I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.
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Burying Heart: The City Beneath Within The Ground Itself
I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.
Continue readingThere’s a Lot of Creative Heart in My Heart: The City Beneath Group
Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.
Continue readingWorldbuiling Without Building Anything
One of my favorite parts of preparing for the start of a new tabletop game is the moment when everything crystallizes. Whatever errrant thought, subtle influence, or bright flash of inspiration you needed arrives and suddenly it all makes sense. You can see the strings the world dances upon and understand the way everything moves within it. It is the moment when you go from wondering what might be and pondering unknowns to knowing what is and looking for what might change. In the world I ran in a few Dungeons and Dragons campaigns starting back in 2019, this moment came as I was taking a break from my then-panicked preparations to do something fun and relaxing. I was watching Spider-Man: Into the Spider-Verse on Blu-ray not long after it was finally available for purchase and the whole campaign setting crystalized around the idea of missing heroes. It was a fairly simple idea, but that last piece of information fitting into the puzzle meant everything else clicked into place as well. Suddenly, I knew what was going on and what everyone was motivated by. It was a relevatory moment and something I’ve enjoyed every time something like it has come up any time I’m considering a story, be it something I’m writing, a tabletop game I’m putting together, or even just a video game I’m playing.
Continue readingI’ve Been Playing A Lot of Pathfinder, Actually
As I’ve continued to learn how to play Pathfinder Second Edition, partly because I already bought the book and partly out of a dogged desire to find the fun in a system that some of my friends enjoy immensely, I’ve begun to slowly see the patterns and rules underpinning it. I know I’m fairly late to the game, especially with the revised or remastered version of PF2e coming out sometime soon (maybe later this year, if what I saw was correct?), but I can see why people like it. Systems within system. Slowly stacking benefits as your character gains levels, eventually giving you massive numbers for everything you do and making you incredibly capable of some absolutely devastating actions. When the Fifth Edition of Dungeons and Dragons said “what if we kept all the numbers within an expected range so that very little is impossible if you’re lucky,” PF2e said “What if everyone got absolutely banana pants numbers and you could eventually do a whole bunch of stuff super well if you built your character right, but only a few things at a time because there have to be SOME limits?”
Continue readingEnhancing Your Games By Stealing Ideas From Other Game Systems
I was listening to some old Friends at the Table Patreon content (it is so much easier to access now that I’ve got an RSS feed to pull from and am using an actual podcast app to pull it instead of flipping through patreon posts like I just assumed I had to for every podcast I’ve supported prior to March of 2023) and I heard one of the players talk about some of the lessons he has learned over the years from his experience playing tabletop games and taking comedy classes. He said that some of the best advice he’s ever heard was that, after you spend a bunch of time mastering a creative skill, that you should go do anything else for a few months so you’ve got things to pull from when you return to the improvisational or creative skill you’ve learned. The broader context that this came up in was about preventing yourself from becoming too focused on one type of game or play experience. Play a lot of different things and then, when you return to the thing you want to spend a lot of time on, you will be better at it for having enriched yourself with other experiences. This is something I’ve always felt was true of pretty much every form of creative work. Spend some time honing your chosen craft and then spend time learning about a lot of other things so you have information to pull from when creating things. This is why I’ve spent so much time reading about various bits of history, different occupations, and generally learning about how the world works and why it works that way. Everything informs my writing, so the better I understand anything other than writing, the better my writing will get.
Continue readingA Little Bit of (the Fun Kind of) Horror in My TTRPG Campaign
This upcoming weekend (the one following this post going up), I’ll have my first session with a group of people playing a game of Heart: The City Beneath. I’m pretty excited to play it, since I was so inspired by the game (and the seventh season of Friends at the Table, Sangfielle, where they played it) that I wrote an entire setting for any number of games full of cool decay and horror themed stuff. This group will be playing that setting and we’ll be doing our Session 0 to talk through what adaption work we’ll be doing to get the base game to fit the flavor of the world ni which we’ll be playing. This setting is one I’ve written about here (or at least shared the introductory short story for the Dungeons and Dragons 5e Heoric Tragedy version of it), so I’m excited to get to use it with a group interested in exploring the more creepy, horrific side of things. Don’t get me wrong, I’m absolutely delighted to eventually continue the Heoric Tragedy game when all the players are available again, but I wrote this setting with mild to moderate horror and dark fantasy in mind, so it’ll be tons of fun to explore those a bit more directly with a game designed for horror like Heart.
Continue readingPathfinder Second Edition Is Frying My Brain
I’ve now played two sessions of Pathfinder Second Edition with this new group of people and I’ll have to say that, so far, I’m not impressed. The group is off to a bit of a rocky start, most of which can probably be explained away by varying levels of comfort with the game system we’re playing, most folks being new to the virtual tabletop we’re using, and the as-yet unsettled group dynamics we’re all seeing. I’m also not entirely sold on Pathfinder 2E yet. There’s plenty of crunch and a ton of customization, but it’s been incredibly difficult to adapt to the rules and the way things are explained in the various texts of the game. The only reason I’m doing better than the other players and the GM (at least, as far as I can tell), is because I’ve made a habit of studying linguistic patterns in writing and language (not to mention that I studied literature in college and am good at interpreting language). I write a lot and I do my best to be aware of how Authorial Voice influences writing, which translates pretty neatly to understand the patterns of specific types of texts. Most games I’ve played were written in a way that made it as easy as possible to understand them, so I’ve rarely connected this skill to my ability to read and understand a tabletop game. Pathfinder, however, was not written to be easily understood. It has all the exacting lexiconical precision of a legal document but without the helpful definition of terms section.
Continue readingCrunching Into Pathfinder 2E
While I’ve been packing, most of my free time (aka, my breaks) has gone towards learning Pathfinder Scond Edition since I’ve joined a group as a player. We had a session 0 two weekends ago, which accounted for most of my Saturday breaks during my main packing weekend, and our session 1 is this upcoming Sunday. To be honest, learning PF2E has been more mentally draining than packing has. Not even dealing with the “box of things I don’t want to think about” was as draining as my regular dives into the incredibly dense rulebook and mechanics of the system. It is a very complex game full of proper nouns, what feels like an overwhelming number of character creation options, and an overlycomplex path from character ideation to final creation. I understand that this is probably not as true as it feels right now, since I’m learning the system as I’m trying to get ready to play it (and I remember just how incredibly obtuse and confusing learning to build characters in 3.5 and Pathfinder First Edition was back when I first played in 2010), but it is still more of a headache than I expected.
Continue readingSprinkling TTRPGs Back Into My Life
I’ve slowly begun the process of restoring my Tabletop Roleplaying Game schedule. Sure, none of it will start for another week or two at earliest since I’ve still got a move coming up, but it feels nice to have begun the process of making plans. I’ve got a Pathfinder Second Edition game I’m going to be joining with a bunch of people I’ve never met (I got referred to them by a mutual friend) and I’m working on setting up a group in a fun, rot-themed world I made for a different group (whose game is still slowly happening). There’s no reason I can’t have two games happening in this same world, after all. It’s a huge place and some of the underlying stuff I’ve built into it means that it can support a bunch of concurrent games without running into continuity issues. I dunno if my players in either group will every know they’re playing in the same world (all the ones who read my blog will know as a result of this post, of course), but it’s fun for me to consider this. It’s also very unlikely that anything they do with impact each other since I’m trying to keep the games in this world on a smaller scope than I usually do.
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