Tag: TTRPG

  • Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    Free Christmas TTRPG: Holiday Anomalies Division (HAD)

    This entry is part 1 of 3 in the series Free Games

    Happy holidays! For the season, I’ve dug up another unfinished tabletop roleplaying game (TTRPG) from my slush pile to share with you all. Like others, it’s playable as-is. So have fun! And it’s released under a Creative Commons Attribution license, so feel free to hack away or even flat out flesh out and finish the game if you want!

    Welcome to the Division, Merry Agent

    Three businessmen in Santa hats exchanging gifts and toasting at a holiday party indoors.

    The holidays are supposed to be magical, but when things go wrong, it’s up to the Holiday Anomalies Division (HAD) to restore balance. Whether it’s rogue magic, runaway cheer, or traditions gone haywire, HAD agents are on the front lines, armed with festive gadgets, quick thinking, and a healthy dose of improvisation.

    In this game, you’ll face off against bizarre holiday crises, like out-of-control snowstorms, sentient ornaments, or time-warping New Year’s Eve balls. Your team of holiday protectors must use their wits, their gadgets, and each other to bring order to the chaos. Expect creative problem-solving, hilarious mishaps, and moments of unexpected brilliance as you save the season, one anomaly at a time.

    Get ready for a wild ride filled with absurd challenges and holiday magic. The season’s chaos is just beginning… are you ready to step in and save it?

    Core Gameplay

    Mission Stages

    Each mission unfolds in three stages, ensuring every scenario is packed with humor, action, and heartwarming resolutions:

    1. Investigation: Explore the environment, gather clues, and piece together the source of the anomaly.
      Example: “The local snow globe collection is projecting a blizzard into real life. Let’s interview the toy store owner and see what’s going on.”
    2. Containment: Use your skills, gadgets, and creative thinking to stabilize or neutralize the anomaly. Expect to deploy wild plans, sometimes on the fly!
      Example: “We’ll use the Christmas tree stand as a containment circle and trick the animated ornaments into it with carols.”
    3. Aftermath: Wrap up any lingering consequences, smooth things over with the public, and report back to headquarters.
      Example: “Well, we stopped the giant mutant gingerbread man, but now the city smells like burnt cookies. We might need an apology card.”

    Stats and Motif Rolls

    Stats

    Each agent assigns values to their stats: 0, 1, and 2. These stats define your agent’s strengths:

    • Contain: For wrangling, neutralizing, or redirecting chaotic forces.
    • Connect: For negotiations, teamwork, or emotional appeals.
    • Improvise: For creating plans, blustering off the top of your head, or finding unexpected solutions.

    Motif Roll System

    Whenever agents take action, they describe their effort, ask about how they effort turns out, and roll 2d6:

    • Answer Die: The first die answers the question about your effort. Your relevant stat adds to this die.
      • 1-3: No
      • 4-6: Yes
    • Wrinkle Die: The second die adds a twist or extra flavor.
      • 1-2: But
      • 3-4: Plain answer
      • 5-6: And
    Example Outcomes
    • “Yes and” (6, 6): Your success snowballs into even greater outcomes, but it may get hilariously out of hand.
    • “No but” (3, 1): You fail, but something mitigates the consequences or sets you up for future success.
    • “Yes plain” (4, 3): A straightforward success, nothing fancy but it gets the job done.
    Special Outcomes
    • Double 6s: Over-the-top success. You succeed so well that the action spirals into chaos in unexpected ways.
    • Double 1s: A catastrophic failure that introduces hilarious and humiliating consequences.

    Interpreting Rolls

    This is a game of chaotic fun and anarchic joy, even as the character strive to solve problems. Failures should not be punitive or simply stop the action. Failures and complications should introduce interesting consequences or simply move the story forward. There is intentionally no health system to this game. The results of actions and outcomes follow the fiction. Use common sense and the flow of the emerging story.

    Chaos Meter

    During the Investigation and Containment phases, the Chaos Meter tracks the growing instability of the anomaly, starting at 0 and maxing out at 10. Each failure (No result) adds 1 to the meter. If you roll a “No and” result, add an additional +1 (for a total gain of 2). The Chaos Meter resets to 0 at the start of each phase.

    Escalating Chaos
    • Reduction: Successfully helping civilians escape danger or making significant steps toward containing or calming the situation reduces the meter by 1.
    • Weirdness Die: As the meter rises, the world becomes more bizarre:
      • Chaos 3: Add a third Weirdness die to all actions to measure how surreal things are getting.
      • Chaos 5: Add +1 to the Weirdness die rolls.
      • Chaos 7: Add +2 to the Weirdness die rolls.
      • Chaos 10: Crisis Peak! The situation reaches its boiling point, and the team must make a desperate attempt to resolve the chaos before it goes critical.
    Weirdness Die

    Rolled as a third die on actions when Chaos 3 is reached. Measures how the world bends under the strain of chaos as the characters act:

    • 1: Normal and mundane.
    • 2: Slightly odd or unusual.
    • 3-4: Notably awkward or somewhat surreal.
    • 5: Outright strange and surreal.
    • 6: Reality is bleeding, expect total holiday mayhem.

    Gadget Invention and Use

    Creativity is key to resolving the holiday-themed anomalies, and agents can invent or tweak gadgets to aid in their missions.

    • Invention Rolls: When agents create new gadgets, they roll 2d6 with no modifiers. They use whatever random holiday items are on hand or around in the scene as the core of their invention.
    • Use Rolls: Using gadgets involves another 2d6 roll with no modifiers. The outcome is determined by the Motif system and failure could lead to hilarious malfunctions.

    Example Invention

    “I rigged this Rudolph-nose flashlight to repel candy cane bats. It works, more or less, except now it attracts sentient mistletoe!”

    Example Use

    “The snow globe containment device worked perfectly… until it started projecting disco lights into the blizzard.”

    Holiday-Related Goals

    Each agent has a personal holiday-related goal they’re working toward, perhaps a long-lost tradition, an unfulfilled wish, or simply a desire to make the season brighter. If it fits the situation, agents can rearrange their die after rolling to help achieve their goal.

    Tone and Focus

    This game is about embracing the chaos of the holidays with a heavy dose of humor, absurdity, and spontaneous creativity. Each mission is a wild ride, and players are encouraged to think outside the box, improvise, and roll with whatever unexpected twists come their way. The focus is on fun, the chaos of the holiday season, and keeping things light and entertaining.

    Mission Variety

    HAD deals with all sorts of absurd holiday crises, including but not limited to:

    • Recovery Missions: Retrieve or contain rogue holiday artifacts.
    • Containment Missions: Stabilize out-of-control magical events.
    • Negotiation Missions: Convince sentient holiday creatures to play nice.
    • Multi-Stage Anomalies: Tackle layered events, like a New Year’s ball countdown that creates a bubble of time and additional weird effects with each second counted.

    Each mission should be treated like a holiday adventure, with bizarre problems and off-the-wall solutions that keep everyone laughing and on their toes.

    Mission Loop: Building Your Holiday Adventure

    Cute gnome figurine skiing in snowy landscape, adding charm to winter decorations.

    The Mission Loop is the heartbeat of your holiday-themed adventures in Holiday Anomalies Division (HAD). Each mission unfolds in three key stages—Investigation, Containment, and Aftermath—ensuring that your game stays dynamic, fun, and full of surprises. In this section, we’ll guide you through how to create and run your missions, with advice on pacing, setting the scene, and a few tools to spark your creativity.

