Tag: Parapsychology

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

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

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

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


    Entry 5: Deep Shadows are Hungry

    We found the hole.

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

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

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

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

    And then came the Beasts.

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

    Something patient.

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

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

    Then the whispers started.

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

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

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

    “Remember me. Please.”

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

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

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

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

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

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

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

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

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

    And then we heard it.

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

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

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

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

    We weren’t just stumbling into the depths.

    We were waking it up.

    Entry 6: Optimize in the Eyes of the Beholder

    Royalty-Free photo: Robot toy painting | PickPik

    Smiles are fragile things.

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

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

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

    She’s right. Something is always watching.

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

    I don’t know anymore.

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

    And in the center of it stands it.

    A robot.

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

    And then it speaks.

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

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

    None of us answer.

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

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

    Not machines. Not wreckage.

    Bodies.

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

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

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

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

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

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

    We should leave.

    But something keeps us rooted.

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

    And then we see it.

    The machine.

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

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

    Reine moves first.

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

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

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

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

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

    And then, just as suddenly, she collapses.

    Her body twitches once, twice, then goes still.

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

    And then I hear it.

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

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

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

    Entry 7: Alien Hearts Make the World Go Round

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

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

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

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

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

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

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

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

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

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

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

    Voices.

    Whispers.

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

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

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

    No one comes back. Not really.

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

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

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

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

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

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

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

    The machine wasn’t broken. It was incomplete.

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

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

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

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

    The machine stilled.

    The cavern fell into silence.

    And Reine’s body was gone.

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

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

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

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

    And then… she was there.

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

    Isaiah and I froze. Neither of us spoke.

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

    We just smiled.

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

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

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

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

    The Happy Place loves us.

    And we must always love it back.


    Keep reading: Part 3.

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  • Mastering the Art of Illusion: GM & Play Tips for Prophecies

    Mastering the Art of Illusion: GM & Play Tips for Prophecies

    This entry is part 5 of 5 in the series TTRPG Advice

    Creating the Illusion of Omniscience and Prophecy

    A creepy setup with a spellbook, skull, and candles on the ground, evoking Halloween vibes.

    In the world of tabletop role-playing games, creating the illusion of omniscience or crafting seemingly accurate predictions can elevate the storytelling experience. But it’s also something a lot of players and GMs struggle with! Effectively conveying that aura of knowledge or creating a convincing prophecy can seem impossible! But there’s a lot of established methods out there that can help make it easier.

    Whether you’re a GM weaving cryptic prophecies into your world or a player projecting the aura of a well-informed sage, psychological techniques like cold reading, symbolic ambiguity, and selective patterning can be powerful tools. This guide explores how these methods drawn from the practices of fortune-tellers, Nostradamus, and puzzle-makers can be adapted to enrich TTRPGs.

    Crafting Seemingly Accurate Prophecies

    Prophecies are a storytelling staple, especially in fantasy and science fiction. They add intrigue, guide narrative choices, and immerse players in the mystery of an unfolding world. Crafting effective prophecies, however, demands a nuanced approach, one that balances ambiguity with specificity. Drawing from the techniques of Nostradamus, psychic entertainment, and carnival routines, you can create prophecies that feel both enigmatic and eerily accurate. Here’s how:

    Use Symbolic Ambiguity

    Symbols are the lifeblood of prophecies. Vague yet evocative phrases like “a crimson tide” or “the lion’s fall” paint vivid mental images without locking you into a single interpretation. This deliberate vagueness mirrors the methods used by psychic performers, who rely on open-ended language to let the audience fill in the blanks with their own context.

    • GM Tip: Anchor your symbols to the themes of your campaign. For example, in a political intrigue setting, “the broken crown” might allude to a dethroned monarch, the collapse of royal influence, or even a disgraced prince. Leave the interpretation flexible for players to explore.

    Incorporate Open-Ended Timelines

    Avoid constraining your prophecies with specific dates or conditions. Instead, follow the lead of Nostradamus and carnival soothsayers, who use broad, poetic markers like “when the moons align” or “in the age of withered trees”. This ensures the prophecy remains adaptable, regardless of how the players alter the storyline.

    • Player Tip: As a character delivering a prophecy, use mystical or symbolic time markers that enhance the sense of mystery. Phrases like “when the flame meets the ocean’s edge” can be interpreted in myriad ways, from the tide washing over a bonfire to the Sun setting at dusk, keeping the story flexible while maintaining immersion.

