A 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.

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Pathfinder 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.

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Crunching 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.

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Sprinkling 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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Misdirection At The Table

I use a lot of misdirection in my storytelling as a Game Master and as a player in tabletop roleplaying games. It is incredibly fun to put a bunch of information out there, hiding the important pieces behind less important information by taking advantage of knowing that you can only really tell what information is important in retrospect. I usually try to avoid burying what I’m trying to hide in bullshit, since that tends to indicate there’s something I’m trying to hide and I do my best to avoid outright lying about it because it’s not really fair if I’m just going to deliberately steer people in the wrong direction. It is only good, useful foreshadowing and storytelling if people are given the tools and information they need to start figuring things out on their own. Anyone can lie. It takes real skill to tell nothing but the truth in a way that draws attention away from the things you’d prefer people to ignore.

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My Tabletop Roleplaying Game Withdrawal Is Worsening

I am still going through tabletop roleplaying game withdrawal. I went from running or playing in four different tabletop games every week to playing so infrequently that I can count the number of sessions I’ve participated in this year on a single hand. The group I ran for coworkers fell apart as we discussed what to do other than Dungeons and Dragons back in January, when it became clear that everyone just wanted to kill monsters and get loot except for the one player who was interested in storytelling that had just withdrawn from the game for personal reasons. My Sunday group hasn’t faired much better as scheduling issues, combined with a player withdrawing for personal reasons (different player and different reasons) on top of the whole Wizards of the Coast debacle basically destroyed the group. I tried to put a new one together prior to that, but it involved both of the players who had to withdraw for personal reasons so that fell apart as well. I attempted to save the disintegrating group by offering some level of player attendance flexibility using games that didn’t require the same people to play each session, but we’ve yet to meet even once since I can’t get people to commit to a session.

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Saying Farewell To My Last Dungeons & Dragons Campaign

It took us three sessions, a total of about ten hours, to wrap up my last remaining Dungeons and Dragons campaign, but we did it. I got to deliver final lines, talk about the world the heroes built, and finally close the loop on themes I’ve been building for years. It was a hefty, emotional moment for the four of us, as we said our goodbyes to the characters and the world they had saved, that left me choked up. Even if we struggled to meet regularly and it took us two years to get to where we were before we started to wrap things up, we’d still invested a lot of time and thought in our characters. It would have been nice if everyone could have been there, at the end, but sometimes people fall by the wayside and there’s no bringing them back. I just find it interesting that it was the players who learned this lesson instead of the characters (who managed to bring back a friendly NPC using a True Resurrection spell after they’d failed to bring them back during our first year with a pair of raise dead rituals gone wrong).

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Saying Farewell to My Favorite D&D Campaign

Last night, I sat down with the remaining players from my almost three-year-old Dungeons and Dragons campaign to talk through the end of the campaign. Though we struggled to have more than 1.5 sessions a month for most of that time, we got pretty deep into the paint. This was a world I created back in 2019 and have been running a weekly/weekly-adjacent game in ever since. It has a customized magic system (not THAT customized, but still tweaked a bit), an entire set of pantheons, complex geopolitical and economic systems, and was my attempt to create a “young world” for roleplaying games. I planned to carry the world through many campaigns, playing out its entire history with my friends as we progressed from one campaign to another. Now, as we move toward other systems and science-fiction themes instead of fantasy themes, I am revealing everything I’ve spent so long creating and saying my own farewells to this world as my players and I say farewell to the story we’ve spent time over the past three years telling.

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GMing Withdrawal and Melancholic Musings

I haven’t run a tabletop roleplaing game of any kind in a month and a half. As of just this past weekend, I’ve gone from having three regular-ish groups (weekly or at least twice a month on average) and one occasional group (with no pattern to our sessions) to having a weekly-intential group that hasn’t successfully met and might never since we’re now down to three players and me. As far as my tabletop gaming ecosystem goes, I’ve removed one player for picking the dumb wizard game over doing the right thing (along with assigning me blame for making him feel bad about it, amongst many other issues), lost two players to family difficulties that will keep them away for an unknown number of months or years, and two entire groups have dwindled to nonexistence thanks to scheduling difficulties and general burnout. I do not know when my next TTRPG session will be and I do not know what it will look like since my groups have all shrunk or haven’t scheduled a session in two months.

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Genre and Storytelling as I Move Out of My Comfort Zone

As I look at running new types of Tabletop Roleplaying games, I am confronted by the fact that most of my creative storytelling work and experience is fairly comfined to the Fantasy genre. I’ve written, read, and played fairly extensively in it and all it’s offshoots, so I feel most comfortable working within that context. I’ve also dabbled in Science Fiction as well, as you can see in some of the writing I’ve posted here (most notably, of course, my Infrared Isolation series). I tend more toward near-future in my sci-fi reading and distant-future in my sci-fi gaming, but I feel like I’ve explored enough to work in the space in a very general sense. When you drill down into the specifics, though, I tend to feel a lot less comfortable and I’m being forced to confront that discomfort pretty broadly these days now that almost half the games I’m advocating to my players are Mech games.

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