    Investigation: Unravel the Mystery

    The investigation phase is where your agents get to explore the weirdness surrounding the holiday anomaly. It’s time to gather clues, interview NPCs, and piece together what caused the problem in the first place. This is where the mystery unfolds and the tone is set.

    Tips for Investigation

    • Setting the Scene: Introduce a holiday setting that’s been turned upside down. A toy store filled with rogue, talking ornaments. A Christmas market under siege by malfunctioning reindeer. Let your players discover how far things have gone awry.
    • What to Do: Encourage players to investigate with a mix of asking questions, gathering physical clues, and talking to quirky NPCs. They may need to use their “Connect” stat to get information from a nervous shopkeeper or “Improvise” to find hidden clues.
    • Rewards: If the player successfully uncover helpful information and/or the root cause of the problem, all of their first actions in the next phase gain +2 on both dice.
    • Consequences: If players fail too hard and too much, causing the Chaos Meter to rise too high to 10, reality completely melts down in a surreal dream-like scene. The fundamental cause or main responsible figure will be revealed. The character them suddenly find themselves waking up in res media in the Containment phase, with the Chaos Meter reset to 0.

    Investigation Oracles

    You can use some all flavor (or dice label) oracles to help fill things out and guide the investigation process.

    Clue Shape

    • Visibility: How noticeable is the clue?
    • Condition: Is the clue in good shape?
    • Urgency: Does this clue feel pressing?

    Clue Value

    • Importance: Is this clue significant?
    • Clarity: How easy is it to understand?
    • Connection: Does this point toward the source of the anomaly?

    Clue Examination

    • Strangeness: How weird is the clue?
    • Reliability: How trustworthy is this clue?
    • Relevance: Does it relate directly to the anomaly?

    Clue Result

    • Source: Does the clue have a clear origin?
    • Difficulty: How hard is it to piece together?
    • Direction: Does it lead to more clues?

    Containment: Stabilize the Situation

    Once your agents have gathered enough clues and identified the cause, it’s time to contain or neutralize the anomaly. This is where improvisation, creativity, and quick thinking come into play. Players will need to come up with wild plans, deploy gadgets, and sometimes use their holiday skills to stabilize the situation.

    Tips for Containment

    • Setting the Scene: Now the stakes get high! The anomaly might be growing, so it’s important to make the environment feel tense. Maybe the snowstorm is getting bigger, or the rogue candy canes are multiplying by the minute.
    • What to Do: Players may need to work together to come up with a containment strategy, using their tools and talents. This could involve everything from singing a holiday song to calm down a rabid reindeer to using the Christmas tree stand to trap a rogue snow globe.
    • Rewards: If the players manage to solve the problem before the Chaos Meter caps out, the aftermath will be easier to manage. NPCs will be naturally more forgiving and understanding. The extant of damage or disruption will be less than it could have been. They should also gain a friendly NPC who is grateful for their help, who they may call upon for friendship or even assistance at times.
    • Consequences: The higher the Chaos Meter, the crazier and riskier the containment will be. At 10, the full power and strangeness of the event is unleashed and the characters must face a final showdown. The outcome will depend on their choice of actions and rolls, with no further chances.

    Containment Oracles

    Just like the Investigation phase, this phase also has some example oracles you can use to help flesh out and run the scenes.

    First Impression

    • Control: How easy is it to take charge of the situation?
    • Strength: How powerful is the anomaly?
    • Stability: How stable is the environment?

    Assessment

    • Speed: How fast is the anomaly growing?
    • Disruption: How much damage is the anomaly causing?
    • Intervention: How much can the agents intervene?

    Planning

    • Clarity: How clear is the containment strategy?
    • Resources: How many resources are available for the plan?
    • Consequence: What happens if containment fails?

    Contact With Reality

    • Duration: How long will it take to contain the anomaly?
    • Effectiveness: How well will the containment strategy work?
    • Risk: How risky is the plan?

    Aftermath: The Clean-Up and Consequences

    After the anomaly is contained, it’s time to wrap up. But the aftermath is never as simple as it seems! The town, city, or holiday environment still has to deal with the fallout of the situation, and your agents will have to make things right with the public and report back to headquarters.

    Tips for Aftermath

    • Setting the Scene: The holiday chaos should have left some quirky consequences behind, even in the best outcomes. Maybe the town is now covered in frosting, or there’s a herd of sentient snowmen wandering the streets.
    • What to Do: This phase is about managing the fallout. Players will need to smooth things over with any panicked civilians, undo the effects of the anomaly, and maybe even deal with an unexpected twist (such as an apology tour or media frenzy). The phase should end with a debriefing and review back at headquarters.
    • Rewards: If the aftermath is handled especially well, the Department may offer minor helpers or a less unreliable gadget for use on the next mission. There is also a chance to avoid gaining enemies and develop alliances.
    • Consequences: If the Chaos Meter was high, things won’t be as easily fixed. Maybe there are lingering side effects, like an overabundance of holiday spirit that causes everything to turn ridiculously festive, or the return of an anomaly that wasn’t fully contained. If the phase is badly handled, the team may end up with some persistant enemies or bad PR.

    Aftermath Oracles

    There are also some example all flavor oracles using dice labels for this phase too! Use them to help introduce more surprise and round out details in play.

    Simple Aftermath

    • Public Response: How well do the townsfolk feel about the team?
    • Holiday Spirit: How is the holiday mood affected?
    • Damage Control: How much effort is needed to fix the situation?

    Alternate Aftermath

    • Civic Reaction: What’s the general mood of the crowd?
    • Long-Term Effects: What lasting impact does the anomaly have?
    • PR Recovery: How much does the team need to manage public relations?

    Leftover Mess

    • Clean-Up Effort: How easy is it to restore order?
    • Media Frenzy: How does the media spin the event?
    • Community Impact: How is the community dealing with the aftermath?

    Fallout

    • Reputation: How do the locals view the team post-mission?
    • Festive Echoes: How much does the anomaly affect holiday celebrations?
    • Side Effects: Are there any lingering issues?

    Appendix: Using the All Flavor Oracles

    You ask about how things are or turned out. Roll 3d6 for an answer. Assign the labels in order from left to right or closest to farthest. Each label is interpreted according to its plain meaning, as illustrated by the example question that the flavor answers. Follow the intuitive scale below, judging the weight of the label by how much the flavor comes through or how positive/negative the outcome is.

    Scale

    • 1: Absolute absence or the complete opposite; most negative response
    • 2: Not at all or somewhat the contrary; clear negative response
    • 3: Somewhat or slightly so; mildly negative response
    • 4: Average or mediocre; slightly positive response
    • 5: Above average or notably strong; strongly positive response
    • 6: Peak or overwhelming; most positive response
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  • 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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  • Great TTRPG Newbie Paradox (they’re easier to teach)

    Great TTRPG Newbie Paradox (they’re easier to teach)

    This entry is part 1 of 5 in the series RPG Theory

    Novice TTRPG Players and Simple Guidance

    Close-up view of red tetrahedral dice amidst rustic jars and burlap on a natural surface.
    You should go make a game with Caltrop Core, maybe.

