Bloodwork — Abstraction
Hey, we’re talking more about Bloodwork, the card game about building a network of vampires in the context of a 90s aesthetic representing new and interesting ways the society we live in is parasitic and we’re going whoosh okay.
Continue Reading →The Cow People
Who you are is often as much about who knows you. It’s possible, in Cobrin’Seil, for you to grow up on an archipelago of connected island city-states, with diverse food and music cultures, in a state that respects art for its own good, and ensures the widespread development of parks and proper protection of the seas, which creates great public artworks, and which even has the largest bridge in the King’s Highway running through it, and for you to live your whole life thinking that people must surely know your homeland as the place of elemental magic, physical duels that test the body against the body, and a theatre culture with explicitly fictional gods. What you wouldn’t necessarily expect is for your first dealings with outsiders to end with ‘Oh, the cow people.’
Such is the lot of the people of the sprawling island nations of Kyranou (pronounced kai-ran-ow).
Continue Reading →Game Pile: Scourge, the Magic Set
Magic: The Gathering has some really interesting things recently coming into my space. In the past literal full year at this point, Wizards of the Coast have released products that do nothing but personally irritate me, and the horizon shows no abatement on that score. I hate Urza, I hate Mishra, I hate the Phyrexians and the only reason I don’t flat-out hate Dominaria is Kelly Digges’ work on worldbuilding that space being absolutely breathtaking to consider as a form of craft. These are spaces for which I have literally no actual emotional attachment, stories that I want over and gone as soon as possible so that Wizards can maybe pursue the dream of twenty years ago presented by Mirrodin of maybe not just continuing to write the same story in the same generic fantasy plane over and over, badly. But then they went and hired the Pinkertons.
I didn’t want to talk about this article this way. I wanted to reflect on the twenty years I’ve been playing this game and the twenty years I’ve been designing custom cards for it. I wanted to reflect on the importance of a game that maybe, part of me wonders, could have been my life, and which could have connected me even closer to some people who I think of as incredible and amazing and beautiful, but talking about that, and reflecting on that, feels deeply irresponsible because wizards went and hired the Pinkertons.
Continue Reading →3e: Finally Talking About Grappling
Alright, sure, let’s finally tear off this bandaid.
When I bring up the rules for 3e D&D, there are some rules I bring up that the rules were bad at, to, you know, bully them. The challenge rating system was pants, for example, and I will never not mention that. There’s also the imbalance of the wizard, the numerous busted prestige classes, all of that stuff — it doesn’t work, it’s build on bad assumptions, it relies on players to create their own balance matrix. Lots of great fun reasons to make fun of things.
One area of the rules I make fun of a lot is the grapple rules.
Continue Reading →How To Be: Amity Blight (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
Hey, you know The Owl House? That’s a recent animated television program that has all sorts of conversations around it about the way queer representation gets handled and creators get treated and yes, did you know, did you know that Disney are a bad company? It’s the first I heard of it too! Anyway, The Owl House kicks ass so I want to do a How To Be about a character from it and…
And how hard could this be if … oh jeeze, I see the word count.
Okay!

4e: Alternate Rewards
If you’re one of the many people who these days primarily interact with 4th edition D&D not through a set of physical books or even legally-acquired and properly indexed PDFs but rather through some kind of searchable javascript database, then you may have had some reason to stumble into browsing the items category. This category, typically, is arranged by alphabetical order, with the subcategories also in alphabetical order, meaning that while you may have popped it open expecting to browse Ankheg Armour and Armbands of Apparel, you instead get smacked first and foremost in the face with the category of Alternate Reward, shriven of any and all context describing what they are or how they work. You may even have read some of them and found yourself reacting to something like ‘oh this is cool, I would want that,’ then ‘how much is it, can I afford it in my character’s budget?’ and then a sudden sharp shock.
Continue Reading →Game Pile: Tide Breaker
Thumbnail below the fold!
Continue Reading →CoX: Labyrinthal
Time to time, I write up an explication of characters I’ve played in RPGs or made for my own purpose. This is an exercise in character building and creative writing.
Day job? Youtuber. His name’s Acre, even. The channel’s pretty popular, in the low thousands, where his channel is guides on history, as told by examining historically interesting weapons and swords.
Thanks to this, he did one day get his hand on a cursed, haunted axe, which complicated his life quite a bit. Now, when he picks that weapon, the spirit of the Minotaur flows through him, which – well, he wrecked his studio recording the video unboxing it.
But a secret identity is too useful to pass up, and Acre is out on the streets, doing what he can to take advantage of this power.
Continue Reading →Midmonth Bloodwork Work — Stuffness
Alright, Bloodwork, it’s a vampire game, it’s a builder game, it’s like Machi Koro but instead of an idyllic seaside town you’re making edgy vampire associations that look like Multi-Level Marketing pyramid scheme.
I’m thinking about this game a lot today, and part of what I’m thinking about is the game’s relationship to stuff. Specifically, the kind of material boundaries I have to deal with in the creation of a game which relies on a pyramidal card structure, modelled on the classic 52-card card game pyramid.
Continue Reading →Game Pile: Flamecraft

The Szudetken Empires, Part III
This is a continuation of the previous post describing the Szudetken Empires peninsula in Cobrin’Seil.

