Tag: roleplaying games

  • The Strange Confession

    The Strange Confession

    This entry is part 6 of 6 in the series RPG Theory

    THE STRANGE CONFESSION

    There are infinite ways to design games. This is one of them. It is based on the underlying philosophy of the SNAP! SRD by Thought Punks /  Rev Casey. It is opinionated. We encourage you to also shamelessly share your visions. Write your manifestos. Post calls to action. Encourage the art you want to see.

    • We believe the fiction and the structure are one thing with two mouths, not partners, not allies, indivisible.
    • We believe the story must never stop, that stalls are design failure, that every roll must deliver something to hold.
    • We believe genre is gravity, physics, natural law written into the bones of the game.
    • We believe the silliest cartoon nonsense and the most devastating personal drama live at the same table in the same breath.
    • We believe your character’s layers should fight each other and your flaws are the most valuable things you own.
    • We believe relationships are engines and transformation is the point and the knife should always be shown before it cuts.
    • We believe in stealing shamelessly from every tradition that has ever made a room disappear and pledging allegiance to none of them.
    • We believe games are alchemical tools, that imagination does not respect the boundaries we draw around “just playing”, and that you can discover what is to be human with nothing but dice and index cards and a willingness to mean it.

    If that sounds like the work you want to be doing: this is how we work. Come with us.

    A surreal photograph of a woman in a white dress floating in an abandoned attic, capturing a sense of mystery.

    The room is gone. The boundary is gone. You are somewhere else now.

    You are leaning forward and you do not remember leaning forward. Your hands stopped moving. Someone across the table is holding their breath and you can hear it, the absence of air, the held moment before whatever comes next. The fiction swallowed you whole and you went willingly, you went eagerly. Because this is it. This is the thing. This is why you came here and why you keep coming back and why nothing else scratches this particular itch.

    The game is not a game anymore. It never was. It was always a door and you just walked through it.

    We know. We’ve been there. We live there, when we are lucky, when the design works, when everything aligns and the table becomes a crucible and we are remade inside it. We are not interested in passive entertainment. We are interested in active transformation. We are interested in the place where the fiction stops being fiction. And especially where it starts being a tool for cracking yourself open and finding out what lives inside.

    This is the forbidden alchemy. This is what we do. We use games to shatter the walls between the imagined and the lived, between the playful and the profound, between the ridiculous and the sacred. We believe human imagination is vast and wild and does not respect the polite boundaries we draw around “just a game”. We believe the internal worlds we build at tables are real in every way that matters. We design to honor that reality.

    This is not an accident. This is not a gift the dice give when they feel generous. This can be built. This can be made more likely. This is architecture and we are architects. We will share our vision with you because we want you to build it too. Because the more of us who build this way, the more of these moments exist in the world. And we are greedy for them. We are hungry for them. We will never have enough.

    Stunning grayscale image of the Rosette Nebula capturing a celestial star field.

    A critical secret: fiction and structure are not two things.

    We know how this sounds. We know you have been told they are partners, or allies, or that one serves the other. That “fluff” and “rules” live in their own separate universes. Forget that. Burn it.

    The fiction and the structure are the same thing speaking with two mouths. When you feel the weight of a choice in your chest, that weight is coming from both at once, indivisible, one pressure with two names. The story says this matters. The structure says this costs. They are not agreeing. They are being the same thing.

    Design that treats them as separate is a failure state here. The seam is the failure. The gap is the failure. We build until we cannot find the seam anymore. Until you cannot tell where the story ends and the structure begins. Until the question of which matters more becomes incoherent because there is nothing to compare. This is the foundation. We do not argue about this. We do not compromise on this. This is our truth.

    Black and white of contemplative young female model with painted face in turtleneck standing against light background

    We ride the paradox.

    The same table, the same night, the same breath: You are laughing so hard your sides hurt, You are also learning something true about yourself that you will carry for years. The silly and the serious are not enemies. The casual and the transformative are not opposites. Genres are not distinct buckets.

    We reject the demand to choose between them. We reject all the lies across the spectrum: that depth requires solemnity, that play must be frivolous, that you cannot explore what it fundamentally means to be human through a cartoon duck who fights crime or a vampire who misses their mother or a spaceship crew arguing about whose turn it is to clean the recycler.

    Some of the most profound moments we’ve seen came wrapped in absurdity. The most healing catharsis we felt arrived through fiction so ridiculous we would be embarrassed to explain it to anyone who was not there. On the other side, there are laugh out loud moments enduring years later that came from scenes in otherwise deeply somber games. This is not a bug. This is the feature. Human beings are ridiculous and serious at the same time, in the same breath, and the games that honor both are the games that crack us open widest.