    One of the great paradoxes I’ve noticed in TTRPGs is that newer players don’t always need the extensive examples and explanations that seasoned gamers often request. It’s fascinating how the learning process can differ so much depending on experience level. While experienced players may want every detail laid out to navigate complex systems, novice players tend to do just fine with simpler, more straightforward instructions. So why is that?

    To really understand why this is, we have to look at how cognitive psychology, gaming culture, and design philosophy come into play. New players are engaging with the game in a fresh way, while veterans approach things with a wealth of past experiences and mental models already in place. This combination of factors explains why simple rules can be so effective for new players, but also why they might leave veterans wanting more.

    Cognitive Load Management

    Starting out in TTRPGs can be overwhelming. New players are diving into an entirely new hobby, and everything is unfamiliar. From understanding the game’s goals to figuring out how to roleplay effectively, there’s a lot to take in. The key to helping them succeed is to reduce cognitive load, essentially not bombarding them with too much information at once. By simplifying what players need to process, you create a more approachable and enjoyable entry point.

    That’s why simple, streamlined rules work so well. New players don’t need to memorize a bunch of rules upfront; they only need the basics to get started. Systems like Fate Accelerated or Lasers & Feelings are perfect for this! They’re rules-light, accessible, and let players focus on having fun without getting bogged down by details. These systems also encourage players to explore their creativity without the intimidation of complex mechanics, fostering a sense of accomplishment early on.

    With cognitive load under control, players can dive into the game right away. Which itself enables more easily experiencing the game firsthand, which is often the most effective and engaging way for players to understand how it all fits together.

    Learning Through Play

    For new players, a good way to learn is often by diving in and engaging directly. Behavioral modeling plays a huge role here. Watching others navigate mechanics, solve problems, and roleplay their characters helps new players build an intuitive understanding of the game.

    It’s one thing to read about how a skill check works; it’s another to see someone roll the dice and react in real time. Whether it’s observing how a seasoned GM handles a tricky situation or seeing another player bring their character to life, learning through example is incredibly effective.

    This isn’t limited to group play, either. Even in solo roleplaying, the act of playing and reflecting on how it feels is a powerful teacher. Experimenting with the rules, testing out scenarios, and seeing what clicks provides valuable feedback that can’t be replicated by simply reading a manual. It’s all about learning through doing, which resonates deeply with how human psychology is wired.

    At its core, experiential learning is the heart of this process. Picking up a new hobby or skill is all about practice, getting in there, trying things out, and gradually getting better. TTRPGs are uniquely suited to this, offering a mix of structure and flexibility that encourages players to jump in and learn as they go.

    But what truly sets new players apart is their flexibility. Without years of preconceived notions or expectations, they often adapt more quickly to the rules and find creative ways to engage with the game. This adaptability is a powerful asset, allowing them to embrace simple guidance and make the most of the experience.

    Adaptability

    What’s amazing about new players is their adaptability. They haven’t been trained to expect certain complexities, and that’s a huge advantage. Without preconceived notions about how rules “should” work, they’re open to whatever the system throws at them. With fewer expectations, they can engage with simple rules without overthinking them, allowing for a more organic experience. This flexibility makes them more open to experimentation and less likely to get caught up in analysis paralysis over myriad options.

    The Tabula Rasa effect is big here. Novices often approach rules with fresh eyes, making them open to experimentation. Conversely, experienced players may often compare rules to prior systems and/or hold certain assumptions. Graceful degradation is something newer players excel at as a result. Novices will often default to common sense and broad principles, as well as more often collapse to core rules. Seasoned gamers will look for more nuance, more often look for edge cases, and generally expect more direct guidance.

    The Takeaway for Game Designers

    For game designers, the lesson is clear: Keep things simple. New players thrive when they can engage with the game without getting overwhelmed by complex rules or excessive explanations. A system that emphasizes simplicity and encourages learning through play will help novices feel confident and enjoy their experience right from the start.

    Experienced Players and the Need for Detailed Guidance

    A dark, moody still life scene featuring red and blue gaming dice, books, and a magnifier on a wooden surface.

    Complexity Preference

    For seasoned players, simplicity can sometimes feel like a limitation. After years of playing more complex systems, many veterans crave the depth and nuance that come with detailed rules. They want to be able to dive deep into the mechanics, optimize characters, and explore all the strategic options available.

    Systems like Pathfinder and Shadowrun thrive in this space. They offer a level of granularity and choice that challenges experienced players and rewards those who enjoy analyzing every aspect of the game. These systems activate analytical thinking, rewarding those who relish strategic complexity. They also often reward system mastery, which encourages a desire for deep rules understandings.

    Desire for Comprehensive Understanding

    Experienced players often seek clarity on edge cases and exceptions. They need detailed rules and examples to navigate these situations confidently. For them, the finer points of a system matter, especially when the game isn’t going according to the usual script. A system that provides clarity on the exceptions and intricacies helps them play with confidence, ensuring that no one gets stuck in a situation where they’re unsure of how to proceed.

    The can also want clarity on edge cases and exceptions because these often define the boundaries of creativity within the game. Detailed examples allow experienced players to confidently navigate unusual scenarios, ensuring they can “play to the rules” without stalling gameplay. In addition, gamers accustomed to systems like Dungeons & Dragons may expect clear guidance for adjudicating specific situations. Understanding this prior experience is key for seasoned gamers.

    Integration with Prior Knowledge

    Veteran players come into a game with a wealth of experience, so they’re naturally comparing new systems to the ones they already know. They’ve built mental models (or “schemas”) of how TTRPGs “should” work, and if the new system doesn’t align with those expectations, it can cause confusion.

    Discrepancies between these expectations and a new game’s mechanics can lead to frustration without sufficient explanation. A well-designed system can acknowledge this by providing clear explanations of how it differs from other games or being very clear about its own nuances. Without these distinctions, experienced players may feel lost or frustrated trying to figure out how things work.

    Challenges with Simple Rules for Experienced Players

    Overinterpretation

    Experienced players often struggle with simple systems because they assume there’s more complexity hidden in the rules. When the system feels too straightforward, they begin to look for deeper meaning or “unspoken” rules. This overthinking can lead to confusion, especially when the simplicity they encounter doesn’t match their mental models.

    Cognitive Rigidity

    Another challenge is cognitive rigidity. Long-time TTRPG players can become so accustomed to the intricacies of complex systems or robust presentations that transitioning to something simpler or more direct can feel like a step backward. Research indicates that experts in any field can develop a rigidity that limits their ability to adapt to new frameworks; this same psychological principle applies to TTRPGs. This rigidity can make it hard to adapt to lighter systems and simpler explanations that don’t provide the same level of depth they’re used to.

    Expectation of Depth

    Veterans can expect games to offer rich, strategic gameplay. They are often come to anticipate a certain level of complexity in gameplay and/or detail in rulebooks. Simpler texts may seem “shallow” to them, leaving them unsatisfied. They can feel those lighter books are lacking the intricate balance or emergent possibilities of more robust frameworks and explanations.

    Balancing Rule Presentation for Different Players

    Young professionals collaborating on a project in a modern office with laptop and notes.

    Layered Rulebooks

    One way to meet the needs of both novice and experienced players is to present rules in layers. Start with the core mechanics, keep it simple and easy to digest. Then add deeper, optional rules for those who want them. This approach lets new players engage without feeling overwhelmed while still providing the depth that experienced players crave.