The Bernean Lodges
Where the forests weave in tight against people and farmland is hard-fought from its ownership, there are the night-time howling stands of the Bernean Lodges. Tall, narrow houses, with tightly angled roofs to slough off the snow and rain, the people of the Bernean Lodges isolate themselves from other communities, because they are keenly aware of the way that Szudetken is full of monsters that look like humans. In response to the threat of werewolves, ghosts, changelings, cultists and other horrors, the Bernean people opt to threaten and endanger almost everyone who moves around in their spaces,
Continue Reading →The Szudetken Empires, Part II
This is a continuation of the previous post describing the Szudetken Empires peninsula in Cobrin’Seil.
Voolfardisworth, The Glimmering Net
Where the land becomes mountainous, the castles of Voolfardisworth start to jut up on various cliffs and high peaks, overseeing inevitably, valleys of small communities beneath them. Sometimes known as the Fard, the Fooly or the Fanged States, Voolfardisworth is an aristocratic nation composed of many different, widely distributed noble houses that would rather you not admit they’re vampires (and may even do something to make it so you can’t).
Continue Reading →The Szudetken Empires, Part I
The largest single nation on the Cobrin’Seil continent of Bidestra is Dal Raeda. That is, at least, for those who measure around the edges of the nation, following its perimeter along each distinct shape, and measuring out the distance there. Of course, this does not accommodate for a measurement where an observer takes the furthest points of the nation, at all of its edges, and maps the space that contains; if one measures by that means, then obviously the largest nation on the continent of Bidestra is the Eresh Protectorates, a set of city-states strung out like beads on a string across the King’s Highway. A box, drawn to contain all of those cities, thanks to their distance between one another, could almost contain the entirety of the continent. A third method of measuring exists, where one looks for the area dictacted within the boundaries of the land mass, and composites together that space, such that deep canyons and tall mountains can exert influence on the scale of the nation.
By this metric, as uncertain a measurement as it can be, then the largest single nation on Bidestra is easily one of the six empires that occupied the peninsula known as Szudetken (pronounced schoo-det-ken).
Continue Reading →USP-04: April’s Custom Cards
Strategies and tactics abound in the many different types of war across the Usurper’s domain. Some are wars, some are politics, some are wars that don’t ever get fought because things are addressed ahead of time. The point is, it’s one thing to establish a powerful offensive, but it’s another, and far more dangerous one, to establish the boundaries of careful hate.
Warning: Wizards employees, this post contains unsolicited designs of custom magic cards.
Continue Reading →Game Pile: Lunark
And there’s a thumbnail after the fold, and the script outline afterwards.
Continue Reading →Prototype 23.04 — Blood Work
There’s not been much public work on this one. Most of my public spaces are annoyingly, lacking in engagement from the audience I’m used to — a very awkward thing which means I might start making points of using maybe even a discord? To get people to talk to me about the stuff I’m doing so they can engage with it? Not sure.

