Archive for My Games

I Pray God Will Curse the Writer

I Pray God Will Curse the Writer is a live action roleplaying game I wrote, inspired by bits of the Hastur mythos as described by Robert Chambers, John Tynes, Dennis Detwiller and Robin Laws.

All the larp files in one .zip file

Cast member character sheets
Inhabitant of Carcosa character sheets
Answer cards
Whisper Labyrinth cards
Supplemental cards
Locations
The King in Yellow
Fates for the King in Yellow to distribute
papers full of weird writing for the author

Google Doc of the main text

This larp is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
Creative Commons License

Interstellar Diplomacy

Interstellar Diplomacy is a freeform-ish game I wrote as an entrant into the Golden Cobra Challenge. You play alien diplomats, meeting on earth to decide whether or not war will destroy the galaxy. I’m voting against it, but you might have other concerns.

The formatting for the game is just whatever raw text output that Google Drive created, because Scribus crapped out on me several hours into working on the game. Stupid Scribus, I’m beginning to really hate you. Juan Manuel Avila was kind enough to make some nice looking cards that should be helpful if you choose to play.

Unsupervised Apprentices

Unsupervised Apprentices

Unsupervised Apprentices is a simple little game I made where you play sorcerous apprentices who can’t quite control your magic. When your wizardly mentor disappears, you probably should find him or her. Or you could just goof off and do all those things you couldn’t get away with while the archmage was around. Either way, the use of magic tends to be entertaining and create interesting complications.

Mechanically, it is more or less a mashup between Ars Magica and Zombie Dice. It’s fun to play, but it probably could use some serious revision and some more large scale structure.

Mesopotamians

Mesopotamians is a game I wrote, inspired by the sone The Mesopotamians by They Might Be Giants. It’s part of a charity project by Jonathan Walton to make a bunch of one or two page games inspired by songs and sell those to raise money for charity.

It’s a fun game that was fun to make. Scribus is a pain in the ass, though.

Game Chef ingredients are up, and I’ve been thinking about them for a while. ( http://game-chef.com/ ) I had an idea for a game about druids writing a reality-altering book, but I’m not really very enthused by it. I may return to it later, but right now my brain is more interested in this potential game:

Psychics struggling to maintain control over their personalities.

You were all subjects doing clinical drug trials for an experimental new medicine. But the drug has an unintended side effect: you gain psychic powers. And then the game is all about how the new found psychic cope with their bizarre new powers, while the drug company tries to exploit them. Inspiration here would be Akira and Scanners and Psi-Run and the like. Stories about people who gain new powers and abilities but can’t quite control them.

This plays most strongly off of Absorb and Wild. Your character is made up of a bunch of personality traits and desires and skills and stuff printed on cards. As a psychic, you can move those cards around and change yourself or others. You can absorb someone else’s thoughts or memories. If you push someone’s personality too far, they can go into a wild frenzy and then their psychic powers are going to destroy a bunch of stuff. So characters and personalities are fluid and the character you play at the end probably isn’t the same as when you started. Which parts of your character are their core, that they are unwilling to sacrifice, and which are they willing to change?

Probably the drug was intended to treat sickle-cell anemia (I’ll have to read up on that). There is no book works in the fiction, because there is no available material to deal with the drug’s side effects. Nobody understands the drug or its effects, especially once the psychic powers start to manifest. (In terms of mechanics and presentation, probably the game is made on a few pamphlets made to look like a brochure for a drug company, and a deck of cards for character traits.)

At this point, I’m looking at a GMless game with adversarial PCs, a drafting mechanic for character creation, and GM-like duties and authorities distributed as part of the draft. Probably a randomizerless system, to boot. I’m a bit worried that’s all just my brain being lazy, though. That’s pretty similar to lots of other games I’ve made recently. I might want to change up the mechanical back end there some, just for kicks.

The Devil, John Moulton

devil john

The Devil, John Moulton is a game I wrote about demon summoning outlaws in the American old west. To play, you’ll need these cards for character generation and
this character sheet .

Medical Bay Three

“Four years of pre-med, four years of medical school, one year of residency, years of professional experience back on Earth and all the memory downloads about extraterrestrial culture have all taught you this: you don’t know anything about what you’re doing. Not here, anyway. On the Sphere, everything is weird and different.

The Sphere is one of the wonders of the galaxy, an enormous construct of unknown material, built centuries ago by an unknown race to draw power from the black hole V616 Monocerotis. No one knows what the Sphere does with all the energy is draws from the hole, but sentients have managed to syphon off some for their own use on the surface of the Sphere. Now, sentient spacefaring races use it as neutral territory, a place where sentients of all species can meet as equals and trade ideas and goods and negotiate contracts and treaties. The sphere swarms with more races than you can count, each stranger than the last.