    However, balancing this can be tricky. If the rules aren’t organized well, it can feel like you’re constantly flipping through pages to find the right information, which can be frustrating.

    Integrated Examples

    Including examples directly in the text helps everyone, regardless of experience level. Novices benefit from seeing the rules in action, and experienced players appreciate examples that clarify edge cases. The key here is to keep examples relevant to all types of players, showing how the rules can be applied in different contexts.

    This requires a balance of keeping it simple and direct for new players, while providing the clarity and nuance more seasoned players crave. There is also the pressure to maintain the text flow and usefulness as a reference, favoring conciseness that may sacrifice some nuance or detail.

    Encouraging Exploration

    Another way to bridge the gap between new and experienced players is by encouraging creativity within a structured system. Games that offer flexibility while still keeping things clear and simple can appeal to both groups. Designing systems that promote creativity within clear boundaries can engage both new and seasoned players, accommodating different preferences for complexity.

    Systems like Powered by the Apocalypse do this well. New players get to co-create the story alongside the GM, while veteran players can still engage with the rules in a deeper, strategic way. It’s the best of both worlds.

    A Few Final Thoughts

    The Role of Player Psychology

    The psychology of TTRPG players varies greatly. New players are often more risk-tolerant and excited to explore, while experienced players regularly seek mastery and optimization. These different approaches to the game highlight the importance of balancing rules in a way that caters to both. The more we understand these tendencies, the better we can design games that speak to a wider audience.

    The Evolution of TTRPG Culture

    TTRPGs have evolved a lot over the years, with indie games gaining traction and traditional systems like Dungeons & Dragons continuing to thrive. This diversity in gaming culture means that players bring different expectations based on their experiences. Designers need to be aware of these cultural shifts and cater to the broad spectrum of preferences.

    Game Master Dynamics

    The role of the GM also changes depending on experience. Novice GMs can benefit from systems that allow flexibility and creativity. Their lack of assumptions, along with the accompanying openness and adaptability, is their great strength. In contrast, veteran GMs typically look for more robust tools that help with complex storytelling and adjudicating rules. Their experience and system mastery, with the knowledge and rules familiarity they provide, form their strong points. Understanding these differences is key to making a game that works for all GMs.

    OK, Actual Final Thoughts

    Cheerful young African American male student in casual clothes throwing college papers up in air while having fun in green park after end of exams

    The interplay between simplicity and complexity in TTRPG design reflects not only player experience levels but also evolving cultural and cognitive preferences. Novices often thrive on minimalist guidance that reduces cognitive load, encourages exploration, and builds confidence. Veterans, on the other hand, oft demand nuanced mechanics, detailed examples, and robust systems that align with their mental models and expectations.

    However, this is all variable and nuanced based on the tabletop roleplaying game niche they embrace, their general mindset and preferences, and their overall experience. Game designers can meet these diverse needs through thoughtful layering of rules, embedded examples, and systems that balance creativity with clarity. Understanding the psychology and preferences of different player groups enables inclusive designs that enrich the TTRPG experience for everyone.

    And as always, I’d love to hear your thoughts on this! Leave a comment here and/or come scream at me about it on Bluesky.

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  • RPG Idea: Hard Road Ahead

    RPG Idea: Hard Road Ahead

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

    Something I may never complete. Inspired to share this from my slush pile by my post about Ghibli-inspired games. Putting this out there for anyone else to finish, if they want. Fully open license, public domain. Use as you will.

    Hard Road Ahead

    Mysterious forest road at night with a solitary silhouette, creating a haunting atmosphere.

    A two-player micro-RPG inspired by the darker elements of Studio Ghibli.

    Overview

    One player takes the role of The Young Person, someone desperately striving to save a loved one who will die without their help. The other plays The World That Is, a callous, indifferent force that cares only for the endless cycles of life, death, and the laws of the universe. Together, you will tell a story of hardship, fleeting hope, and the cruel beauty of persistence.

    What You Need

    • 6-sided dice (d6), at least three.
    • Paper and pen for tracking progress.
    • A quiet space to reflect and tell your story.

    Setup

    1. The Young Person names their loved one and describes why they must save them. Define the relationship and what makes this bond vital.
    2. The World That Is describes the setting: is it a crumbling city, a storm-lashed forest, or a war-torn countryside? Frame the narrative tone.
    3. Both players collaboratively decide on the loved one’s three essential needs:
      • Medicine to treat or prevent sickness. What treatment do they need?
      • Food to stave off starvation. What kind of allergies and other food issues must you avoid?
      • Clothes to protect against deprivation. What is needed for the season, weather, and terrain?
    4. Draw two trackers:
      • Young Person’s Needs: Hunger, Exposure, and Exhaustion, each starting at 0.
      • Loved One’s Needs: Sickness, Starvation, and Deprivation, each starting at 0.

    How to Play

    The story unfolds across at least five quests that The Young Person must pass to gather the resources their loved one needs. Each quest is an encounter, framed by The World That Is, which presents as (roll a d6):

    • 1-2, A Social Trap: An overprotective guardian, a deceptive merchant, or others with conflicting goals.
    • 3-4, A Task: Delivering messages, retrieving a lost item, or fulfilling a troubling request.
    • 5-6, Internal Struggles: Phantoms or hallucinations of doubt and despair.

    For each quest, the conditions available in the quest may offer a chance to reduce negative conditions for the player and there are two possible outcomes:

    • Pass: The Young Person earns a vital item (Medicine, Food, or Clothes) and/or a step of relief for their own Needs.
    • Fail: The World That Is offers a deus ex machina escape at a steep cost: an increase of 1 in either Sickness, Starvation, or Deprivation for the loved one, as well as usually an increase of one of the young person’s Needs.

    Mechanics

    Set of white dice with black pips on a reflective black surface, showing various numbers.

    1. Encounter Timers: Each encounter is resolved in three rolls or less, symbolizing the limited time available. The timer reflects urgency, a collapsing bridge, approaching danger, or window of opportunity closing.
    2. Rolling for Progress: The Young Person rolls 1d6 per action. Actions must align with their described approach to the challenge. They may choose to accept 1 negative track for +2 dice. Once per encounter, you may also pick one of your loved one’s Needs and roll twice as many extra dice as the track is at. But if you take a cost (partial success or failure), it adds +1 to one of their other Needs tracks in addition to the young person’s. However, if you succeed, reduce the loved one’s Need used by 1. Possible results:
      • 6: Overwhelming success.
      • 4-5: Partial progress; the player may advance but at a cost, such as 1 Hunger, Exposure, or Exhaustion.
      • 1-3: Failure; no progress and +1 to one of the young person’s Need tracks.
    3. Tracking Needs: Needs can be alleviated to some degree by the encounters, such as eating at a strange festival to reduce Hunger or taking shelter with that witch for a while to reduce Exposure. When any of The Young Person’s Needs (Hunger, Exposure, or Exhaustion) reaches 5, they collapse, lost to the indifferent world. The game ends with tragedy, as they are discovered dying by their (probably also soon to perish) loved one.
    4. Loved One’s Condition: Failures during encounters add to the loved one’s Sickness, Starvation, or Deprivation. They cannot be alleviated under they are reached by the Young Person. However much Medicine, Food, and Clothing they have reduces Sickness, Starvation, and Deprivation that much. If the game ends with any higher than 1, or 1 in all, their future is ambiguous. 1 or 0 in all, except for all 1s, they go on to be well. When any of these reach 3, the loved one succumbs before The Young Person can reach them. The story ends in sorrow.
    5. Winning the Game: If The Young Person successfully passes at least five quests and delivers at least 1 Medicine, Food, or Clothes, they reach their loved one in time, saving them (at least for now) from death. Note the loved one’s condition to judge their epilogue. And the journey’s toll remains, leaving scars and questions about what was lost to succeed.

