Ukss Contribution: The elves of this world worship their ancestors through a form of bullshit "positive energy necromancy." The island where they live has a "City of the Dead" where the reanimated (but not undead, I swear) elvish ancestors wander around, doing whatever they do with eternity. As a consequence, an elf character can select the "Right of Counsel" feat, representing their legal right to visit the City of the Dead and ask their ancestors for advice. In-setting, the Right of Counsel is tied to a family relationship, but I like the idea that it could just be part of citizenship in a modern administrative state. "You have an unalienable constitutional right to consult the ancient mummy."
Wednesday, July 30, 2025
(D&D 3.5) Eberron Campaign Setting
Ukss Contribution: The elves of this world worship their ancestors through a form of bullshit "positive energy necromancy." The island where they live has a "City of the Dead" where the reanimated (but not undead, I swear) elvish ancestors wander around, doing whatever they do with eternity. As a consequence, an elf character can select the "Right of Counsel" feat, representing their legal right to visit the City of the Dead and ask their ancestors for advice. In-setting, the Right of Counsel is tied to a family relationship, but I like the idea that it could just be part of citizenship in a modern administrative state. "You have an unalienable constitutional right to consult the ancient mummy."
Thursday, July 24, 2025
(Earthdawn 4e) Vasgothia
Saturday, July 19, 2025
Amber Diceless Role-Playing
And it has the same social contract as AD&D.
Don Woodward came up with Carolan, noble and forthright, an honest innocent among the cynics of Amber. . . Carolan was a Good Stuff kind of guy. Trusting, honest, and earnest about Amber. As Game Master I stomped all over him, abused his trust, and sent the worst of the elder Amberites to manipulate him shamelessly. . . Carolan, embittered by fate and his own gullibility, managed to maim a feared Uncle, and kill a beloved Aunt. He experienced betrayal of his every honest emotion. And turned to denial, denying responsibility for his own actions.Don, the player, complained bitterly about a game where nothing was "fun" and where he found pain everywhere. Worse, he seemed to bring pain to everyone he loved.Eventually he got through it. Full circle, Carolan faced his guilt, and conquered it.
As a GM, you would not be able to drag that story out of me. Hell, as an author, if I ever felt compelled to write, "playing Amber is not always a pleasant experience . . . sometimes it's sheer mental torture" I'd be forced step away from the draft and contemplate my life choices. I mean, I trust I'm not being too much of an uncultured swine by believing that these silly little games where we get together with our friends and tell each other stories should, in almost all circumstances, be fun. Or, at least, attempted fun.
But I don't actually believe Erick Wujcik tortured his friends with manipulative mind games. I think he's trying, without the proper vocabulary, to inculcate an author-stance approach to character ownership. The idea that seeing your character face hardship, and suffer defeat are actually a reward, because having things to react to, having melodrama to milk for spotlight time, having hooks for unexpected character development - these are also fun.
And this, too, is a cultural bias. It's aiming for pure story in an environment where "there's an attitude among some people that roleplaying games have to be cold and calculating. . . that players shouldn't get emotionally involved in their characters." We're seeing the shape of Amber Diceless's ambition in the ideas it feels compelled to push back against.
I can't help but see an ironic echo in the OSR movement. Amber is out here feeling like it's using solicitousness to the scene's sensibilities as a way of buying the opportunity to be radical in its mechanical form, whereas OSR is trying to use a conservative approach to mechanics as a way to recapture older scene sensibilities. I also can't help but think about White Wolf's storyteller system, which saw its debut in the same year as Amber Diceless. White Wolf would push, in its Storyteller chapters, a sensibility very much at odds with the "old school" scene, even as the actual rules of their games were about as traditional as it's possible to get. If, somehow, you could combine Amber's near-free-form rules anarchy with White Wolf's English major approach to gamemastering, you could make the most pretentious indie game anyone's ever seen. It's wild to think that the technology for this theoretically existed as early as 1991.
I suppose I should, at some point, address the game's setting. The premise of Zelazny's Amber novels is that our Earth and everything in it is not "real." It is, in fact, but one of an infinite number of "shadows-" alternate universes that are somewhere between dreams, fictions, and unrealized possibilities. The "real" world is a place called Amber, and Amber's royal family has the unique magical ability to "walk through shadow," essentially allowing them to use the infinitely varied multiverse as their personal playground.
