stepnix: Purple shepherd's crook (shepherd)

I'm going to tell you about a bunch of games by Jenna Moran!

FOR FANTASY FANS: These are games with complex symbolic landscapes, a million little glimpses into larger stories, and they're literally designed for building OCs with strong personal aesthetics.

FOR TTRPG FANS: These games are largely diceless, with strong narrative infrastructure, and plenty of fuel for drama that can't be simply be solved through combat

You WILL have extended philosophical debates during play. This is a significant appeal for my particular circles.

Nobilis and Glitch

These are the stories of the Age of Pain, and the war between Creation and the void... )

Chuubo's Marvelous Wish-Granting Engine, and the Far Roofs

These are the stories of... what comes after. )

The Community

The Apocynum Press Itch collection gathers homebrew and fan materials that get posted to Itch.

Karma Chameleon is a pillar of the community. As well as their lovely art, they've made the Quest Set builder for managing Chuubo's and Glitch quests, and an interactive overview of recurring miraculous traits.

Here on Dreamwidth, we have the Jennafans Community!. On Discord, there's the Ninuan fan server.

Jenna Moran herself can be found at her personal site, Tumblr; and on Patreon, where she sometimes posts draft or preview material for the games mentioned. Her older fiction can be found at the Hitherby Dragons wiki

Finally, The Flood is not set in any of these worlds. It's a game about something else entirely (poetry farming). But it does feature its own version of the recurring Arcs scaffolding, so it may be worth a look.

(no subject)

Tuesday, June 17th, 2025 03:45 pm
stepnix: an expression of confusion or dismay (cute knight)

I need either validation that other fields of art have equally self-destructive discourse (not in the sense of "produces flame wars" but in the sense of "literally arguing against the existence of the field") OR confirmation that ttrpg discourse is uniquely contradictory and needs to be put down

WIR: The Everlasting (2)

Wednesday, June 11th, 2025 07:25 pm
stepnix: Blue gear and sigil (theory)
One of my weaknesses here is that it's going to be really hard for me to tell how much of the book is weird because it's trying to be Vampire, and how much is it because it's just a weird book. But I persevere.

Read more... )
stepnix: an expression of confusion or dismay (cute knight)
I was browsing the RPG shelves at Half-Price Books and found 1.5 editions of an obvious World of Darkness knockoff called The Everlasting. So I guess that's what I'm talking about now.

Read more... )

proto-ttrpgs

Sunday, June 8th, 2025 02:07 pm
stepnix: Player One (break)

Jon Peterson continues to be an extremely worthwhile read. currently in the section of Playing at the World 2e that describes the development of "character" as RPGs understand it. Apparently there were hacks of Diplomacy that used a map of Middle-Earth instead of Real-World-Earth, and put the players in charge of Lord of the Rings nations... and in the positions of LotR characters. We know these guys. They're in the books.

This is, if I were to describe art in terms of its component parts instead of as a social phenomenon, sufficient for a role-playing game in my mind. The game gives you a role to play, fulfilling that role is playing that game. LotR Hack Diplomacy is missing several components that are essential to the TTRPG experience for a lot of people (it's PvP, the GM handles paperwork instead of being a narrator, you're not creating your own character, there's no principle of "anything can be attempted") but I'm not a lot of people, and for me it's good enough to count.

has anyone created a dungeon crawler version of diplomacy. hold on lemme look this up

(no subject)

Saturday, May 31st, 2025 11:24 pm
stepnix: chibi Shin Godzilla (Default)

sometimes you research TTRPG events and incidents and run into something called the Babylon Equity Project and i'm like oh cool i didn't know we were doing Evangelion or perhaps patlabor. and then you get zero hits on google for it.

"generic systems"

Wednesday, May 21st, 2025 07:34 pm
stepnix: Blue gear and sigil (magician)

papercult has had two different threads on generic systems. which is fine. which is cool. both have come to the conclusion of "it's better when a game has specific goals rather than trying to be the One Game For Everything." which is fine! which is cool!