    We are not a school. We are not a movement with an acronym. We do not care whether your inspiration comes from what people would call trad, indie, OSR, or some other perceived niche. We take what works. We steal shamelessly from every tradition that has produced a moment worth stealing from. Approaches over allegiances. Results over tribes. If it makes the room disappear, if it empowers the paradoxes, it belongs to us.

    Blurred motion capture of busy commuters at an İstanbul subway station.

    The story does not stop.

    We refuse to let it. We design to make stillness impossible. Every touch of chance, every reach for a resource, delivers something. Every roll lands somewhere. Every moment opens into the next moment with something new to hold, something new to carry, something demanding your response. The river moves. The river must move. “Nothing happens” is a design failure, not bad luck, not a boring player, not an off night. The structure ought to prevent this. If it does not prevent this, the structure is broken.

    Failure pushes forward. Success twists sideways. The world reacts, the world has opinions, the world is taking notes on what you did and how you did it and what it thinks you deserve. The dead pause, the empty result, the shrug and the sigh and the “okay so nothing changes”: these are wounds we are trying to heal. We have felt them. We watched tables bleed out from them. We will not permit them if we can prevent them, and we can prevent them, and so can you.

    An open vintage book resting on a floral bedspread, evoking a cozy and nostalgic atmosphere.

    Genre is not decoration. Genre is gravity.

    The cartoon character survives the fall because cartoon physics say she survives the fall. Because this is a world where bodies stretch and flatten and reconstitute, where the pain is real but the damage resets, where death is a vacation you come back from. This is not negotiable. This is not aesthetic preference. This is the law of that world, as binding as the speed of light in ours.

    The noir detective finds the clue because noir physics say detectives find clues. Because the genre needs them found for the story to work. Because the shadows cooperate when the story requires cooperation. The horror victim dies alone because horror physics say isolation kills, because the genre enforces its own rules with the same blind indifference as a cliff enforces gravity on the body that falls from it.

    Build for this. Write the genre into the structure until it feels like natural law. Until violating it feels wrong, body wrong, before the mind even notices. Until the constraints stop feeling like restraints and start feeling like the walls that make the room a room. The limitations are not limitations. The limitations are where you live. The limitations are the shape of the art.

    A hauntingly surreal portrait featuring abstract and eerie facial expressions.

    You are not one thing. You never were.

    You are the collision. The friction point. You are what happens when the story you came from scrapes against the nature you embody scrapes against the philosophy you carry. The layers do not agree because they were never supposed to agree. They pull in different directions and that pulling is where the drama lives. That tension is the engine, the disagreement that gives the fiction somewhere to go.

    A character whose layers align perfectly like a mechanical song is a character who has finished before they started. Nothing to discover. Nothing to sacrifice. Nothing to choose between because all the choices point the same direction. We design for friction. We design for the moment when you realize you cannot serve all the parts of yourself at once. When something has to give. When you choose which piece of who you are gets to win and which pieces have to watch it happen and bitterly remember.

    Black and white photo of a couple embracing, showcasing intimacy and love.

    People matter. Connections matter. Not as backstory. Not as flavor. As engines.

    Every relationship generates something. Obligation, affection, resentment, need, the memory of what you did, the memory of what you failed to do. They call in debts. They drift when ignored. They have opinions about you that will crystallize into action when the moment demands. The stakes are not abstract when someone you care about is standing in the fire. Victory means something different when the cost lands on someone whose face you have imagined, whose name you know.

    Design to make this real. Make the connections bear mechanical weight. Make it impossible to write “family: loving, deceased” and forget about them forever. The web of relationship should generate play the way a generator generates electricity. It should be the reason you cannot rest, should be the reason the next session matters, should turn “I win” into “I win… but what does she think of me now”. The void without them is exactly that: void. A voice echoing back. Nothing at stake but numbers moving. Make them alive. Make them real. Make them matter.

    Grayscale photo of windows in an abandoned concrete interior with dramatic light.

    The cracks are where the light comes in.

    The flaws, the compulsions, the fears that freeze you, the hungers that make you reckless: Those are not penalties subtracted from your competence. These are the most valuable things you own. They generate scenes. They create friction. They are the reason anyone at the table leans forward when you speak.

    We’ve watched it happen. Someone lets their character fail because the flaw demanded it. Someone chooses the worse option because that is what they would do, this person they are pretending to be, this fragile constructed thing they have poured themselves into. And everyone else at the table feels it land. The electricity is there. The moment is there. The room disappears.

