Opening each Edmund book with an excerpt or quote from a fabricated biography of Edmund Moulde was the plan for a long time…but when I first decided to post the book on a (now defunct) blog, I needed something to separate each chapter. So, I decided to write more of Edmund’s Poems.
What resulted was a mix of parodies and absurdities. At first, I attributed each quote to a different scholar and book, but soon the rivalry between Sirs Kohlm and Krink took shape, and eventually they became the only scholars I cited.
A pin falling on a carpet from the height of an ant’s back could have broken the silence. The air itself froze, not daring to cross the room for fear of disrupting the stunned tableau.
Tricknee had no such restraint.
“WHAT?!”
His lanky body unfolded in a flurry of black limbs, rushing towards Edmund like a wrinkled thresher machine.
“Please forgive me, Mister Tricknee,” words tumbled from his mouth in an avalanche, desperate to slow his meteoric advance, “I know we agreed to reveal this later, but I simply cannot in good conscience keep such important news from our honored guests.
Inspirisles is an all ages RPG, with a focus on storytelling, empathy, and cooperation. Its secondary purpose is to help teach you Sign Language.
Now I could leave it at that, but that would do the game a great disservice. It is as creative and well designed as any system, pulling narrative inspiration from Arthurian legend and mythology. It focuses on collaboration, world-building, and teen-adventures in the style of YA novels and 80s classics like The Neverending Story, Labyrinth, and The Lion, the Witch, and the Wardrobe.
Hopelessly Devoted is a NSFW solo-journaling RPG, and this is going to be an uncomfortable post for some of you. If you don’t want to hear it, that’s fine, see you next time. For everyone else, some ground-rules:
First and foremost, I will not hear any dissing of the sexual roleplay community. The RPG community should know what it’s like to have people totally misconstrue our hobbies in a manner that details their hangups more than it does ours.
Apocalypse World does something that no other RPG that I can think of does. It deals with sex.
Now…some of the more experienced players out there might have just whispered “Dominate” under their breath. Or perhaps “Frozen Witchfire Embrace.” Or even “Charm Person.” Or…gods protect us… F.A.T.A.L.
Because yes, despite what I said, a lot of RPG systems deal with sex, and almost all of them do so poorly.
No, I can’t say poorly…they do so casually.
Edmund stood in front of Moulde Hall, dressed in the finest fitting suit he had been able to purchase in town, watching the carriage driver drive up the hill.
Ung had been waiting in his room to help him dress. Edmund was no expert, but Ung had assured him that the suit was well made and a perfect fit. The collar was broad and tall, and the vest was a thin leathery gray with Plinkerton’s watch tucked neatly into the pocket.
Betrayal at House on the Hill is an RPG.
No, it isn’t.
I mean, it is, kinda, but it very much isn’t. Betrayal is a lovely little game where you create your own 80s horror flick, complete with traitor, campy villain, and spooky house. If you go looking to buy Betrayal you’ll find it on the shelf next to all the other board games, not an RPG to be seen.
Mörk Borg is grimdark, apocalyptic, and born from a mix of doom-metal album cover and fever dream. It is rust, rags, and rotten meat. It is rules-light, and tone-rich.
First, let’s talk about violence. Combat in Mörk Borg is simple enough. It borrows heavily from the d20 systems you’re familiar with; roll a d20, add your bonuses, and if you roll over the difficulty rating, you succeed.
The difficulty rating is 12.
World Ending Game is an RPG about what it says on the tin. It is, quote: “a falling-action game. Many existing game systems excel at climactic final battles or big-stakes adventures, but don’t allow you to sit in the aftermath, thinking about all that has come before and imagining what could come after. World Ending Game is a tool to let you do just this.”
The game is mostly comprised of minigames, called Endings.
Edmund cast the lantern around the tomb, casting shadows over the rough stone. Plinkerton didn’t create this room; it was far too old. The long steps and secret door weren’t likely the original entrance either; people would notice if the crypt of the first Moulde was suddenly covered by a clock statue. There had to be another way out…the original way out.
Edmund was beginning to realize the problem with trying to be three things at once; a person, a Moulde, and an Edmund.