...but. i do not think that so-called generic systems should be reduced to trying to be the One Game For Everything. i think "this game doesn't work for every campaign concept" is always going to be true! which makes it a boring observation to me. It's much more interesting to me to drill down into the specifics of what they do work for and why. In this sense, "generic" can still be a meaningful (if not perfectly accurate) label for gesturing at some setting flexibility, but it's not like, the main appeal. I don't think the genericism is ever the main appeal, really.

idk i have a vague dissatisfaction with Generic Systems Discourse because it takes a foundational bit of design theory (different mechanics produce different outcomes, so should be used intentionally) and then stops. once you start talking about several generic systems at once, they aren't mechanically unified, so you're no longer talking systems! you're just saying "games should have goals" without trying to analyze the goals of the games you're discussing!

i think this means i don't have any beef with any individual generic system i just think people talk about them weirdly

88x31

Thursday, May 15th, 2025 11:02 pm
stepnix: chibi Shin Godzilla (Default)
Stepnix button

RPG community survey

Sunday, May 11th, 2025 02:45 pm
stepnix: Player One (player)

big ol' survey but it's from reddit and we know that won't be the full story. In the meantime, would like to hear anecdotal amendments to these (for example there's a surprising amount of Fabula Ultima/Exalted fandom overlap, and my Jennagame obsession came from friends in the Lancer server)

Beloved Adorei

Saturday, May 10th, 2025 11:05 pm
stepnix: an expression of confusion or dismay (cute knight)

how does Exalted have "girl who is sword" and she's not immediately the most popular character in the game. I've played Xenoblade 2. I've played Lancer. I know there is a ready audience for this. and yet I have only found ONE (1) piece of fanart of her.

"maybe they realize this archetype is necessarily objectifying" i did not think that would stop Exalted fans

La Corda d'Oro

Friday, May 9th, 2025 11:26 am
stepnix: Nanoko from Wish Upon the Pleiades (magical girl)

Fascinating review of a.. dating sim rhythm game RPG? i'm still a little unclear.

One of the things that really fascinates me about dating sims is the way they let the player decide their measure of success: "victory" is ending up with the romantic interest of your choice. Cordo d'Oro has its own set of romance options, but also separate notional goal, victory in the recitals. But from what I'm reading here, the game doesn't condemn you for deciding that pursuing that goal isn't worth your time. I imagine that I'd try optimizing to get both the romance option and the victory at the recitals, but that probably says more about me than about the game.

The notional goal with the well-supported possibility of ignoring that goal reminds me of some TTRPG design motifs, but my thoughts on the resemblance aren't terribly well-formed

stepnix: Purple shepherd's crook (purple)

hey there's a manifesto jam happening so I wrote a thing for it

If you remember my weird ramblings about digging into ancient TTRPG discourse a while back, some of the feelings there went into this.

(no subject)

Sunday, May 4th, 2025 09:01 am
stepnix: chibi Shin Godzilla (Default)

perhaps my grand networking schemes and my "refuses to get a bsky" idiosyncrasy are in conflict or perhaps contradiction with each other. alas!

stepnix: Purple shepherd's crook (pastoral)
just added these to my Neocities link page, but might as well send them here too:

The Dungeons and Dragons community forums were shut down in late 2015, shortly after the release of D&D 5e. The forums hosted tens of thousands of discussion threads across several editions of D&D.

The G+ Archives is a set of exports from now-defunct Google Plus TTRPG communities. A full directory can be found here.

The Story Games Index preserves threads from the Story Games community forums. The design-focused subforum, Praxis was more poorly preserved.

The Gauntlet forums inherited many users from Google Plus, especially the Gauntlet community that inspired it.

Fictioneers is, unfortunately, a community I know very little about. It seems to have focused on the "storygames" lineage of TTRPGs.

Wynwerod was relatively short-lived, but while it was active it seems to have hosted some of the Gauntlet survivors, and may have shared users with Fictioneers.

If there's similar resources available for other historical TTRPG communities of note, let me know!

(no subject)

Tuesday, April 22nd, 2025 11:53 pm
stepnix: Nanoko from Wish Upon the Pleiades (magical girl)

you know, playing a bunch of raising sims was probably not expected preparation for Slay the Princess, but, it sure does give me a unique perspective on things

freeware drop

Sunday, April 20th, 2025 09:07 pm
stepnix: Hyaku Shiki mecha (hyaku shiki)

Big ol' sheet of games curated by Dominic Tarason. Several games on here I was pleasantly surprised to see, like Hat World and Ruina.