    Design to reward this. Make the flaw feel precious. Make it feel like a gift you get to give yourself, an engaging piece of discovering what happens, not a tax you pay for your strengths. The best moments come from weakness. They always have. The vulnerability is the point. The exposure is where the art lives.

    Black and white portrait of a man in deep thought, capturing contemplative mood.

    You will not walk away unchanged.

    We mean the character. The marks accumulate, the transformations compound, the person at the end is not the person at the beginning and that gap is visible and permanent. The wounds heal crooked. The memories weigh. What you did to survive becomes part of who you are and you cannot go back. And you were never supposed to go back.

    But we also mean you. The player. The person at the table. You will learn things about yourself through the choices you make for people who do not exist. You will find cruelties you did not know you had, kindnesses you did not believe in, limits you did not know existed until you felt them give. The fiction is a mirror and sometimes the reflection stares back wrong and you feel something shift in your chest. Now lingers some understanding that was not there an hour ago, some weight you will carry out the door with you.

    This is what we are trying to do. This is the actual work. Bleed is intentional. Design for transformation. Make it visible. Make it mechanical. Make it impossible to play long enough without becoming something you were not when you started.

    Bleed is powerful. Transformation is powerful. And power demands care. When we say we design for bleed, we do not mean we ambush players. Build structures that make depth possible and visible. Treat that depth as something to steward, not exploit. The table is a shared creative space where intensity is invited, calibrated, and respected. Transformation should feel earned, chosen, and integrated, not extracted. Where fiction reaches into real places, do so with consent, with awareness, and with the understanding that every person at the table is more important than any given moment we are trying to create.

    A shadowy figure in a hooded cloak reaches out, holding a scythe in a dimly lit room.

    Show them the knife.

    Let them see the edge. Let them understand, in their bodies, what happens if they reach for it. The surprise is cheap. The ambush is cheap. The gotcha is the tool of those who cannot make you afraid with your eyes open.

    Tension is built from anticipation. From watching the threat approach and not knowing if you are fast enough, clever enough, willing to pay the price it will demand. From choosing to face it anyway, or choosing to run, or choosing to let someone else stand in front of you. The tension lives in the choosing. The teeth should be visible. The danger should be announced. Fear that comes from not knowing is just confusion. Fear that comes from knowing exactly what will happen if you fail? That is dread. That is what we are trying to build.

    A mysterious silhouette of a woman behind frosted glass, evoking intrigue.

    A system should want something.

    Not flexibility. Not universality. Not the ability to do everything adequately. A system should push toward a particular experience, a particular quality of play, a particular set of values about what kinds of stories are worth telling and what it should feel like to tell them.

    We design with opinions. We leave things out because they do not serve the vision. We cut what does not belong even when it hurts, even when someone is disappointed, because focus is the price of this work and we are willing to pay it. We bloodily create the empty space necessary for our vision to grow. Attempting to do everything is the refusal to commit to anything. We refuse the refusal. We commit.

    A woman gracefully moves in water, creating captivating ripples and reflections.

    We are trying to build the moment when the room disappears and you forget where the game ends and where you begin.

    All of this. Everything. The unity of fiction and structure. The river that will not stop. The genre as gravity. The paradox of silly and serious. The identity as friction. The relationships as generators. The flaws as gifts. The transformation as purpose. The knife shown before it cuts. The vision that will not compromise. The refusal to pledge allegiance to any tribe except the tribe of this works, this lands, this makes something happen.

    All of it exists to make that moment more likely. All of it exists because we have felt it, because we are ravenously hungry for it. Because we believe it can be built and pursued and made more frequent without losing its power. We are alchemists. Our common ritual tools are dice and index cards and pencils with the erasers worn down to nothing. With these absurd tools and a touch of creativity, we look inside human beings to find out what is living inside them, we casually erase the boundary between the real and the imagined.

    The boundary between game and life is a lie we were told to keep us manageable. To allow us to pretend that it is “just a game” and everything that happens in it lives neatly inside its “magic circle”. But imagination is not contained. The internal worlds we build bleed into who we are, who we are bleeds into what we build, and the loop does not close and was never supposed to close. We do not apologize for this. We celebrate it. We design for the bleed. We design for the transformation. We design for the moment when you walk away from the table carrying something you did not have when you sat down.

    We are not done.

    We will never be done.

    The door is open. Walk through it. Come build with us.

    Signed in strange nonsense, 

    All those who confess with us

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  • Open Source TTRPG Resources

    Open Source TTRPG Resources

    This entry is part 7 of 7 in the series TTRPG Advice

    Here’s a collection of forever open licensed tabletop roleplaying games and resources. Borrowed from and inspired by the Forever Open Source RPG game jam series.

