a brooch. “Yeah, sorry to bother you, friend. I’m new. I was just wondering where I’m supposed to report?”

    The creature stopped. It communicated only through portentous slow gestures. After a series of movements that seemed to be some sort of elaborate introduction, it slowly bowed. Then it raised a single, bloodless bone finger, pointed it at Brian’s chest, then at its own silent mouth, and finally towards the ceiling, as if solemnly indicating the location of the executive washroom, or possibly a horrible truth that lay beyond mortal ken. Brian decided to bet on the washroom.

    “Right,” Brian said. “So, that’s up, is it? Is there a lift?”

    The creature just shook its head with an air of profound disappointment and glided away.

    This, Brian was learning, was a common theme. Everyone he asked for directions just offered him a pithy, ominous-sounding catchphrase or some interpretive dance. He’d been told that “There is no escape, only sensation,” “Your suffering will be legendary,” and “We’ll tear your soul apart,” all of which were singularly unhelpful when all you wanted was to find out about your pension plan.

    (There was, in fact, a pension plan, but it was notoriously difficult to enroll in. It required you to sacrifice your eternal hope, which most new recruits had already misplaced somewhere during the initial flaying.)

    Eventually, he stumbled into a chamber that looked suspiciously like an administrative office. A long queue of tormented souls, clutching various bits of their own anatomy, snaked away from a desk carved from obsidian and bone. Behind the desk sat a creature made entirely of stitched-together scrolls of human skin. A small, neatly carved sign on the desk read: THE REGISTRAR.

    Brian got in line. After an eternity or two, he reached the front.

    THE REGISTRAR ruffled itself angrily, “Why are you in a line for the tormented?”

    Brian cleared his throat, an echo of dry leaves skittering over bone. “Oh, I uh, was tormented? But the orientation wasn’t very clear.”

    “Oh for fff…” THE REGISTRAR’s papery form seemed to curl in on itself with pure disdain and hissed, “New staff?” It took a moment, as if consulting an internal manual on dealing with idiots, before its voice flattened into a monotonous drone. “You are a holy angel of suffering, an avatar of unfathomable sensation, the tormented are beneath you except for your tender ministrations, blah blah blah and so on.”

    “Right, okay, so I was hoping you could help…”

    “Name?” THE REGISTRAR interrupted, without looking up from the paperwork it suddenly turned its attention to.

    “Brian Shipley. I have a library card to prove it.”

    “Configuration?”

    “Sorry?”

    “Your Configuration,” THE REGISTRAR said as though exercising divine-tier immense patience. “The specific arrangement of your flesh and torments. Are you a Tier 3 ‘Visceral Geometer’? A Class B ‘Epidermal Artisan’? I can’t assign you a damnation sector without a Configuration Code.”

    “No one gave me one,” Brian said, pausing uncomfortably. “They just gave me this hook.”

    THE REGISTRAR looked up, disgusted. “No Configuration Code? Did you even fill out Form 37B, ‘Declaration of Final Agony’?”

    “I don’t have a Form 37B.”

    “Well, you can’t get a Configuration Code without a 37B,” THE REGISTRAR sighed. “Next!”

    “But how do I get a 37B?” Brian pleaded.

    “From your assigned sector supervisor, of course,” THE REGISTRAR said, turning to the next soul in line. “Name?”

    It was at that precise moment that a bell chimed. A strange, insistent pulling sensation emanated from his navel, which was now located somewhere near his left shoulder. The world dissolved.

    He materialized, with a sound like tearing silk, in a dusty attic on Earth. A teenager with bad skin and a t-shirt for a band Brian had never heard of was staring at him, his hand still on a small, ornate puzzle box.

    “Whoa,” the teenager breathed. “It… it actually worked. I am ready to know the pleasures, demon. I have such sights to…”

    Brian, acting on an instinct he didn’t know he possessed, flicked his wrist. The hook didn’t just fly, it danced. It unspooled its chain with the glee of a released spring, performing a delightful little pirouette around a dangling lightbulb for pure showmanship. The summoner laughed, clapping his hands with naive glee.

    The hook embedded itself in the teenager’s chest with a surprisingly gentle thump. The boy, instead of screaming, let out a delighted gasp. “Yes! More!”

    Brian stared, overwhelmed by the awkwardness of the moment. This wasn’t in any user manual he could imagine. He gave the chain a tentative awkward tug, like trying to start a lawnmower he suspected was haunted.