Triple Totalizations

Wednesday, April 16th, 2025 05:42 pm
stepnix: Blue gear and sigil (magician)

there's a lot of ttrpg discourse out there. i have seen too much of it. Eventually you start to see it converging on a pattern of:

(I) "A game that does X can't exist"

(II) "And if it did, nobody would like it"

(III) "And if they did, they shouldn't"

each of these is annoying but at least the first two can be disproven, the third has to be a whole clash of philosophies. dueling in lava, choral soundtrack, the works

now you can refer to arguments you see as Category 1/2/3 Totalizations, if you so desire

stepnix: Player One (break)

Chuubo's Marvelous Wish-Granting Engine isn't as tightly structured as Princess Wing, but it does provide some guardrails:

1) The game is divided into chapters, that typically cover a length of time determined by the campaign genre

2) Each player can (and usually will) perform two XP Actions per chapter, with available XP action typically determined by campaign genre. These are usually specific emotional beats, or actions that become significant by having attention drawn to them, rather then their outcome.

3) After performing an XP action, your character "fades," or loses narrative focus.

All of this combines to form a revolving spotlight effect. If the spotlight falls on you, it helps to have a scene prompt ready!

Your scene prompts are bundled into quests. A full quest write-up contains:

1) A situation your character is presently involved in, or a situation they keep coming back to. This is the Quest itself.

2) Major goals, significant narrative beats that you can expect to happen during the Quest a limited number of times. The GM determines when they've been fulfilled.

3) Quest flavor, minor narrative beats that you can expect to happen during the Quest 1/chapter. The player can declare that quest flavor is happening without waiting for the GM's suggestion.

So! Of these, the quest flavor is the scene prompt tech closest to what I discussed with Princess Wing. The player decides that the scene will be about something in particular from their character material, and the scene will be about that. A quest's major goals work a little differently. I'd suggest they're prompts for the GM instead, scenes that the GM should be on the lookout to set up and create the opportunity for. I've heard the phrase "character flags" used for this kind of thing before.

[In practice, a Chuubo's game will probably see players saying "hey GM I have an idea for how to fulfill my major goal," and that's totally fine. It's a game that wants everyone to spend a little time in the director's chair, even if the GM has the most explicit power there.]

Much of this structure and prompt tech returns in The Far Roofs. This time, the quest flavor summons not just a narrative beat, but a specific emotional reaction to it from the player character, as determined by a Mood Roll. That's a lot to work with from just a couple lines!

Lastly, Far Roofs has a few prompts associated with its Mysteries and the neighborhoods of the Roofs.

The other prompts I've discussed here are linked to their games' progression systems. You get XP or other benefits from invoking them, which drives your character's story forward. The Errantry prompts, by contrast, are only there to spark ideas, characterize the element of the setting they're associated with, and invite players into the director's seat.

stepnix: Blue gear and sigil (bindings)

I keep mentioning this bit of tech/framework so I might as well write out what I mean by it, with some examples. By the end of this series I want to demo how I'm writing scene prompts for my current project.

The first game that got me thinking about scene prompts as a distinct bit of design tech was Princess Wing. When you create a magical girl in PW, you fill out a table of your character's hobbies, interests, or personal traits, each corresponding to a card value in a poker deck. During the game's investigation phase, you play cards to set scenes based on those cards, like playing the 4 of Hearts to play out a bit of chemistry class (your character's strong subject), or the 10 of Clubs to play out a scene reflecting on your character's future dreams. If the scene advances the story, you tick up an investigation clock.

[Note: "Advances the story" is determined by the GM, which means it's possible for this to play out more restrictively for a specific group, but the game is clear that the GM isn't supposed to plan things out ahead of time so that information can only be found in math class, or a specific location. The players are invited to justify their scenes by introducing bits like "My club president might be helpful here" or "I've seen them before at my favorite restaurant," and the game flows much more smoothly if the GM is generally permissive about how scenes relate to the investigation.]

The combat phase is all about managing the cards you play to get your desired effects on the mechanically defined board-state. In the investigation phase, what you do doesn't determine the mechanical output, just the decision to set a scene at all. The clock ticks up the same regardless. Instead, choosing what kind of scene you want to play is making a decision about what feels interesting or sensible based on your prewritten Life Tags and random hand of cards. This is theoretically more limiting than "start any kind of scene you want," but... I don't always know what I want! Getting a bunch of scenes to choose from makes things easier for me, and can take things in directions that people weren't expecting, but appreciate anyway. That's why the scene prompts in Princess Wing are so intriguing to me: They put authorial/directorial responsibility in the hands of the players, but give you a little more support so you don't need to come up with the ideas ex nihilo.

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