    Example Encounter

    The World That Is: “You step briefly inside a well-maintained old cottage and suddenly an old woman blocks your way. Her house is warm, filled with food, and she offers you shelter. But she insists you stay and never leave. Her smile is kind, but her grip on your arm is iron the moment you step anywhere near the doors or windows.”

    The Young Person: “At first I may have no choice, so I will rest a while and eat a bit to put her at ease.”

    The World That Is: “The old woman seems happy that you accept so easily. She presents course after course of food, then covers you with a blanket as you rest afterward in a deep comfortable chair, reducing both your Hunger and Exhaustion by 1.”

    The Young Person: “When she settles down herself, that is my chance. I will try to distract her by singing a lullaby to make her sleepy.”

    Successful Quest

    The young person rolls a 4, a partial success with a cost. The old woman’s eyes droop, but she shakes her head and her gaze remains fixed on them. They also take 1 Exhaustion as they sing a lullaby but resist the urge to sleep. Continuing to sing, they make a second roll. The old woman finally nods off, lulled to sleep by the soft melody. The Young Person gathers food and escapes, having some time while the woman sleeps so both reducing their Hunger by 1 and earning 1 Food for their loved one.

    Failed Quest

    The young person rolls a 2, a failure. The song is off-tune as the old woman eyes them suspiciously and remains perfectly alert as she sips her tea. The awkward tension is draining and adds +1 to Exhaustion.

    The Young Person: “I see this isn’t working. I’m going to try making increasingly bothersome requests to see if I can get her away long enough to slip out.”

    The young person groans as they roll a 3, another failure. They ask for different blankets, pillows, obscure snacks, and the whole lot of it but she never has to leave the room to accommodate the young person. The whole process is so tiring and adds another +1 to Exhaustion. Their Exhaustion is creeping very high and they decide to not risk any further action.

    The Young Person: “If I can, I’m going to accept that there is no escape for now and rest to recover a bit before the other shoe drops.”

    The World That Is: “You may remove one of those Exhaustions you gained. As you fitfully nap, you are rudely awakened being pushed out of the chair. The old woman is screaming at you about some request you made while half-asleep. As far as you can tell it was for some kind of cookie or snack, but she is taking it as a deadly insult. You are thrown out of the house in the middle of a storm, gaining 1 Exposure. Reflecting the plenty that you’re leaving behind, your loved one’s Starvation goes up by 1.”

    Themes of Reflection

    After each quest, The Young Person pauses for a moment of introspection. The player must describe what keeps them going despite the rising toll and stress, while The World That Is narrates how the environment reacts: indifferent stars, whispering winds, or the cold indifference of a collapsing society.

    Conclusion

    Hard Road Ahead is not about triumph or comfort but persistence against the odds. It captures the heartache, fleeting beauty, and relentless hardships that echo the darker undertones of Studio Ghibli’s masterpieces, while also mixing in non-traditional conflicts and whimsical encounters to reflect the other side of the inspiration. Will you make it in time, or will the world’s callousness win?

    Have you hacked this into a more complete game? Are you incorporating some of these ideas into your own game? Or have you even tried giving this raw/mini version a try? Please, shout at me on Bluesky about it. 

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  • Motif Approach to Conflict: Universal Hits & Conditions

    Motif Approach to Conflict: Universal Hits & Conditions

    This entry is part 2 of 3 in the series Motif Thoughts

    Universal Hits and Social Conflict in Motif

    three women posed artistically, close to each other

    One of the most fascinating and often surprising aspects of standard Motif builds is how the system blurs the lines between physical, emotional, mental, and social conflicts. In many TTRPGs, combat is the primary focus, with other interactions often relegated to the sidelines or handled as quick, simplified rolls. In Motif, however, every type of conflict carries equal weight. This opens up a wealth of creative possibilities, allowing players to approach encounters in diverse ways that feel impactful and narratively satisfying.

    Social conflict, in particular, is where Motif shines. Players accustomed to traditional systems might expect social challenges to play second fiddle to combat with simple single dice roll solutions or just roleplaying through it. But in Motif, your ability to talk, charm, or outwit someone can be just as effective(if not more so) than resorting to physical violence. Whether you’re trying to humiliate a rival, intimidate a witness, or confuse a foe, your social strategies can leave lasting impacts on the game world.

    How Universal Hits Work in Motif

    At the core of Motif’s flexibility is its Hits system, a universal mechanic that governs how characters accrue the consequences of conflict. A Hit is a Hit, whether it’s a Gunshot Wound or the sting of Embarrassment. Each Hit contributes to a Condition—a narrative marker of how a character has been affected. Physical injuries might result in Conditions like Wounded or Bruised, while social encounters can lead to Conditions like Humiliated, Confused, or Distracted.

    The beauty of this system is its simplicity and consistency. All forms of conflict are mechanically treated the same way, making the game feel cohesive and intuitive. Importantly, it doesn’t reduce the narrative weight of different types of interactions. A Gunshot Wound may take longer to recover from than Embarrassment, but both leave their marks. In this way, Motif encourages players to explore a full spectrum of tactics and strategies.

    Imagine you’re interrogating someone in a noir-inspired game. In many systems, you might have to choose between intimidating them physically or persuading them verbally. In Motif, you can do both, stacking up Conditions that reflect the cumulative effect of your efforts. You might start with a sharp threat, escalate to a shove, and then back them into a corner with a heartfelt plea. Every step of the process is supported by mechanics that enhance the drama and immersion of the scene.

    Social Conflict as a Tool for Creative Problem-Solving

    One of the most rewarding aspects of Motif is watching players use social strategies to creatively manipulate encounters. The system doesn’t just allow for social conflict, it actively encourages it. Players can stack Conditions like Reassured, Confused, or Distracted on their foes, using these to turn the tide of an encounter.

    For example:

    • A group of adventurers facing a suspicious guard might start by Distracting them with a clever lie, then Reassuring them with a kind word, and finally stacking on Confusion to gain a chance to slip past unnoticed.
    • During a heated negotiation, a charismatic character might target multiple opponents at once, layering Conditions like Afraid or Humiliated to undermine the group’s morale.

    In many Motif games, social conflict offers unique advantages. For one, it’s often easier to affect multiple targets with social strategies than with physical attacks. A well-timed speech or cutting remark can ripple through a crowd, creating opportunities for the players to exploit. Social Conditions can also be used to shift the narrative, sowing chaos, building trust, or exposing vulnerabilities in ways that combat alone cannot achieve.

    Why This Approach Works

    Motif’s universal Hits system is more than just a clever design choice, it’s a powerful storytelling tool. By treating all forms of conflict equally, the system encourages players to approach situations creatively, leaning into their characters’ unique strengths. This results in a more cinematic and genre-emulating experience, where every interaction carries weight and every decision shapes the story.