    Anchor with Universal Themes

    Prophecies resonate most when they speak to universal human experiences: love, betrayal, triumph, despair. Nostradamus often crafted predictions around these timeless themes, making them relatable across generations. Similarly, carnival fortune-tellers focus on broad, shared fears or desires to make their readings compelling.

    • GM Tip: Tie prophecies to the core emotional stakes of your story. If your campaign centers on a brewing war, a prophecy about “kin turned foe beneath the burning sky” can both elevate the tension and spark speculation.
    • Player Tip: When portraying a prophetic character, blend universal themes with personal flair. For instance, “When steel sings its song, the betrayed will rise” hints at combat, revenge, or redemption, while leaving room for interpretation.

    Layer Predictions with Dual Meanings

    The most compelling prophecies allow for multiple interpretations, creating layers of meaning that reveal themselves over time. This technique, used by Nostradamus and modern psychics alike, ensures the prophecy feels dynamic and adaptable to unfolding events.

    • GM Tip: Write predictions that can be read in several ways. For example, “the rising sun extinguished by shadow” could refer to an empire’s collapse, an eclipse, or even a main character’s internal struggles. Let players’ actions and interpretations shape how the prophecy manifests in the story.
    • Player Tip: Embrace the duality of prophecy when delivering one. Infuse your words with dramatic weight and a hint of ambiguity. This lets other players speculate, debate, and ultimately influence how the prophecy integrates into the narrative.

    Encouraging Player Engagement

    A great prophecy isn’t just a riddle for players to solve, it’s a narrative tool that drives decision-making and sparks creativity. Encourage players to interpret, discuss, and act on the prophecy’s meaning. They more they look to fit the prophecy to events and interpret, the more they will see. We’re naturally pattern-finding creatures, even when they don’t actually intentionally exist! (Hello, Man in the Moon!) Whether they treat it as a divine roadmap, a cryptic warning, or a manipulative ploy, their engagement brings the prophecy to life.

    Projecting the Appearance of Knowledge

    A man with glasses reads an illuminated book outdoors during twilight.

    Both GMs and players can employ techniques from cold reading, psychic routines, and even the methods of charlatans to project the illusion of insight. These methods are especially useful for characters claiming supernatural foresight, divine knowledge, or advanced intellect. By mastering these techniques, you can create memorable interactions that leave players wondering whether their characters truly encountered someone with extraordinary knowledge or just someone skilled in persuasion and presentation.

    Start with Barnum Statements

    Barnum statements are vague, universally applicable phrases designed to feel personally significant. Scammers and performers alike often rely on these to build an initial sense of credibility, tapping into the natural tendency of people to interpret general statements in ways that feel specific to their own experiences. Examples include:

    • “You’ve faced hardship recently, but your resilience has carried you through.”
    • “Someone close to you has been withholding the truth, but their intentions may not be malicious.”

    Using qualifiers like “sometimes” or “in part” to allow partial matches, mixing positive and negative statements, and intentional gaps (like jumping to a conclusion, but on purpose to leave an opening for interpretation) are also all part these Barnum techniques. The overall idea is to prime the audience to find similarities or meanings between the lines and in partial fits, while still conveying confidence and surety.

    • Player Tip: As a “seer” or “oracle” character, use these statements to captivate others and draw them into your narrative. Pay attention to how other players react—if someone leans into the idea, subtly shift your focus to them, building on their responses to create an even stronger illusion of knowledge.
    • GM Tip: Use Barnum statements when introducing enigmatic NPCs. For instance, a village mystic might say, “I see loss in your past and a great decision in your future,” sparking intrigue while leaving the specifics open-ended.

    Apply the Shotgunning Technique

    Shotgunning involves presenting multiple possibilities in rapid succession, ensuring that at least one will resonate with the audience. This technique mimics how fraudsters appear to “hit the mark” while allowing flexibility to adapt their narrative. Example:

    • “I sense danger to the north… no, wait, it could be to the east… bandits perhaps? Or perhaps something darker, like a brewing war.”

    This can be easily overdone and render an attempted show of insight or prophecy into meaningless mush. Stick to just a couple of possibilities for each point and make them closely related in fact or theme. Also mix in other techniques to space out the shotgunning to prevent it from sounding repetitive or obvious.

    • Player Tip: Use this technique to portray characters who seem to have access to vast but imprecise information. A character claiming divine visions might rattle off possibilities, appearing overwhelmed by their influx of knowledge.
    • GM Tip: When NPCs employ this approach, they can appear omniscient or deeply attuned to the world’s mysteries, even if they’re simply making educated guesses based on campaign details.