Each race with a major presence on the Sphere handles its own medical care, but many races from further away have only a minor foothold on the Sphere. For these races, they have to go to what doctors they can. Which is where you come in: you’re a doctor in Medical Bay Three, the insane ward. Medical Bays One and Two are filled with humans from the human contingent to the Sphere. Bay Three handles all the nonhumans that enter the human areas, seeking medical assistance. Every week, you’re treating some new species that you’ve never heard of. You have to fi gure out what is normal for this race, what is wrong with this specific patient and how to treat them. Treating these patients is as much about being a detective as it is about being a doctor.”

I wound up writing a game for Game Chef 2003, only 11 years late. It’s a science fiction medical drama game, inspired by Gumshoe, wherein you investigate an extraterrestrial’s biology to try to figure out how they are supposed to work, what is wrong and how to treat them without killing them or provoking an interstellar war.

Medical Bay Three – Players Pack

Medical Bay cards

Medical Bay Three – GM information

Quade Diagram

My quick and dirty Over the Edge/World of Dungeons hack

I wanted to play Over the Edge, but I can’t stop tinkering with the mechanics of the game. So I combined Over the Edge and World of Dungeons to make my quick and dirty Over the Edge/World of Dungeons hack. It works like this:

PCs have the same traits as normal a normal Over the Edge character, with one central trait and two side traits and a flaw and such. But instead of multiple d6s, traits give you larger sized dice to roll. A superior trait gives you a d10, any regular trait gives you a d8. Narrow traits bump those dice up, giving you a d12 if superior or a d10 if not.

When you roll, you’re rolling against the standard AW derived 2d6 bell curve: 1-6 fail, 7-9 partial success, 10-11 full success and 12+ Critical success system as in WoDu. If one or more traits are applicable, you can replace one or both your 2d6 with the die listed on the trait. So if you have ‘Brazilian Jiu-Jitsu’ at 1d8 and someone attacks you, you roll 1d6+1d8 and check them against the results table. If you’re also fighting a demon in human form, you could use ‘Parapsychology Student’ and ‘Brazilian Jiu-Jitsu’ both to roll 1d8+1d8. Your flaw turns a full success into partial success: you can succeed, but it will never be clean or pretty.

Any failure gets you an experience token. Experience tokens can be traded in to add +1 to your roll after seeing the results. A critical success also gives an experience token.

When you’re hurt, you cross off your top (critical) result first. So thereafter, all critical die results are treated as a normal success. Later injuries continue to remove your highest available level of success (regular successes become partial successes, eventually partial successes are failures… or maybe just partial failures?) Particularly deadly harm might cause multiple injuries at once, though I’d let a PC roll some trait like ‘Sturdy as a House’ to reduce that damage. Medical care care restore some or all of that with a decent first aid roll and/or bed care, depending on the injury.

See some pregen characters as well. I’me most pleased with the house that took human form and the voodoo economist.

Playtest: ‘Devil John’ Moulton

Playtest report: The Devil John Moulton

This wound up longer than I meant it to be. Long story short: We playtested another game a few days ago. It went really well. It was horrible and weird and violent and darkly funny and amoral in all the ways the game was supposed to be. (You know, like a Garth Ennis written comic or a Quentin Tarantino film.) The PCs rode into poor, long-suffering Deadwater Gulch and stirred up a heap of trouble.

The basic premise of the game is that there is a mysterious figure named “the Devil John’ travelling the Wild West, making demonic pacts with anyone who will make a deal with him. He gives the buyer all the power that they want, in exchange for their soul. The PCs all made this deal for one reason or another, and now regret it. So they want to see Devil John dead. They joined together and go from town to town seeking out anyone who made a deal with Devil John. When they find the sorcerer in the town’s midst, they force some information out of the amateur occultist to find where to go hunt Devil John next.

So: the PCs are bad, bad people. But they’re trying to stop a person who is worse than them.

Character creation went really well. The basic chargen system works like playing the board/card game 7 Wonders, or drafting decks in a Magic: the Gathering tournament. Everyone gets a hand of cards, each of which has a piece of background for the character, a question to answer and a mechanical effect (usually an increase in the size of a trait’s die, sometimes other effects.) Choose one from your hand and pass the rest of the hand to the left. Then pick a new card from the new cards that you receive, and repeat.

