Posts Tagged ‘Role-Playing Games’
Tactical Tuesdays: Small Powers, Big Pulp
Because in a city—especially a noir, pulp, or street‑level heroic city—visibility is friction. Heroes who act, act in public, and public action creates attention. Attention creates pressure. Pressure creates story.
Read MoreMazes & Mondays: 10 Tantalizing Treasures
When you navigate the crumbling ruins of a fallen empire, the promise of treasure pushes you forward. The thrill of prying open a sealed vault sets your heart racing.
Read MoreFrights & Fables: Breaking the Threshold
Every house is a promise.
A promise that the inside will remain inside.
A promise that the outside knows its place.
A promise—fragile, unspoken, and easily broken—that the line between the two will be respected.
Words & Wonders: Table Mastery and Recall
If Soul Gaming is about the heart of play, then Boxcars and Recall are about the hands-on craft—how players engage with the moment, how they take risks, and how mastery emerges after play instead of before it.
Read MoreTactical Tuesdays: Heroes in the Living City
Because in a city—especially a noir, pulp, or street‑level heroic city—visibility is friction. Heroes who act, act in public, and public action creates attention. Attention creates pressure. Pressure creates story.
Read MoreMazes & Mondays: Relics in a Fallen World
Today, we’re going to explore a topic that often gets overlooked in the thrill of dungeon delving: the ethical dilemmas of treasure hunting in a world shaped by survival and corruption.
Read MoreFrights & Fables: Horror and Vigilance
The Most Dangerous Thing a City Can Do Is Forget
Every door in Häxanburg has an iron bell.
Every threshold still bears chalk, twine, or nail.
Every year, Locking Day arrives with parades, ribbons, and cheerful indifference.
Ask the people why any of it exists and you’ll get smiles, shrugs, and tourism pamphlets.
Read MoreWords & Wonders: Soul Gaming
I want to talk to you for a minute—not as a designer, not as a publisher, but as the kid who grew up rolling dice at a kitchen table and learned something important there.
Soul Gaming is not a mechanic.
It’s not a feature bullet.
It’s not a brand term, even if I’ve used the phrase enough that it’s become associated with my work.
Soul Gaming is a choice.
Read MoreTactical Tuesdays: Beyond the Swan Song
If you are running a game where danger, decisions, and consequences matter, then failure must be treated as a functional state, not a narrative embarrassment and not a cue to quietly reset the board.
Read MoreMazes & Mondays: The Broken World
Power vacuums don’t wait for heroes. They get filled—by mercenaries, cultists, guilds, warlords, desperate healers, and people who never wanted power but found it lying unclaimed in the rubble.
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