    In a noir setting, for instance, a hard-boiled detective might combine sharp words and rough handling to extract the truth from a suspect. In a cyberpunk world, a hacker might shut down an enemy with psychological warfare and razor-sharp wit. These moments feel authentic and impactful because the mechanics reflect the narrative stakes. They reward players for thinking outside the box and emphasize that how you approach an encounter is just as important as its outcome.

    Building on This Design Philosophy

    Motif’s universal Hits system is just one example of how thoughtful mechanics can elevate a game. It demonstrates the value of simplicity and consistency in design, creating a framework that is both accessible and rich with possibilities. By focusing on core principles (like treating all forms of conflict equally) Motif empowers players and GMs to tell stories that feel dynamic, engaging, and true to their genre.

    For game designers, Motif is a compelling case study in how mechanics can shape player behavior and enhance narrative depth. It’s a reminder that rules don’t need to be complicated to be effective. Instead, it’s about creating tools that inspire creativity, encourage experimentation, and support the story you want to tell.

    So, what’s your favorite thing about the games you design? Is it the unexpected strategies that emerge in play, the clever ways players exploit your systems, or the moments of storytelling magic that your mechanics make possible? For me, it’s the joy of seeing players discover how deeply Motif empowers them to shape their stories, whether through social intrigue, physical conflict, or something in between.

    If you haven’t tried Motif yet, now is the perfect time to dive into the Motif SRD or the full Motif Story Engine. Whether you’re a player or a designer, you’re bound to find inspiration in its elegant mechanics and storytelling potential. Feel free to share your thoughts, insights, or favorite design philosophies. Let’s keep the conversation going. You can always find us on Bluesky to chat more.

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  • Genre Emulation and Buy-In in TTRPGs

    Genre Emulation and Buy-In in TTRPGs

    This entry is part 3 of 5 in the series RPG Theory

    Suspension of Disbelief and Buy-In as Core Elements

    A group of diverse colleagues joins hands in teamwork, symbolizing unity and collaboration.

    Tabletop roleplaying games (TTRPGs) thrive on a delicate balance of imagination, mechanics, and collaboration. Suspension of disbelief and buy-in are foundational to this balance, but they’re often treated as secondary considerations, in contrast to how films, literature, and other art forms intuitively incorporate them. By recognizing their importance and treating them as explicit design elements, TTRPGs can more effectively immerse players in their worlds.

    Over the years, the hobby has made great strides in genre emulation, yet much of it still leans toward high-level abstraction or meta-thinking. This can create a gap between the broader narrative tools provided and the grounded, intuitive moments that draw players into the story. Other art forms frequently operate on an instinctual level, drawing audiences in before deeper analysis takes over. By embracing these “low-level” approaches alongside the high-level, TTRPGs can foster richer and more immediate player experiences.

    Shared Creative Agreement

    Suspension of disbelief and buy-in form the mutual creative agreement between players that allows a game to come alive. They enable everyone at the table to accept the game’s internal logic, even when mechanics momentarily interrupt the narrative flow. This interplay mirrors other art forms: just as audiences accept a musical breaking into song or a fantasy novel’s improbable magic system, TTRPG players embrace dice rolls and abstract mechanics as long as they fit the narrative’s framework.

    For instance, rolling to pick a lock might seem mechanical, but a well-framed description (sweat on the character’s brow, the subtle click of tumblers) transforms it into a cinematic moment. When designers and players consciously weave these framing elements into their games, the abstractions feel purposeful, even immersive. This mutual understanding strengthens collaborative storytelling, creating a more cohesive and rewarding experience for everyone at the table.

    Embracing Genre Buy-In in the Arts

    Storytelling in literature and film offers a wealth of inspiration for TTRPGs. In novels, genre is often signaled through tone and setting, shaping readers’ expectations without explicit instruction. A locked-room mystery instantly primes readers for clues and twists, while a dystopian sci-fi world immerses them in its bleak futurism through evocative details.

    Film, too, thrives on intuitive genre signaling. A horror movie doesn’t need to explain that a dark, creaking house is dangerous; eerie music and shadowy corridors do the work. These subtle cues prompt audiences to lean into the experience, aligning their expectations with the narrative’s internal logic.

    TTRPGs can harness these same principles. For example, a cyberpunk game might include neon-lit imagery, mechanics for hacking, and slang-filled prompts to immerse players in its gritty, high-tech world. At the table, GMs and players contribute by narrating in ways that align with the genre’s tone, whether it’s the desperate stakes of noir or the swashbuckling camaraderie of heroic fantasy. By consciously embedding genre elements into both design and play, TTRPGs can create intuitive, immersive experiences that rival their literary and cinematic counterparts.

    High-Level and Low-Level Approaches in Genre Emulation

    One of the greatest challenges in TTRPG design is balancing abstract, high-level tools with the immediate, visceral impact of low-level mechanics. High-level systems, like those found in Fate or Apocalypse World, offer broad frameworks for emulating genre. These systems encourage players to interpret moves or outcomes based on the story’s context, trusting their genre familiarity to shape the experience.

    In contrast, low-level mechanics embed genre directly into gameplay. Horror games excel at this: Call of Cthulhu’s sanity meter creates a creeping sense of dread, while Dread’s Jenga tower delivers tangible, escalating tension. These mechanics require little explanation. They work instinctively, aligning players with the game’s emotional core. Striking the right balance between these approaches allows for both flexibility and immersion, catering to new players and veterans alike.

    The Power of Framing

    Framing is the linchpin that binds a TTRPG’s mechanics, narrative, and player buy-in. How a game presents its rules, themes, and world shapes the lens through which players engage. Consider Blades in the Dark: its mechanics for resource management mirror the desperation of its criminal protagonists, encouraging players to think like their characters. This alignment of narrative and mechanics ensures that even gamey elements feel thematically grounded.

    Session zero is another powerful tool for framing. By collaboratively establishing boundaries, themes, and expectations, players create a shared understanding of the game’s tone. This collective agreement not only builds trust but also primes players for immersion, ensuring that their suspension of disbelief aligns with the game’s intended experience.

    Good framing also acknowledges potential dissonance. A game with heavy themes but overly simplistic mechanics risks breaking immersion unless it explicitly addresses the gap. Thoughtful design that integrates mechanics into storytelling can mitigate these risks, creating a cohesive, harmonious experience that keeps players engaged.

    Toward More Immersive and Reflective Design

    TTRPGs have only begun to scratch the surface of what’s possible with genre emulation and immersion. By explicitly designing for suspension of disbelief and buy-in, games can better align mechanics and narrative, reducing the need for meta-thinking and encouraging deeper engagement. Emphasizing intuitive, genre-informed mechanics and strong framing practices can elevate the medium, making it more accessible and resonant.

    What do you think? Are suspension of disbelief and buy-in given enough attention in TTRPGs? Come yell at us on Bluesky about it!

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  • Getting in the (Dice) Swing of Things

    Getting in the (Dice) Swing of Things

    This entry is part 3 of 3 in the series Motif Thoughts

    On Swingy Dice: The Design of Motif

    Dynamic illustration of Newton's Cradle showing motion and reflection concepts in physics.