Metaphysically, I find this concept to be absolutely fascinating. In our everyday lives, we can notice a difference between the experience of dreaming and the experience of being awake. . . but only when we are awake. While we are awake, we notice an extra "realness" to our perceptions, and when we are asleep, we are not capable of perceiving the lack. So what if our waking lives were not the bottom of that particular hill? What if there were a deeper experience of realness, a waking beyond waking, and we forget it, just as we forget normal waking while in the throes of our dreams? What if your whole life was spent in this middle ground, this . . . dare I say it, shadow? And then, one day, your life was interrupted by one of the truly real people?
What would that feel like? What would it even mean? Sadly, the Amber novels don't really get into it. The infinite shadows are primarily used as a backdrop for some interesting, well-written, but fairly unchallenging pulp adventures. Though I doubt it was an intended message, the series kind of gives off the vibe that only aristocrats are real human beings.
But as a setting for an rpg, the world of Amber and its shadows are an admirable compliment to Amber Diceless Roleplaying's near-freeform system. Having a private universe where everything is exactly as you want it costs 1 character point (out of 100 for a standard character). The default attributes are enough to put you at a "comfortably superhuman" power level (I'd say upper street-level scaling) and you can buy additional supernatural powers on top of that. You definitely get the feeling that your characters are reasonably beyond the need for dice.
The fly in the ointment is that, for all the PCs' power, the canon characters from the books basically run the place. They're called the "elder Amberites" and the PCs are meant to be their children. You're a badass compared to almost everyone in the multiverse, but as far as mom and dad are concerned, you will always be a baby. This is only barely a metaphor. Corwin, the narrator of the books, ranges from 300 to 500 character points. Player start with 100 points and are supposed to get 5-20 per major adventure. It's theoretically possible to triumph over them, if you can persuade the GM that your plan is sound, but you'll never get out from under their shadow.
I suppose it's properly thematic, all things considered, but there's a timidity to it, like we couldn't really be trusted with the keys to the Amber universe. I do appreciate that each canon character has multiple possible interpretations (both character-wise and in their stats). The setting may be a playpen, but at least it's not a railroad.
Overall, I'd say I . . . toxic frenemied Amber Diceless Role-Playing. Like, I'm kind of obsessed with how cool it can be, but I am definitely not up for paying the price of admission. I want something almost exactly like you, but without the . . . you know . . . baggage. So let's say instead that it's one of my favorite historical artifacts, and leave it at that.
Ukss Contribution: Going real basic with this - an aristocratic family where everyone is constantly scheming against each other. Sometimes the classics are the classics for a reason.
Monday, July 14, 2025
Paratype
Where to get it: itch.io page
First, an order of business to get out of the way: Ew, gross bugs! Yech! Yes, you have at last discovered my shameful secret - your friend, John Frazer, the vegan who is intellectually curious about non-human intelligence and who believes in the essential interconnectedness of all living things, is one of those hypocritical "nature lovers" who subconsciously slots insects into a different mental category than "regular" animals. Yes, if you ask me in an abstract context whether I think mosquitos and jumping spiders and what have you are an important part of the ecosystem and worth protecting, I will say "of course," because that is what I believe . . . but it's not a belief that echoes in my heart. If I saw a giant porcupine, the size of a horse, I would say, "Aww, cute," but if I saw a giant cicada the size of a horse, I would almost certainly shit myself and cry.
Which makes Paratype (Mars Drake) a little bit difficult to enjoy, through ::gritted teeth:: no fault of its own. If you can get past the screaming willies that accompany even imagining its fictional world, it's actually a fun and breezy rules-light rpg with a well-organized integrated campaign that you can play right out of the box.
The high concept pitch is simple - it's a post-apocalyptic world thanks to those wacky government scientists, who genetically engineered a bunch of giant insects as part of a secret bioweapons program. Those insects were released into the wild by a malicious rogue AI and apparently they were a pretty effective bioweapon, because global civilization collapsed. It's unclear whether the first batch of insects merely bred so fast that they were able to conquer the world, or whether it was some kind of virus that led to wild bugs growing giant, but as a practical matter, it's not that important. This is a world of isolated human settlements separated by a wilderness full of weird creatures that will eat travelers alive. Classic Points of Light.
I must reluctantly concede, through white-knuckle typing, that this is an elegant and effective set-up for a sci-fi action game. One of the biggest challenges of populating a creature-infested wilderness is simply coming up with unique and interesting creatures. What do they look like? What do they eat? Do they have any unusual habits that might translate into challenging combat maneuvers? You've got to balance the memorably alien with the biologically and ecologically plausible. Working from scratch, it can be a real pain to come up with ideas, but in Paratype you can just consult an encyclopedia of entomology and make a giant version of whatever catches your fancy.