The players all really seemed to like this aspect of the game, and it seemed to make cool, appropriate characters. Everyone mentioned how they liked the cards that I had written, which meant that they had to choose between different interesting aspects of the character as they went. One of the player, Mojo, mentioned that later on he was picking cards in part based on the mental image that was forming in his head concerning

(The game’s core mechanics are drawn from Cthulhu Dark, but expanded upon greatly. Instead of just tracking an escalating d6 for Sanity, you have four traits. Those four traits are the only dice you can ever roll. Each can be rated in a different die size, and each one has a specific unhappy ending for your character waiting in store. So eventually your ratings in the traits will go down and reach one of the four endgames. You want to roll lower than your opponent, which means that any die has a chance of winning a roll. But it also means that your d4 traits are most effective but you can only use it once or twice before reaching the endgame. Your larger die size traits you can use quite often but they will not be as helpful. This also lets you control the length of gameplay somewhat: more cards to start with gives large dice which makes for a longer game. Fewer cards make for a shorter game. With five cards in a starting hand, most people are rolling d4s and d6s and only occasionally d8s.)

Sneaky bit of game design magic I learned from Fiasco: The players read many of the cards that got passed around, even when they didn’t pick the card. So the rejected cards still helped establish tone and style. This is most important for creating the supernatural elements in the game. If you simply told the players to invent evil demonic miracles, they wouldn’t know what to write and might create genre-inappropriate abilities. But a few of the cards had demonic miracles a player could choose, which helped get all the players understand the sorts of powers they were supposed to create. And sure enough, the supernatural elements the players invented all fit the fairly specific supernatural theme and aesthetics that I hoped for in the game.

Bit that I didn’t predict: three of the four players wanted to play outright bastards, so the ‘Scruples’ cards containing moral obligations wound up being passed on. The fourth player then wound up with two Scruples, and was a relatively decent person who had committed one really bad mistake and then fell in with some really horrible people. This dynamic was very interesting, both the mechanic of card passing (which I should have expected from 7 Wonders) and then the social dynamic of the characters in actual play. I’m interested in playtesting more to see if this is a standard pattern or a weird one-time thing.

After passing the cards a few times, we wound up with four great characters:

Allen the Red-Handed
Probably the most unabashedly evil of the four, Allen is a notorious bank robber who has a trademark of dipping his hand in the blood of his murder victims. He’s done this so many times that his soul is permanently stained red. Allen sold his soul to a demon called “The Laughing Man” who had silver hair and eyes and would appear whenever you were suffering to silently laugh at your misfortune. In exchange, Allen could only be killed by the hand of an individual acting alone, never a group or a natural disaster. He also could carve your name on a bullet and have it strike unerringly. The Laughing Man demand that Allen desecrate corpses to pay back it back for the demonic miracles.

Andre the Bastard
A former robber baron, who lost his fortune on fast women, crooked gambling tables and the unfortunately timed sale of a mine. Andre has sold his soul for the ability to sway the opinions of crowds. (Never individual people, but only large groups.) He sold his soul to a creature called “The Whisperin’ Stranger” whose face was always hidden by the shadow of his wide brimmed hat, and who never spoke above a whisper. When Andre would try to sway the crowds, the Whisperin’ Stranger would walk unseen among the crowd, planting ideas in the heads of people here and there until the crowd became convinced.

Thin Jim
Thin Jim was probably the most decent and sympathetic of the PCs. Thin Jim was also a cannibal, so that says something about the game. Thin Jim had once been riding in the desert when his horse died from a rattlesnake bite. Jim then had to walk out of the desert, starving and dehydrated. Along the way, he encountered another wanderer and Thin Jim decided one man living as a cannibal was better than two dying of hunger. Thin Jim still carried a locket from the slain man, which had a picture of a young woman and a baby. The dead man’s ghost would sometimes whisper to Thin Jim in the night, saying that he was just trying to get home. Thin Jim had bargained with a demon named Hickory, that looked like a solid black clockwork squirrel and had some ability to control time. Thin Jim was given a pocket watch that could turn time back thirty seconds, and the touch of a finger would cause an item to wither and decay as if left in the desert for decades. Thin Jim also had sworn an oath to never tell a lie, which was a problem when the other PCs kept bringing up that cannibalism incident.

Mean Little Anne
Anne had been a low-life criminal, but had been abandoned by her criminal fellows because they decided a tiny little woman wouldn’t be of use to them. So she sold her soul to gain occult power that would help her be a better criminal. Anne could buy and sell intangible goods, as long as both parties agreed. She had already sold off all of her niceness to make her a better shot, which is why she was so terribly mean. Anne could also pass through any opening, no matter how small. she got her magic powers from a demon called Shade, which took the form of a different animal each time but was always in shadows, and always had eyes glowing like the coals of a fire.