    Dice systems play a key role in shaping the dynamics of tabletop RPGs. They not only determine the mechanics of success or failure but also create the emotional backbone of tension, excitement, and consequence in gameplay. In Motif, swingy dice (those that produce wide variations in outcomes) are a deliberate feature that enhances the game both as an oracle and a game engine. Let’s dive into why this choice is central to Motif’s design and how it contributes to the overall experience.

    Why Swingy Dice?

    Motif is meant to be swingy despite being 2d6/3d6. Because each die is counted individually, so they’re swingy. This swinginess creates excitement and uncertainty, a perfect fit for an oracle system. Here’s why:

    • Small Range, High Impact
      The dice in Motif (d6) stay within a small range, reducing the risk of extreme streaks. The range is small (limiting/mitigating streaks) and it’s an answer oracle, so you want it weighted random. This limitation prevents outcomes from becoming overwhelming while still allowing for significant swings that can drive the narrative forward.

      • The combination of small numerical values (1-6) and independent rolls means that variability remains dynamic yet manageable, unlike systems with broader ranges like d20. This balance ensures that the game’s mechanics feel lively without derailing play.
    • Individual Randomness
      Because each die is counted individually, each one represents a unique factor or aspect of the answer. With each die being swingy, this creates a complex random pattern of answers. The outcome isn’t a smooth progression but rather a series of varied shifts, where each die’s result contributes to the overall response in unpredictable and dynamic ways.

      • In practical terms, this design choice mirrors the chaos of real-life decision-making, where multiple variables can pull in different directions. This keeps players engaged and reactive, adapting to each roll as the narrative unfolds.
    • Impactful Modifiers
      The small scale makes simple +/-1 and 2 modifiers meaningful. The small range of the dice ensures that even small shifts in modifiers can dramatically influence the outcome, keeping the stakes high and the decisions weighty.

      • This contrasts with systems like d20, where a +1 modifier might have a subtler impact, or percentile systems, where slight adjustments can feel almost negligible. In Motif, every modifier directly affects the narrative’s momentum, making every choice resonate more strongly with players.

    Distribution and Narrative Impact

    Dice distributions directly shape the flow and tone of a narrative by controlling how predictable outcomes are and where results tend to cluster. Swingy systems, such as Motif, create a wide range of outcomes that amplify uncertainty and tension, whereas bell-curved systems lean toward predictability and realism.

    For example, the Motif system’s use of individual d6 results means every roll offers a spread of possibilities, contributing to a dynamic and fluid narrative structure. Each roll feels less like a calculation and more like a narrative catalyst. In contrast, systems like 3d6 summed create a bell curve, where middle-range results dominate. This design favors games where outcomes need to reflect consistent skill levels or controlled probabilities, such as simulationist RPGs.

    Tension and Stakes in Dice Systems

    One of the most critical elements of a dice system is its ability to manage player tension and stakes. Swingy dice systems like Motif excel in this area by creating outcomes that are unpredictable yet significant. Players can never fully anticipate results, keeping the stakes high and the narrative alive.

    Modifiers interact differently across dice systems and can drastically alter tension. In Motif, where small changes to a d6’s outcome have a profound impact, a +1 modifier could entirely shift the narrative’s direction. In bell-curved systems or large scale die systems (like d20), modifiers often produce more subtle shifts, with their impact most pronounced at the extreme ends of the probability curve.

    Dice pools, like those found in systems such as Blades in the Dark, emphasize the number of successes over individual rolls, creating another form of tension. Adding a single die to a pool can significantly improve odds, making even small adjustments feel meaningful. These systems, however, trade the swinginess of individual rolls for the aggregated predictability of multiple dice.

    Embracing Uncertainty

    While great for detailed mechanical gameplay and reliability, bell curved systems can lack the dramatic unpredictability that swingy dice provide. In Motif, the swinginess serves to amplify the storytelling aspect, ensuring that every roll feels significant and emotionally charged. This approach captures the chaotic and improvisational spirit central to the approach’s design.

    The uncertainty and excitement are great. Swingy dice encourage unpredictable outcomes, which create tension and drama. Unlike bell-curved dice systems, which tend to cluster results around the average, Motif’s dice allow for more variance, giving every roll a feeling of consequence and unpredictability.

    Ultimately, each approach tailors the level of tension and the stakes players experience. Swingy systems like Motif excel at delivering dramatic highs and lows, while bell-curved systems smooth out the experience, favoring consistency over chaos.

    Reflect on Your Dice System

    Take some time to think about your chosen dice system. Is it swingy? Bell curved? What is the range like? How do the modifiers interact with the odds? What is the general feel? These questions are key when designing or choosing a dice system, as each system influences the tone and pacing of the game. Consider these examples:

    • Bell Curves (3d6 Summed or Dice Pools)
      Bell curves produce more predictable outcomes, ideal for games focused on consistency or skill-based challenges. They reduce uncertainty but sometimes may not generate the same high tension. This makes them excellent for simulating realistic systems where skill or practice governs success.
    • Percentile Systems (d100)
      Percentile systems offer high precision, which is perfect for games where exact outcomes matter. % systems are great for high-stakes or high-tension games where that exacting, unforgiving vibe works. While these systems can feel cold or overly mechanical, they shine in contexts where specificity is vital.
    • Swingy Dice (Motif or d20)
      Swingy dice systems like Motif fuel tension and surprise. With unpredictable results, every roll feels consequential, and players are always kept on edge. The resulting emotional intensity complements games emphasizing improvisation and narrative twists.

    Final Thoughts

    Motif’s use of swingy dice enhances the game’s unpredictability, creating excitement and meaningful choices in a compact system. Whether you’re designing your own game or playing with others, understanding how dice mechanics affect the overall experience is crucial. Are your dice systems swingy or predictable? How do they affect the tension and stakes of your game? By reflecting on these factors, you can better align your mechanics with the experience you want to deliver.

    What’s your take on swingy dice? Share your thoughts and let’s discuss how different dice systems shape gameplay! Shout at us over on Bluesky.

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  • Motif Oracle Notebook

    Motif Oracle Notebook

    Motif Oracle Notebook

    Motif Oracle Notebook

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    About the Motif Oracle Notebook

    Motif Oracle Notebook is a TTRPG storytelling tool designed for solo roleplaying, tracking rolls & character notes during play, and creative writing. It uses a three-die system to generate answers and add nuance to your narrative.

    Notebook Features

    • Oracle: The main oracle interface with roll history and live results
    • Game Rolls: Dice roller for game mechanics
    • Character: A place for character details and development
    • Scene Notes: Track your current scene
    • Story So Far: Record your overall narrative
    • Extra Notes: Space for additional information

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    About the Motif Oracle Notebook

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    Motif Oracle Notebook is a TTRPG storytelling tool designed for solo roleplaying, tracking rolls & character notes during play, and creative writing. It uses a three-die system to generate answers and add nuance to your narrative.

    Notebook Features

    • Oracle: The main oracle interface with roll history and live results
    • Game Rolls: Dice roller for game mechanics
    • Character: A place for character details and development
    • Scene Notes: Track your current scene
    • Story So Far: Record your overall narrative
    • Extra Notes: Space for additional information
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  • TTRPG Mechanics Model: Granularity, Modularity, Connectivity, Fidelity

    TTRPG Mechanics Model: Granularity, Modularity, Connectivity, Fidelity

    This entry is part 4 of 5 in the series RPG Theory

    Understanding TTRPG Design Through Four Overlapping Scales

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    When discussing tabletop RPGs, terms like “crunch” or “narrative focus” frequently arise. While useful, these discussions can become muddled, lacking a structured way to examine what makes each game unique. To frame this conversation, we can use a model of four overlapping scales: granularity, modularity, connectivity, and fidelity. Each of these represents a distinct axis of design, shaping how we experience and engage with games.