    Example Open Licenses

    A woman in a flowing dress enjoys peaceful moments in a vast, cloudy landscape.

    Open Source RPG Resources

    Quick Choices

    Open SRDs

    • 24XX, lo-fi sci-fi RPG SRD.
    • BInAS (Balanced Integrated Attribute System) SRD, d12-based system built around pairs of attributes between which the player chooses a balancing or pivot point at which the two meet.
    • Breathless, a creation toolkit that helps you design a game where every mechanic ratchets tension up to dangerous consequences.
    • The Buddy System, perfect for story-based character driven games where characters are stronger together.
    • Carta, a toolkit for making exploration focused solo RPGs.
    • Duels SRD, a unique resource to make games about bardic dueling!
    • DramaSystem, the system used in Hillfolk by Pelgrane Press.
    • EMERGE8, for TTRPGs you design as you play.
    • GOSS (GrimOgre Storytelling System), a mostly diceless system with haggling over action details, inspired by Nobilis and Engel.
    • Hopes & Dreams SRD, goal focused system that puts player characters against what they dread the most in every single roll.
    • Peregrine SRD, toolkit for creating card-based solo journaling games.
    • Push SRD, lightweight, story-driven RPG system designed for cooperative, action-packed adventures.
    • The Resistance Toolbox, the same rules that power Heart and Spire.
    • Threads of Lachesis, create solo games or generators with branched random prompts that the player organizes into a cohesive sequence via a single roll.
    • We Love In Whispers (WLW), create GM-less diceless games of romance and politics using a block tower and deck of cards.

    Open Games

    A man in a plaid shirt reaches for poker chips on a white surface, depicting a gambling scene.

    • Anamnesis, solo journaling RPG about self-discovery, reflection, and identity.
    • Anima Prime RPG, a fast-paced RPG inspired by JRPGs and action fantasy anime.
    • Babes in the Woods 2e, encounter the peculiar folks who reside within and help solve their problems while confronting your own relationships & fears.
    • Blades in the Dark, an extremely popular game with toolkit for making “Forged in the Dark” games.
    • Cairn, about exploring a dark & mysterious Wood filled with strange folk, hidden treasure, and unspeakable monstrosities.
    • Dinosaur Wizards In Space, exactly what it says on the label: DINOSAUR WIZARDS IN SPACE.
    • Fellowship, about going on an adventure, in the same vein as Lord of the Rings or Wakfu or Jojo’s Bizarre Adventure: Stardust Crusaders.
    • Liminal Sea: Dream, a game emphasizing why characters are acting and who they are while following dream logic.
    • Malandros, a tabletop role-playing game of swindlers and street fighters, of love, hate and community in the last days of imperial Brazil.
    • Monolithscience-fiction adventure game for one Game Master (GM) and at least one other player.
    • Pommel, tabletop roleplaying game with an emphasis on roleplay over rules. Made for the Minimalist TTRPG Jam by Binary Star Games.
    • Rainworlda love letter to janky early-90s rules, dystopian SF settings, and dad jokes disguised as flavour text.
    • Rascalsminimalist OSR TTRPG based on Ben Milton’s Knave and the Italian fork written by Francisco Pettigiani: Canaglie.
    • Swamp Troll Witches, be a troll witch! Live in a swamp! Solve problems! Brew potions! Relax with a hot bath! Live your best troll witch life!
    • Thirsty Sword Lesbians SRD (Sapphic Reference Document), (shop link), the famous game of sword wielding lesbians (licensing info).
    • Whispers In The Walls, a solo journaling RPG about the knowledge of the walls. You play it by yourself in the dark.

    Worlds

    • Beyond the Spozak, a sprawling public domain (CC0) science fiction universe!
    • The Oz books from Wonderful Wizard of Oz through to (as of 2025) Jack Pumpkinhead of Oz (the 1st through 23rd books).
    • Anything you can find in the public domain at Project Gutenberg.

    Music

    Art

    Even More Resources

    A cozy library space in Stockholm with brown leather chairs and wooden bookshelves filled with books.

