Chapter 2

Edmund became a Moulde when he was eight years old, after lunch, on a day not otherwise particularly different from any other day.

Spring was coming to a close and the harsh sunlight of summer was struggling to slip through the giant black cloud that filled the sky. Edmund was sitting on his stiff bed, writing a poem about the holes that riddled the warped window shutters.

Edmund had taken to poetry. When he was seven, he read a book titled The Mechanics and Structure of Verse: a Primer to the Aspiring Poetic by Sir Peeres Ekes. Years later, after he had outgrown its novice lessons — even considering the book’s inconsistencies, overly simplistic structure, condescending view of poetry as an art-form, and multiple outright lies — he still held a soft spot in his heart for the book, considering where it led him.

Runecairn, and Video Game Influence

Based on Cairn and Into the Odd, Runecairn is draped in Norse and Viking mythology, and inspired heavily by Dark Souls and Bloodborne games. There are re-skinned estus flasks, immortality, near continuous combat, even rules about bonfires. For all else that it does, Runecairn wears its inspirations on its sleeve.

That the game is obviously inspired at least in part by video games is not uncommon. Table-top RPGs have always had major influence on video game RPGs; consider the deluge of D&D RPG video games like Pool of Radiance, Eye of the Beholder, Dark Sun, Ravenloft, Menzoberanzan, and Balder’s Gate — and that’s just a fraction of one license. Fallout was inspired by GURPS. Vampire: The Masquerade has had multiple video game titles. Even non-licensed game series like Magic Candle, Ultima, Wizardry, and Might and Magic all owe more to tabletop RPGs than any of their video game kin.

Cobwebs, and GM-Less Games

Cobwebs is an RPG about, quote: “reluctant investigators uncovering terrifying conspiracies and getting far more than they bargained for. It combines elements of noir, horror, and science fiction to create a uniquely haunting mystery built collaboratively.”

Cobwebs centers around two specific characters: the Darling, and the Missing. The Darling is the “investigator,” the person who — in their search for the never-present Missing — gets pulled deeper and deeper into the truth of a conspiracy. Think Agent Cooper and Laura Palmer in Twin Peaks, or Leo and Naadirah in Mute.

Escape from Dino Island, and Scions

Escape from Dino Island is, quote: “a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age — dinosaurs! Players take on the role of everyday people who are brave and competent, but also in over their head. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option. Will you escape with your life? And what kind of person will you become in your quest to survive? There’s only one way to find out…”

Chapter 1

Sir Edmund Moulde, a gentleman for whom no introduction could be either required or sufficient, is a mysterious and complicated figure. For one who so singularly affected the destiny of nations, very little is known for certain.

This is not to say we know nothing. While countless documents, diaries, and letters were lost in the Great Brackenburg Fire of 1954, every recovered document written by his hand has undergone years of study and interpretation by the great scholars of our time.

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG, and Fiat

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG is an RPG and I am not typing all that out again. I’ma call it Meteor.

Meteor is purportedly a redesign of D&D 5th edition rules, with the framework detailed in the title; the players are dead, having been crushed by a meteor, and the devil has offered to redeem the players’ souls if they beat him in a game of 5th edition D&D.

Endless Lands, and There is No Such Thing As An RPG

Endless Lands is a fantastical RPG about traveling across the titular lands. As laid out in the rule-book, the game begins with everyone sitting down to talk about what kind of game they want to play, and then building the world that allows them to do so. The campaign’s Great Threat is discussed and decided on, all before the characters are created. Character creation is not particularly difficult, and the rules are simple enough to learn quickly and master easily.

Lancer, and Why We Play

Lancer is, to quote the book: “a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corpo-state agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings…players adopt the roles of mechanized chassis pilots — mech pilots — comrades together in a galaxy of danger and hope.”

The system itself is quite rich. With a defensible claim to the most strategically balanced RPG currently available, Lancer is a system that requires careful consideration of forethought, resource management, teamwork, and luck. There are ranges, area-of-attacks, damage types, conditions, statuses, hit points, stress points, structure points, core powers, and more. By managing to make all the complex economies interact and play off each other in a dizzying array of complexity, Lancer manages to make each combat a puzzle.

FATE, and Ludo-Narrative

I described FATE as a system earlier; but my description was a poor one, abbreviated to get to the point I wanted to make. The actual rules of FATE are more detailed and interesting than I perhaps first made them sound.

Characters in FATE Core have two fundamental things that influence their abilities: aspects, and skills. Skills are simple enough; they’re what your character is good at and have a numerical value from 0 to +5, usually. Aspects are simple sentences that apply to your character. “The best star-pilot in the galaxy” is an aspect, for example. Or perhaps “Never gonna take no guff from nobody.” They can be quotes, phrases, explanations, descriptions; anything the player and GM agree describes the character narratively, rather than numerically.

Blades in the Dark, and the Two Narratives

Richly Gothic in tone, Blades in the Dark sees you and your fellows playing scoundrels in a wrought-iron steampunk city, working together to score heists, claim fortunes, and establish yourselves in positions of power in the city. The world is well designed, providing a fertile ground for intrigues, cloaks-and-daggers, and unseen dangers. Character design is detailed, including character sheets for each individual as well as the gang as a whole. You pick your backstory, select your class, put points into your skills, and set out to make or take your fortune.