    Let’s break down each scale and explore how they influence play.

    1. Granularity (aka “Crunch”)

    Granularity measures how detailed a game’s mechanics are. High-granularity systems, like GURPS or Pathfinder, offer intricate rules that cover a broad array of situations, from combat maneuvers to nuanced skill checks. On the other hand, low-granularity games like FATE or Lasers & Feelings simplify mechanics, focusing on streamlined gameplay. The level of granularity directly impacts pacing and player focus, influencing whether the experience feels like a tactical simulation or an improvisational story.

    • High granularity: Provides clarity and structure but often slows down play with extensive rules. These systems excel when precision and fairness are crucial, such as in detailed simulations or competitive campaigns.
    • Low granularity: Prioritizes narrative flow and accessibility, sacrificing precision for speed and creativity. Minimalist rules can empower players to improvise and lean into storytelling.

    Granularity’s importance depends on player preferences. High granularity caters to those who enjoy mastering detailed mechanics or exploring tactical depth. Conversely, players seeking fast-paced, story-driven sessions might prefer the flexibility of low-granularity systems.

    The interaction between granularity and other scales is key. For example, high granularity often pairs well with high fidelity when realism is a goal, as in games like Call of Cthulhu. However, it might clash with high connectivity when detailed mechanics interfere with narrative immersion.

    2. Modularity

    Modularity examines whether a game’s mechanics can function independently or integrate additional subsystems without disrupting the core rules. While modular games excel in flexibility and customizability, tightly integrated systems maintain consistency and reinforce their themes.

    • High modularity: Games like Dungeons & Dragons thrive here, allowing the addition of feats, crafting systems, or optional rules without breaking the foundation. This adaptability has enabled D&D’s long-lasting popularity and its ability to support various playstyles and genres.
    • Low modularity: Systems like Blades in the Dark or Apocalypse World have tightly integrated mechanics that are harder to separate or tweak without losing the intended experience. These games rely on focused systems that ensure every rule reinforces the theme.

    High modularity supports flexibility and customization, enabling GMs and players to tailor the experience to their preferences. This is especially valuable in long-running campaigns or for groups with specific narrative or mechanical interests. In contrast, low modularity ensures a unified play experience where every rule contributes to the game’s thematic and narrative goals.

    For example, a modular game like GURPS allows players to create entirely new genres or settings, while a low-modularity game like Blades in the Dark deeply intertwines its heist mechanics with its narrative, making it harder to adapt without losing its essence.

    3. Connectivity

    Connectivity refers to how closely the game’s mechanics link to its setting or story. High connectivity fosters immersion, embedding players deeply in the game world. However, low connectivity can allow the same system to support wildly different stories.

    • High connectivity: Games like Apocalypse World tie their mechanics directly to narrative beats and thematic elements. Moves in these systems feel intrinsically tied to the world and its flavor, creating a strong sense of immersion.
    • Low connectivity: Systems like Savage Worlds or GURPS use universal mechanics designed to adapt across genres, settings, or styles. Their flexibility allows for a wide variety of stories but can result in a less immersive experience.

    Mechanics in high connectivity games are designed to evoke the tone, mood, and flavor of the setting. Conversely, low-connectivity systems prioritize flexibility, enabling creators to use the same mechanics across multiple genres and settings.

    An excellent example of high connectivity is Call of Cthulhu, where the Sanity system deeply reflects its themes of cosmic horror. In contrast, Savage Worlds or GURPS offers flexibility, allowing players to jump from pulp adventure to hard science fiction without needing entirely new rules.

    Call of Cthulhu and Pendragon (also from Chaosium) also reflect an interesting intersection: low connectivity systems can be developed into high connectivity games. BRP is a generic roleplaying system that both use. However, their implementations are high connectivity with the way Sanity is integrated in CoC and the way morality is directly tied into the mechanics for Pendragon.

    4. Fidelity

    Fidelity measures how well a game’s rules express its core genre or themes. High fidelity creates genre-rich experiences but may alienate those unfamiliar with its style. Low fidelity broadens accessibility, making it easier to approach but sometimes losing specific thematic weight.

    • High fidelity: A game like Call of Cthulhu uses its Sanity mechanics to evoke the horror of cosmic dread, weaving the theme into every aspect of play.
    • Low fidelity: Systems with generic mechanics, such as FATE, prioritize versatility over thematic depth. While these games can be tailored to fit many genres, they may not evoke specific moods as strongly as high-fidelity systems.

    High fidelity creates genre-rich experiences but may alienate those unfamiliar with its style or unwilling to embrace its thematic focus. Low fidelity broadens accessibility, allowing games to be more flexible and replayable across genres.

    The impact of fidelity on play can be profound. A high-fidelity game like Cthulhu Dark leverages simplicity to heighten its horror themes, while a low-fidelity system like FATE allows players to create settings and genres tailored to their specific desires, at the expense of specific thematic resonance.

    Clarity: Distinguishing Connectivity and Fidelity

    Connectivity and fidelity are closely related with some overlap, but are nevertheless distinct aspects of TTRPG design. Connectivity is focused on how mechanics push the narrative forward, how they shape and influence the story. Games with high connectivity, like Apocalypse World, have mechanics that tie directly to the development of the story and its characters, driving the narrative momentum.

    Fidelity, however, is about how well a game’s mechanics represent its core genre or theme. High-fidelity games, such as Blades in the Dark, reinforce the setting’s dark, gritty nature through mechanics like stress and trauma, which emphasize the risks and emotional weight of the game’s actions. Morality and corruption mechanics are also often high fidelity, but also quite often only drive the narrative forward by their interpreted consequences and future play rather than a direct high connectivity narrative mechanic (Vampire: The Masquerade presents a good example).

    Fidelity isn’t just about advancing the story; it’s about enhancing the mood and emotional engagement with the genre or game concept itself. The key difference is that while connectivity is about narrative flow and how the mechanics influence the direction of the story, fidelity is about how deeply the mechanics immerse players in the themes and atmosphere of the setting.

    Why These Scales Matter

    Each game balances these scales differently, creating unique experiences for players and GMs. For example:

    • A gritty cyberpunk game might lean heavily into high granularity, high connectivity, and high fidelity to emphasize its dystopian tone.
    • A pulpy adventure game might favor modularity and low granularity for fast-paced, action-packed play.

    Games that deliberately subvert these scales often create surprising or innovative experiences. For instance:

    • A modular, low-fidelity system like early D&D used in a thematic setting like Dragonlance.
    • A rules-lite, high-fidelity system like Cthulhu Dark, where simplicity reinforces the core horror theme.

    By recognizing how these scales interact, designers and players can make intentional choices that suit their desired play experience. Balancing granularity, modularity, connectivity, and fidelity allows for rich, varied TTRPG experiences that cater to diverse preferences and playstyles.

    What do you think about this model? How do you see these factors? Poke us on Bluesky and let us know!

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