So, you know, the sample campaign has PCs running into two separate groups of giant ants - one that's infested by the "zombie fungus" that causes them to seek high places and wait for death, and another that engages is fungal agriculture like leafcutter ants. And that's just one type of bug. You can encounter locusts, territorial male butterflies, carnivorous fireflies lurking among otherwise harmless swarms, and a cuckoo bee whose counterfeit pheromones inexplicably work on humans (even to the point where the humans can have conversations with the creature, who will use the information to be a better infiltrator).
I guess there's never been anything stopping us from plagiarizing wikipedia and making, say, a species of dragon that has a similar lifecycle to encarsia perplexa (just read the link, my recap couldn't possibly do it justice), but I think we have to give Paratype some well-earned props for actually going there. Potential was seen. Opportunity was seized. And the result is a one-of-a-kind rpg setting.
If Paratype has a flaw, it's . . . that it's rules-light . . . mwa, ha, ha! Take that, popular rpg style that is outside my personal preference! No, actually, even as an unreformed tome-and-bloat lover, I quite enjoyed this game's level of mechanical complexity. It's a very simple base, but it's got about 150 special character widgets (which range from 3.0 feat-level bonuses, to roleplaying flaws, to full on inhuman powers like flight). Each one is only about a sentence long, but they work well with the game's minimalist rules. It feels to me like a happy compromise.
The games real "flaw" is genre. It never quite dials into a compelling tone. A big way to get access to the character widgets is through "splicers," sci-fi devices that allow you to transfer genetic traits from insects to humans, creating superhuman "hybrid" characters. And the body horror you're (probably, if you're like me) feeling right now is not entirely incidental. The acknowledgements section lists The Fly (1989) as inspirational media.
But this isn't really a horror game. In general, it's much more flippant with its hybrid characters. One of the antagonists is a New York City landlord who's also a hybrid tick. And a major setting villain is a mosquito hybrid named Ragtag, who gets some absolutely adorable art that is strongly reminiscent of a Borderlands boss' splash screen, complete with hand-drawn arrows pointing at her with the captions "Super cool!" "It's not a cult!" and "I heard she does graffiti."
Damnit, Paratype, you made me love the mosquito woman! I'm not going to forgive that any time soon!
Unfortunately, the game doesn't really explore the reckless transhuman element. It doesn't turn genehacking bug-splicers into a proper subculture.
So it's not horror, it's not biopunk, and despite the testimony of the Acknowledgements, it's not 50s B-movie kaiju either. It has elements of those things. And it could be made into those things, but aesthetically, its biggest influence seems to be indie roguelite video games. The campaign is a linear hexcrawl where your progress hinges on careful management of highly abstracted "fuel" and "rations" resources, which you track with a box-based inventory system. And, on a broader level, the whole thing just has that particular breed of slightly-glossy/slightly cheesy quirk that you will instantly recognize from any of a dozen pixel graphics rpgs.
Now, forget everything I just said, because none of it fairly applies to a single-author, rules-light ttrpg. I'd say, rather than being a true flaw, Paratype's genre-squishiness is more of an "area where further development is low-hanging fruit." The only part of this world we see is a stretch of I-95, near the American east coast, and I see no reason why other regions can't lean more into one particular genre or another, if you were inclined to homebrew a larger Paratype world.
Overall, I'd say Paratype punches above its weight class, considering that it fits in that odd middle-ground between "hefty zine" and "slim corebook." Which seems fitting for a game that wears its love for insects proudly on its sleeve.
Ukss Contribution: There's a broken-down lighthouse that the keeper wants to bring back online by using giant fireflies instead of electric lights. Yeah, that's a solid gold idea for weird fantasy if I ever saw one.
Thursday, July 10, 2025
Feng Shui
Tuesday, July 1, 2025
Cairn
Anthropomorphize
Bait Flower
Objectify
Summon Cube
Vampire: The Masquerade 20th Anniversary Edition
This shit is barely pretentious. You've changed, man.
You might be tempted to look at the immense size of this volume (513 pages vs Revised edition's 308) and think that it's MOAR VAMPIRE. But at the risk of revealing myself an unbearably shallow thinker, if you compare the books' Tables of Contents you find - the V20 version of "A World of Darkness" is 8 pages shorter, "Clans and Sects" is 4 pages longer, "Character and Traits" is 4 pages longer, "Rules" is 2 pages longer, and Revised's "A History of the Kindred" is removed entirely. The bulk of the extra pagecount comes from the "Disciplines" chapter (Revised: 44pgs, V20: 118pgs) and the all-new "Morality" and "Bloodlines" chapters. What it all adds up to is an extremely conventional Vampire: the Masquerade core book with a couple of big lore dumps bolted on.