The Kettleworth Files

Yellow. Burning yellow. With a sharp sliver of black dividing the topaz jewel, the cat’s eyes slowly blinked in the flickering firelight. “Patience,” Rufus muttered, half to himself, half to the cat. “Almost there. Almost.” It had become a mantra, a holy psalm that spurred Rufus’s actions ever onward. It kept him going, moving in the dim candlelight when his strength had all but left him. Almost there. Just a few more tests…

A Grimm Introduction

With my RPG treatise finally complete (or at least as complete as anything ever is, in my head…) it is time once more to return to the dark and twisted world of Edmund Moulde, and the second book of the Macabre Quadrilogy. In many ways, this book was supposed to be the first book in Edmund’s story. I had imagined a very Rowlingesque (sans bigotry) opening of the odd little Moulde boy being tested after he used the chemicals from his sister’s makeup kit to revivify his dead pet rat.

A Long List

Wait, wait! Not finished yet, I guess… Call it an errata, if you wish, but the truth is there are simply too many games and too many complex aspects of RPGs to ever really be “finished.” Even in the process of writing this, games have come out that are far better examples of, say, experiments with Game Balance or explorations of real-time than the examples I used. And that’s nothing compared to the subjects I haven’t even broached.

Conclusion

When I first started this…I guess you could call it a project, I did it for weird reasons. I had been struggling with my other writing projects, hitting brick wall after brick wall, forcing my fingers to type out trite and uninteresting sentences that advanced boring stories with empty souls, to the point where sitting down to write was becoming an act of self-harm. My brain began its spiraling semi-regularly, and it began to adversely affect my relationships with my friends, family, and myself.

The Clockwork Spider

Duke Markus von Himmelman, son of Lady Margret De’Mechaump and Lord Phredrick von Himmelman, Baron of Lower East Spannerton, Duke of Topside, and a Welcome Lord in the court of Prince Reinheart himself, was furious. He stormed about his office like a madman, pulling his watch out of his vest pocket and clicking it open every few steps. When the clockwork timepiece provided nothing less than further frustration, he would stuff it back into his vest, turn sharply on his heel, and begin stomping in a different direction across the large carpet.

Wanderhome, and Apocalyptic Hope

I wanted to end this project with a discussion of this game, because for all the myriad of games I have mentioned in this journey of ours, Wanderhome differs in perhaps some of the most significant and profound ways from all the others. Based on the Belonging Outside Belonging system (also called “No dice, no masters”) from the Dream Askew and Dream Apart games, Wanderhome is, quote: “a pastoral fantasy roleplaying game about traveling animal-folk, the world they inhabit, and the way the seasons change.

Nowhere Kingdom, and Public Play

In Nowhere Kingdom, the players take the role of a council of advisors and gentry charged with suggesting policies and proposals to the ruling Demons of the Kingdom. Thankfully, these demons are not evil; just mildly cruel, mostly bored, and they only get to rule the Kingdom for a year — their price for overthrowing the previous tyrant. As the game progresses, random problems land on the council-table and the council-members must all come up with proposals to solve them.

Noumenon, and Exploration

Noumenon is an RPG…and frankly, that’s almost all I’m prepared to say categorically about it. Noumenon is a system designed to facilitate an exploration of a surreal dream. Characters wake up as the insect-like Sarcophagi trapped within the Silhouette Rouge, and they barely have time to look around before they are approached by a well-dressed three-eyed elephant-headed being who guides them to a sweeping staircase with only thirty-three steps that reaches all the way up and out of a hundred-story-high cavern.

The Docks

Loman John stared into the darkness. He could hear the steamer-ship — could always hear the steamer-ship — before its dim lights came into view. The fog was low in the evenings, and even the strongest lanterns could not pierce the mist for more than a kilometer at most; but the hissing grind of the engines were unmistakable, and it carried even in the Cliffside fog. The layfolk called it fog, but Loman John knew more names.

Do Not Read This Journal, and Chain Letters

Do Not Read This Journal is a horror journaling RPG, but I hesitate to call it a Solo experience. Certainly, the process of journaling in the game is akin to other Solo RPGs, along with its cards and oracles. The significant difference is, once you have finished your journaling — your “turn,” as it were — you tuck the rules into the first page of the journal and pass it on to someone else.