    In response, the teenager’s left arm twisted gracefully, bones softening and reshaping themselves into an elegant spiral of flesh that ended in a gently weeping eyeball. A part of Brian’s new consciousness began to hum with a warped artistic joy. It was beautiful! The lines! The symmetry!

    “Oh, dear,” said the other, much larger part of his brain, the part that still worried about tracking mud on the carpet. “You’ve voided his warranty. And you don’t even have a 37B!”

    “Is this it? Is this, is this the pleasure?” the boy gurgled, as his other arm began to unravel into a ribbon of skin.

    “Right! Yes! Well, uh, almost!” Brian stammered, jiggling the chain in a panic. “Just needs a bit of… calibration!”

    The jiggling was a mistake. The boy’s torso blossomed open like a carnivorous flower, his ribs curling into delicate, ivory petals around a chorus of singing lungs. The sight was breathtaking. The sound was quite like a bunch of soggy poundcakes having an orgy. The mess was unbelievable. Brian berated himself for forgetting the dust sheets.

    He felt a wave of pure sublime ecstasy warring with a tidal wave of profound discomfort. He was an artist! He was a vandal! He touched the sublime! He had definitely violated at least three interdimensional health and safety codes! He knew he would be held liable for this, he just knew it.

    Overwhelmed, Brian simply dropped the chain. The hook, apparently sensing the overwhelming incompetence of its new user, retracted with an air of immense disappointment. It neatly folded the singing, weeping, spiraling boy back into a shape that was roughly human-sized. Then it hesitated a moment, as thought waiting for some sign from Brian that would never come, before discourteously compressing him into a dense cube of shrieking flesh and artistic regret.

    Brian sighed and fumbled with the chain, accidentally twisting the condensed teen like a meaty Rubik’s Cube. The hook almost shrugged in frustration, taking over to whisk the once-boy through the portal. It vanished with the finality of a bent and rusting filing cabinet being slammed shut.

    Brian stepped out of the attic, the portal sealed behind him. On the street corner, he saw one of the Labyrinth’s designated caretakers. He knew this instinctively, though the man’s profound haggardness and aura of cosmic seediness were also fairly large clues. Brian walked over and tossed him the puzzle box.

    “Your problem now,” he said.

    The man just nodded sagely, as though they shared an unspeakable secret, before slinking away into the shadows.

    Brian stopped for a moment looking around, unsure of what to do before aimlessly walking away. He turned a corner and saw the cheerful twinkling lights of an ice cream van. He got in line. As he was handed his cone, a young woman in black lipstick and an ankh necklace approached him, her eyes wide with reverence.

    “You… you are one of them!” she whispered. “I can feel it!”

    Brian felt even more uncomfortable than with his first victim in the attic. Her gaze was hungry and, to his own horror, he liked it. “Oh, uh, hello.”

    “Please show me! Show me such sights!”

    Brian took a thoughtful bite of his ice cream. “Sights?” He gave a short, hollow laugh that whistled a bit through his ribcage. “Lady, I haven’t even been assigned a cubicle yet.”

    The young woman didn’t hear him. She was cooing at his artfully arranged organs, fascinated by their glistening gleam and the weave of the golden thread.

    He gestured vaguely with his hook. “The last ‘sight’ I tried to show someone ended up… well, let’s just say it wasn’t up to code. A lot of screaming, very non-compliant organ placement.”

    He looked the woman up and down, a flicker of his newfound artistic joy warring with his innate sense of mild panic. “Tell you what. You find me Form 37B, and maybe we can talk. Until then,” he took another bite of ice cream, “I’m on my lunch break.”

    He turned and walked away before she could react. He was aware of the young woman’s frustration behind him, like a pleasant static crackle against his new senses. He found, to his profound alarm, that he didn’t dislike it.

    But his attention was immediately hijacked by the drip of his cone. He stared at the tiny black fleck of vanilla suspended in the melting cream on his lacquered flesh. It looked… lonely. It looked like an unfiled report. He suddenly had a terrible, wonderful idea for a new kind of art, a filing system that combined suffering, dairy, and a highly efficient system for tracking lamentations in triplicate. It would be a truly beautiful sight, he thought. Such a sight to show!

    woman, fire, hell, hell, hell, hell, hell, hell

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  • Free Duo Game: The Immortal’s Affairs

    Free Duo Game: The Immortal’s Affairs

    This entry is part 2 of 4 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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