My haul from Between Two Cons at the charming Norse Hall in Portland, Oregon. Not pictured: Sunrot, which the creator is graciously shipping to me.
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My haul from Between Two Cons at the charming Norse Hall in Portland, Oregon. Not pictured: Sunrot, which the creator is graciously shipping to me.

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I've grown to really dislike the framing of tabletop RPGs as being about story. To some extent this is unreasonable and knee-jerky on my part. I've talked to several people who just use "story" and "imagined world" interchangeably. But, I do think talking about RPGs in terms of "story" does impose, intentionally or not, the concerns of storytelling on the act of play.
For me, the draw of playing an RPG is in adopting the persona of a character and seeing how they mesh with the imagined world, treating that world as a real place. Putting that in the frame of story can nudge the concern of play from engaging with the world organically to engaging with it as a narrative canvas; in terms of "what makes a good story?" or "what is narratively satisfying?"
RPGs are their own artistic medium. And, they are a medium for play. I think we do a disservice by burdening our expectations of play with the framework of storytelling mediums.
After letting it sit on the backburner for a few years, I finally got Mud + Laser in a state to post. I had the opportunity to run a one-shot of it at Between Two Cons last weekend, and had a blast with it. Truly the biggest barrier to getting anything done has been play: since 2020, I haven't been able to reconvene my old in person group. Anyway! Mud + Laser is a baroque military science fantasy game about partisans fighting in a Great Galactic War against a crumbling interstellar empire. It's inspired by Rogue One, Andor, Dune, and (very roughly!) on 17th and 18th century history. Built on the bones of Mausritter. It has a few unique features including:
Variable armor values based on damage type.
Goal-based XP.
A character upgrade system based on decorations for diagetic achievements.
Currently available exclusively on RPG Trader.
Space: 164X
How is this for a pitch?
An Idea for Hexcrawl Random Encounters
Borrow a page from depthcrawl procedures and have your encounter table be 1dX+Y where X is the size of the die you want to use and Y is your "depth", measured as distance in hexes from a central "safe" hex. The higher the encounter roll result, the more dangerous or weirder the encounter. So, you can get the feel of the world becoming more and more dangerous the farther from town you get.

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Actions for Advanced DNGN FKRS
First pass at a list of Action Ratings for Advanced DNGN FKRS / Dwindeltol.
The game is going to be FitD-ish, as DNGN FKRS is, with a cruftier skill list. (Despite BitD calling them "actions," I still think of them more like skills in my head). I've divided them into categories of four, but the divisions are imperfect. Break in the Craft section is kind of more of a Shadow action. "Drink" in Labor and "Deal" in Craft are both kind of really Social actions. And what's the difference between Drink and Consort, functionally?
Of course, a little overlap is normal for a FitD. And even desired since I'm thinking of borrowing FoRKing from Burning Wheel.
Important Principles:
Every action must be active. If a player is rolling the dice, their character is doing something in the fiction of play.
Absolutely no perception or knowledge actions! The closest thing is Research, which still requires going somewhere and doing something.
Questions?
Keeping the principles in mind, is there anything that feels like it's missing?
Do any of the actions seem confusing? Extraneous?
STAR FKRS: Spaceship Bullsh*t for DNGN FKRS
Mucking around with a starship sheet partly inspired by Starfield. But also inspired by every piece of space opera fiction I've ever seen.
Playing at the Game
When I play TTRPGs, I try to do something I call "Playing at the Game." Basically, this means portraying a character that's invested in engaging with the principle activity of the game or scenario. This means, like, making a character who wants to explore the dungeon/derelict spaceship/whatever.
It seems obvious?
But I can't count how many times I've played with people who tried to remove their character from the scenario? Maybe they're trying to portray what they consider a realistic character? But.
That's not the game. The dungeon is the game. Find a reason to want to explore the dungeon. Or play a different game.