    More SRDs

    • Aspire SRD, a framework for designing narrative-driven TTRPGs featuring turning points that change both the stakes and the rules.
    • Bad Time Game SRD, a d4 based system that results in inevitable failure.
    • BFB SRD, for those who’d like to build on and/or adapt the rules and ideas found in Beak, Feather, & Bone, a tabletop roleplaying game by Tyler Crumrine.
    • Core Micro, blends traditional RPG concepts with narrative techniques to create unpredictable character-driven stories.
    • Ebon Fantasy Essencea robust mid-crunch OSR-style system.
    • ENI, ruleset for RPGs focused on collaborative storytelling, meaningful choices, and growing tension.
    • Fantasy EMERGE, a version of the EMERGE8 SRD tuned specifically for fantasy roleplaying games.
    • Firelight Creator Kit, a condensed and open licensed solo/co-op role-playing game about a guided journey across a plagued land, inspired by the Metroivania video game genre.
    • Four Points, a TTRPG SRD focused on the aforementioned 4 points of player agency, narrative, characters, and customisation.
    • The Grove System, a unique system for building and exploring communities, with a macro phase for influencing communities directly.
    • Guided by Sun SRD, a GM-less, card-based system, telling the story of a protagonist undertaking a journey and making friends along the way.
    • Heroic Tales, genre-neutral role-playing system of heroic problem solving.
    • Initiated SRD, four-page ruleset for mechanically leveraged storytelling.
    • Ironsworn SRD, based on the famous GM-less and solo capable game.
    • Journey Tarot SRD, uses tarot cards and archetypal symbolism to tell stories through single-player tabletop games.
    • Lay On Hands SRD, for modifying the unique post-apocalyptic solo game Lay On Hands.
    • Knave is a toolkit for building classless OSR games.
    • MiniBX SRD, an attempt to make That Game our own. More than a minimalistic hack, a new rule set.
    • OZR, a lightweight framework for running OSR-ish adventures.
    • Personae SRD, where the curious investigate mysteries, explore paradoxes and delve into the hidden truths of the omniverse.
    • RISE SRD, guide players in 3 Acts to get to know their characters, scaffolding difficulty as you play along through your game.
    • Second Guess System SRD. What if each time you rolled a prompt over again you had to admit to something that you had lied about previously in that prompt?
    • Sigil SRD, Creative Commons licensed SRD for The Sigil System, gritty lethal rules meant to put all your skills to the test.
    • Striders SRD, English translation of Frontearth Striders Source Reference Document (SRD), about explorers striding through a turbulent world and being dragged into all sorts of problems.
    • Tapestry SRD, a word association storytelling games that fit in a mint tin.
    • Tavern Dice, a single dice system designed for narrative play powering your entire world with a single d12!
    • The Goblin Pulls Out A Gun, a TTRPG tech pack to make a GM-less opposed dice pool system.
    • Total//Effect, a fast, modular, configurable TTRPG system.
    • Trophy SRD, build your own rules-light, risk-heavy games.
    • Untold Narrative Options SRD, mechanic pack containing combat and skill check mechanics for Role-Playing Games (RPGs) using a set of hobby dice and a standard Uno card deck.
    • VEN6 SRD, storytelling roleplaying game system with conflict mechanics and a GM option.
    • VRBS SRD, ultralight system for creating highly improvisational role-playing games that reward creative heroic action.
    • Wretched & Alone, a unique card and tower based solo system.

    More Games

    • Agouro, narrative game of inevitable prophecies, inspired by Tarot cards and dark fantasy stories like Kentaro Miura’s Berserk and Netflix’s The Witcher.
    • BREATHE LIFE INTO THESE BONES, some jackass necromancer just raised your bones back to life and you’re a reanimated skeleton.
    • Brighter Worldswhimsical fantasy tabletop RPG with modular crunch.
    • EMPLOYEE, one-page simple adventure game that based on daily activities of a professional employee working in a professional corporate office.
    • Gratitudea storytelling game about trying to please an unknowable god-being in the hopes of being able to leave this terrible place.
    • GrimBlade, light and fast-paced roleplaying game of adventures and stories set within an implied grim fantasy world.
    • High Moon, western/fantasy-themed classless TTRPG with an emphasis on tough character-building choices and practice-based skill progression system.
    • Iron Edda, lets you tell stories of brave warriors, Jarls, Bonebonded giants, and their defense of their holdfasts.
    • Ironsworn, an iconic TTRPG famous for its GM-less and solo play modes.
    • It Wasn’t Supposed To Happen Like This, something has gone horribly wrong. Your spirit leaves your body. Can you find a way to save yourself?
    • Liminal Horror, rules-lite, fail forward tabletop role playing game with investigators navigating a modern world full of terrible and unknowable things that hide in the spaces between.
    • Plerion, a sci-fi hack from Cairn designed to play radiant space opera
    • Ringmail, a framework for reintroduce the style of play of the Wargame that preceded “the most famous RPG ever”
    • Thálassa, adventure game for one facilitator (the odigós) and at least one other player.
    • The Lurking Fear, lightweight simulationist investigative horror ttrpg in the style of classic horror tabletop games.
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