    Use Pacing and Leading

    Pacing and leading involve making general observations (pacing) and gradually steering the conversation toward more specific predictions or insights (leading). Entertainment psychics use this to build trust and manipulate interactions, responding dynamically to their audience’s reactions.

    • Example: Start with a broad statement like, “Your path has been fraught with challenges,” and gauge the player’s response. If they mention a recent in-game event, build on that thread: “Yes, I see the shadow of betrayal… it grows darker still.”
    • GM Tip: When portraying NPCs with “insight,” carefully observe player reactions to adjust your narrative. This creates a feedback loop where the players unknowingly shape the illusion of the NPC’s knowledge.

    Leverage Archetypes and Familiar Motifs

    Archetypes and motifs (storms, wolves, flames, crossroads) are culturally and narratively rich symbols that feel significant and profound. Performers and would-be prophets use these universal touchstones to give their statements weight and relatability.

    • Player Tip: As a prophetic character, invoke archetypes to cloak your statements in mystery. Instead of saying, “Danger is ahead,” try, “Beware the howling wind that carries whispers of ruin.”
    • GM Tip: Integrate archetypes into NPCs’ warnings or visions. For example, an oracle might speak of “the serpent devouring its own tail,” suggesting cyclical destruction, betrayal, or renewal. These symbols leave room for interpretation and encourage players to speculate.

    Create an Aura of Authority

    Charlatans and scammers excel at projecting confidence and authority, making people more likely to believe their claims. This is accomplished through a combination of body language, tone, and contextual cues:

    • Confidence: Speak with unwavering conviction, even when improvising. Players will be more inclined to take vague or ambiguous statements seriously if they’re delivered confidently.
    • Contextual Setup: Frame the prophecy or insight with a ritual, such as reading bones, gazing into a crystal ball, or communing with unseen forces. These theatrics distract from the vagueness of the information and add an air of authenticity.
    • Authority by Association: Link your statements to established in-game lore, divine entities, or historical events. For instance, an NPC might say, “The stars whisper the same warning they gave before the Great Calamity.”

    Think about authority cues in popular fiction and your everyday life. There are various symbols, routines, and appearances to authority. Those in a position of expertise or authority also tend to speak in certain ways and certain patterns. Observing these can help inform how to convey that aura.

    • GM Tip: Use subtle environmental details to enhance the illusion of authority. An NPC seer living in a crumbling tower surrounded by strange relics will seem more credible than one in a simple cottage.
    • Player Tip: As a prophetic character, adopt a commanding presence. Small details like deliberate gestures, a calm demeanor, or enigmatic smiles can make even improvised predictions feel planned and credible.

    Integrate Into Gameplay

    Encouraging the illusion of knowledge isn’t just about performance. It’s a tool for enhancing gameplay! Players might act on prophecies, even if they’re vague or deliberately misleading, creating story opportunities and unexpected consequences. Similarly, NPCs who appear insightful can guide, deceive, or challenge players in ways that deepen the narrative.

    By applying these techniques, both GMs and players can craft richer, more immersive interactions, building a sense of wonder, mystery, and intrigue that keeps everyone engaged.

    Brief Aside: Psychology of Astrology and Horoscopes

    Astrology and horoscopes are prime examples of how these psychological principles can create the illusion of personal insight. While horoscopes are often vague, they rely on certain techniques to convince readers that they are accurate and relevant to their lives. This section explores how these methods work without any mention of spiritual or metaphysical beliefs.

    The Barnum Effect: One of the most powerful psychological tricks used in astrology is the Barnum effect, a phenomenon where people believe vague, general statements about themselves are highly accurate. Statements like “You have a great deal of unused potential” or “You sometimes doubt yourself” are applicable to nearly everyone, yet they create a sense of personal relevance. By including universally true statements that feel tailored, astrologers make readers believe they’re gaining deep insight into their lives.

    Vagueness and Ambiguity: Horoscopes are often worded in ways that make them applicable to a wide range of situations. Phrases like “A big change is coming your way” or “Someone close to you may need your help” can be interpreted in countless ways, making them feel true regardless of what actually happens. This ambiguity allows people to project their own experiences and expectations onto the reading, reinforcing the illusion that the horoscope was accurate and specific.