So as you can see, the PCs were a gang of terrible, terrible people. Colorful and interesting, but not nice at all.

Town creation was a piece of the game that I was uncertain about, but it seemed to work out just fine. The rules I went with went like this: Starting with the GM, each player picks a question off a list of leading questions and answers it. The GM makes notes and NPCs as you go, and secretly chooses one NPC to have made a deal with Devil John. The questions were designed to make the situation filled with potential conflict and NPCs wanting things from the PCs and stuff for the PCs to mess with. It seems to have worked well enough. The town we created, Deadwater Gulch, had enough problems and NPCs and such to keep the players occupied for the two hours or so we had left.

Deadwater Gulch’s water supply had recently fouled up. Now there was very little drinkable water to be found anywhere in the area. Sheriff Halstead had started rationing the water, and made a rule where everyone coming into town had to pay a gallon of water to enter. The town shopkeeper, “Perfectly” Frank had a secret water source and was selling the water at grossly inflated prices. Everywhere he went, a gang of kids followed, begging for a sip of water.

Perfectly Frank also owned the local mines, renowned for its strange opalescent stones that were sold as a snake-oil cure-all. They were said to cure baldness, sleepiness, wheezing, coughing, typhoid, scurvy, consumption and the gout. Anything except dehydration, really. Andre the Bastard had once owned the mines in this town, but had sold them to Perfectly Frank… ten minutes before the mysterious, magical stones had been found.

(Sidenote: I need to make up a good list of town names and NPC names to use, as coming up with those in the middle of play is difficult.)

So the PCs rode into Deadwater Gulch and started stirring up trouble right away. The sheriff comes out to meet them and demands some water. Almost immediately, the PCs are threatening the sheriff and disrespecting his authority. I momentarily forget that Perfectly Frank’s water selling is supposed to be illegal and under the table, and instead have the Sheriff direct the PCs off to see Frank to buy water and donate it to the town. (In retrospect, this doesn’t get any new water into the town, but it does reinforce the basically corrupt nature of the town’s system.)

The PCs enter the tiny town shop and Perfectly Frank and Andre the Bastard immediately recognize and hate one another. Frank refuses to sell to Andre, though he suggests to Mean Little Anne that he’d sell them the water in exchange for Andre’s magical ability to sway crowds. In the end, Allen Red-Handed provokes the sheriff enough that he goes to get a posse in case this gang of armed thugs starts any trouble. When the posse gets to the corner store, Andre the Bastard gives a speech about how the real injustice in this town is Perfectly Frank hoarding the water. The sheriff feebly protests that the posse was gathered to watch over these murderous outsiders, not to lynch the local shopkeeper. The posse drags Perfectly Frank away by his feet. The sheriff pauses a moment to threaten the PCs and demand they get out of town, then he rides after the lynch mob to try to stop the murder before it happens.

Thin Jim and Mean Little Anne find a few children still hanging around the area, and offer them some of Perfectly Frank’s water. This conversation doesn’t go quite as well as one would hope. Mean Little Anne just wants to kick a kid in the head, and Thin Jim cannot tell a lie once the cannibalism thing was mentioned.But after some child wrangling and the promise of cool, drinkable water, they determine that two of the three kids are useless and send them away. The third kid, Little Timmy, seems to know something about this Devil John fellow the PCs are asking about.

The PCs spend a long time trying to interrogate this eight year old kid. Mostly, the PCs try to scare the kid into cooperating, but they overshoot and the child is simply too terrified to answer the questions. Eventually, some dice are rolled and the PCs increment slightly more toward death but the kid spills some of the beans. About a month ago, he took ill with a fever. And he doesn’t recall clearly, but he saw a strange thin man come to the house and speak to his mother. The next day, his fever cleared up but the town’s water supply fouled up at the same time. The PCs determine that the kid’s mother probably made a deal with Devil John.

They coerce the kid into taking them to meet his mother, but with a cost, complication or consequence. In this case, it turns out that the local lynching tree is right outside the kid’s house. So the sheriff and the lynch mob are all there arguing over what to do with Perfectly Frank. The magic has started to wear off, but not entirely. And people really did resent the rich guy with all the water in town. But the sheriff is arguing they should let him go.