    Confirmation Bias: People tend to remember the hits and forget the misses, which plays into the way horoscopes seem to predict the future. If a horoscope includes a vague statement like “You will face a challenging decision this week,” and the reader happens to face a decision, they’ll likely credit the horoscope for being accurate. On the other hand, if the prediction doesn’t apply, it’s quickly forgotten or dismissed as irrelevant. This tendency to seek and remember confirming evidence is called confirmation bias.

    Personalization Through Language: Many horoscopes use language that feels intimate or personal, such as addressing the reader directly with “you” or making reference to specific personality traits. This creates a feeling of a one-on-one interaction, making it easier for the reader to believe the message is specifically meant for them. The more personalized the language, the more the reader will feel that the horoscope was meant to guide them.

    These psychological tricks help make astrology and horoscopes seem accurate and applicable to the individual, even when the information is general and could apply to anyone. Understanding these techniques can also enhance a GM’s ability to craft prophecies, riddles, and other narrative elements that engage and convince players of their relevance, all while maintaining an air of mystery and intrigue.

    Practical Example: Crafting a Prophecy with Depth

    fantasy, eclipse, atmosphere

    Prophecy: “When the silver tower crumbles beneath the weight of the unseen hand, the sun shall bleed black, and the beast will be crowned in iron.”

    Techniques in Use

    Symbolic Ambiguity

    • Silver tower: This could represent an actual building, a powerful entity, or a place of authority. Its destruction is vague enough to have many interpretations.
    • Unseen hand: Could refer to hidden political forces, magical influence, or an internal betrayal, leaving room for various explanations.
    • Sun shall bleed black: This suggests an ominous event, but doesn’t specify whether it’s a literal eclipse, a metaphor for corruption, or a future plague.

    Effect: The prophecy gives just enough detail for players to start theorizing. It makes the prophecy feel ominous, but flexible, without locking them into one fixed outcome.

    Shotgunning

    The oracle might add more possibilities, as they reflect on their own prophecy:

    • “The silver tower could fall because of a magical war, a betrayal, or even an internal collapse.”
    • “The unseen hand… could be a sorcerer, or perhaps a secret faction pulling the strings.”
    • “The black sun may herald death, or a great transformation… what if it’s not an eclipse at all, but something far worse?”

    Effect: By offering multiple interpretations in rapid succession, the GM can not only leverage the technique but also make the experience feel like the oracle is drawing on real-time reflection and insights. The ambiguity heightens intrigue and fuels player curiosity.

    Pacing and Leading

    If players start to fixate on a “dark sorcerer” interpretation of the prophecy, the GM can adapt and have the clairvoyant respond:

    • “The unseen hand is not what you think… it seems to come from a place you cannot see.” This deepens the mystery and encourages the players to think about the prophecy more deeply.
    • “You’re closer than you realize, the silver tower might already be crumbling under its own weight.” This encourages that line of thinking, while leaving some room for further interpretation and adding dramatic pressure.

    Effect: The GM reads the players’ interest and adjusts to reinforce or redirect their thoughts, subtly guiding them while keeping the feeling of mystery intact.

    Overview

    This prophecy uses ambiguity and layered meanings to keep players engaged and guessing. The symbols are flexible, so players are drawn into interpreting them based on their own actions and knowledge, which makes the prophecy feel alive and integrated into the story. By using shotgunning and pacing techniques, the GM has room to adapt and build a growing mystery without ever fully explaining it upfront. This is how you craft a prophecy that feels like it has weight, complexity, and relevance to your campaign.

    Bringing Prophecies to Life

    By adapting techniques from cold reading, symbolic ambiguity, and human psychology, GMs and players can elevate their storytelling and puzzle-solving to new heights. These methods don’t just create the illusion of insight, they deepen the narrative, making every interaction, prophecy, and riddle feel weightier and more meaningful. The blending of these techniques adds layers of mystery and intrigue, creating a dynamic and immersive experience that lingers long after the game ends.

    Whether you’re crafting a cryptic prophecy, dazzling your party with riddles, or portraying a character who seems to possess uncanny foresight, these approaches offer a powerful toolkit to enhance your game. Through symbolic language, careful pacing, and a touch of psychological insight, you can shape the story in ways that feel personal, tailored, and unpredictable, while still maintaining a sense of structure.

    What techniques have you found most effective in crafting prophecies, riddles, or puzzles in your games? Do you prefer creating mysteries that leave room for player interpretation, or do you enjoy revealing answers in surprising ways? Share your thoughts and experiences in the comments below! Or come scream at Rev on Bluesky about it. Let’s explore these methods together and keep the conversation going!

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