So the gang of outlaws rides up, and Allen decides to just walk up behind the sheriff and murder him. A successful die roll leads to murdering the sheriff in front of a crowd of armed witnesses. Allen tells Andre the Bastard to use devil magic to convince the NPC mob to leave. Andre’s player starts to pontificate, but it is pointed out that he hasn’t paid the Whisperin’ Stranger’s price yet (to cut out the tongue of somebody). Until Andre does so, he can’t use his infernal power. So the mob turns on Allen and opens fire. Allen falls down apparently dead, but the Laughing Man’s sorcery protects him and he leaps back up. Allen rolls again to scare off the entire crowd who were certain he was dead. He succeeds, but I think a couple of his traits are getting close to their endgame. Allen sets about desecrating the sheriff’s corpse to appease the Laughing Man.

Meanwhile, Thin Jim ushered the kid inside so he wouldn’t see the violence going on outside. Inside, Thin Jim finds the kid’s mother and recognizes her as the woman in the locket. He starts interrogating her about Devil John, but she denies involvement. According to her, she sent that evil sorcerer packing rather than endanger her soul. The other PCs filter in and argue with her some. As they are doing so, the window shutters slam shut (despite there being no wind) and weird poltergeist activity starts up around the house. Little Timmy becomes real excited, saying that his dad had finally returned! Just like the shadowy man had promised! It turned out that Timmy had made the deal with Devil John in his fever, to be cured of the sickness and reunited with his father again. (I didn’t decide that Timmy was the warlock in town until halfway through the session. I may make that the actual rule: you decide only partway through the game which NPC made the deal and why. Timmy was chosen because he had a decent enough reason but still was unexpected. The PCs initially thought that Perfectly Frank and later the mother had made the deal with Devil John.)

Now the ghost of Timmy’s dad decides that these intruders were dangerous (after all, one of them had eaten him and the rest spent a good long time threatening his kid.) Because of Timmy’s demonic wish, the dead dad grows in ghost strength from a quiet whisper to a storm of poltergeist activity.

Nobody knows how to fight a ghost, though. Guns won’t work on it, and reasoning certainly gets them nowhere. Andre the Bastard decides that Timmy is the key to this, and that his presence allows the ghost to manifest. So eliminating Timmy will get rid of the ghost.

There’s a moment where everyone stops and looks at each other and thinks “Is he really going to murder a small child, right in front of his widowed mother and the ghost of his cannibalized father?” Andre’s player shrugs and says “well, they don’t call him the Bastard for nothing” and fires.

This does not have the desired effect. I as GM had to decide whether this plan could work or not. I came down on the side of ‘I’m not going to reward the murder of a little kid, even if he *has* sold his soul to Satan.” So instead of dismissing the ghost of the father, it made him much angrier, and he began murdering every PC in the house.

PCs started to run, when Thin Jim looked at his sheet and said “Wait, I can turn back time! I totally forgot I could do that.” Thin Jim then rewinded the previous thirty seconds and tackled Andre to stop him from killing the kid.

The other PCs still decide to split, though, as they still don’t know what to do about the ghost. Thin Jim decides that he has to appease the ghost by repaying what he took from the ghost, and by leaving the father with his family. Jim decides that this means to leave a piece of himself behind, as the father’s flesh has been incorporated into Jim’s body. Jim slices his own ear off and sets it on the table. The ghost seems to be calmed by this and fades away. Timmy and his mother sits, huddled in a corner crying.

As the PCs exit the building, Timmy begins yelling curses and says that Devil John rode off towards a town south of Deadwater Gulch. (The PCs succeeded in a final roll against the ghost that I didn’t feel was necessary, what with the Vincent Van Gogh impression and all. So I let them have the piece of information they had come looking for as a reward for incrementally inching closer to death.)

Mechanically, 5 character creation cards meant that one PC was teetering on the edge of death after only a few rolls. Most were down a point or two in most traits. 5 might be the right number for a full length single session game. For character creation, rules explanation and a short session, maybe 3-4 cards? 9 or so for a more campaign length story, I think.

Most traits got rolled by themselves or in pairs. Never were three or more dice rolled together that I recall.

I totally forgot about a few bits that I intended to do, like having the PCs define rumors and facts about Devil John. Or having scars force rerolls (which I will likely abandon).

PCs were more explicitly evil than I predicted or hoped. That may be the issue that most requires attention and reworking. Or maybe I should accept that as an aspect of the game and design to facilitate that gameplay, which is slightly different than the gameplay I had imagined to begin with.

Overall, the game was really fun and interesting and cool in a way that doesn’t exactly match up with any other game I can think of. The players all seemed enthusiastic about the game.

Nameless Horror version 0.2

nameless horror

I made an update to my old nameless horror game. In the process, I expanded the rules several times over. But it plays much better now!

Nameless Horror 0.2 core rules
Nameless Horror Scenarios
Yes / No cards and Questioner card

I haven’t substantially changed the oracle deck, so that’s still cool to use.