Either way, I have been thinking a lot about necromancy, about death and life, and the ways systems feed on one another so of course I’ve been thinking about multi-level marketing cults and vampirism.
Continue Reading →Game Pile: Starcraft, the Original
No, no, not the remaster.
Continue Reading →Dredging Up Schmavenloft
In the maps of Cobrin’Seil, up and on the right someplace, there’s a place called Kryphaneos. Setting aside that that name is very close to The Kingdom Of Mal-Bad, Kryphaneos is definitely one of the signs of an unrefined worldbuilder’s ‘that’ll do.’ Kryphaneos was my all-purpose place for horror stuff, dark magic came from there, there was an ostensible kingdom with supposed capitals and places and purposes and that was all a thing but it was a thing that happened over there. Kryphaneos was very much a ripoff of Ravenloft, as written by someone who didn’t read any Ravenloft books — a kingdom of nothing but dark horror, divided up by foggy lines, where the most notable detail ever provided about it was that nobody wanted to be there.
As time goes on and I keep trying to refine these ideas I meant to write down someday, I figured it was time to confront this space of grim and dark horror, and write down what I wanted it to be. But this isn’t that, this isn’t a writeup of the place, as much as it is instead, a consideration of what I want that place for. What do I want to have in this part of the world, and why do I want it to be different to just any old existing space.
Basically, if I have an Evil Country, why do I have it? What’s it for? And why is it there, and most of all, does answering those questions make my world a place that sucks to exist in?
Continue Reading →3e: The Epic Level Handbook’s Monsters
I’ve spoken about the Epic Level Handbook in the past, as a sort of ‘pull the corpse open and look at its insides,’ sort of way. Y’know, look, here’s where the liver is all weird and this bone connects to that bone and now you can see how all these parts in a broad way relate to one another and also why the patient is stone dead. It’s a good article, I recommend you read it because it’s about big, overarching problems the book had. I also have written about the problems of challenge ratings, the black box of imbalance that 3rd edition D&D has going on, a black box that gets worse and worse over time, all building on the impossible fundamental error of D&D 3e’s design philosophy, in that it’s intentional for players to be able to be bad at it.
But I didn’t come here to talk about that.
That’s not why I busted out the Epic Level Handbook, to drag the ugliest system rolled with worst dice through the streets again. Nor is to delve into the misshapen balance parameters presented by treating a single level of a class as equal across all classes when representing characters built well and characters built badly. A level 21 fighter is meant to be an equal challenge for a party to a level 21 wizard, even though one of those is essentially a tough guy with a sword and the other is a tough guy with a sword and the power to stop time.
Instead, I want to talk about the monsters of the Epic Level Handbook.
Because I think a bunch of them are cool, even if their execution is stupid.
Continue Reading →The PC Format Archives
Hey, c’mere, I wanna show you something.

Game Pile: The Dishonored TTRPG
Thumbnail and outline below the fold!
Continue Reading →MTG: Soundwave Superior
It’s weird given that I write about Magic: The Gathering and Transformers that I let the official printing of Magic: The Gathering Transformers cards. Oh and they’re all legendary and weird and Commander cares about legendary cards that shape the deck they belong in and are also weird. Oh and they’re all illustrated to look like screenshots from G1 Transformers, except they’re not, because of subtle hints like how Flamewar didn’t exist and Megatron is a tank and also they’re illustrated to look really good, and G1? Did you get this? It looks like ass.
There are fifteen of these cards. I’m not going to run through all of them, because there are fifteen of them and I need to think about how much time I spend talking about a card game full of elves (and now hobbits and cyber squid) especially when it crosses over with broken toys I got from the Salvos up the street from Woolies except I didn’t really, I’m pretty sure a bunch of those were Go-Bots, anyway.
Continue Reading →CoX: Ironworks
Time to time, I write up an explication of characters I’ve played in RPGs or made for my own purpose. This is an exercise in character building and creative writing.
How much work do you have to do to convince yourself that you’re normal?
He goes out at night wearing gauntlets he built, with knuckledusters designed to keep gangs down and send a message. He returns home to the mechanic shop and sleeps. And through it all, he tells himself he’s a normal guy, just fighting crime how he can.
Which doesn’t explain the flaming aura.
Or the unbreakable bones.
Or the way gods shudder at his presence.
Callum thinks he’s a normal guy, fighting evil with no greater purpose. And he couldn’t be more wrong.
Continue Reading →… The Paladin is Unleashed
Yesterday we broached the topic of what it means to be a Warlock, and yes, I am spending thousands of words arguing with a tweet, don’t at me, dad. But I can’t just leave it at what the Warlock is without talking about the very important characteristics of what the Paladin isn’t.

Because there’s a big fat misconception about what Paladins are, implied by how people relate to flavour text.
Continue Reading →The Warlock is Contracted…
There’s this phrase you’ll hear: “The only difference between paladins and warlocks is that one’s got an employer and the other’s got a sugar daddy.” This is a funny tweet that went around, and like many funny tweets, it’s useful for interrogating an idea, presenting a useful handle and it starts an argument.

What’s the difference between Warlocks and Paladins, it asks? According to this, almost nothing. Except for the way one of them is physically powerful and heavily armoured, and the other smell like cloves, but you know, we’re being needlessly reductive here, right?
Continue Reading →Game Pile: Bioshock Infinite, Again
When I wrote about Bioshock Infinite back in May of 2013, I had just started university and had some fantasy in my mind about this blog being a bridge to working in the games industry. James journalism, I imagined, was waiting for me to present an example of what I could do, and so, I wrote about games with the energy of someone trying to reach that sweet spot of irreverent professionalism, discussing games in terms of pros and cons and the inevitable consideration of a consumer.
At the time I did call the game a modern classic, on par with Spec Ops: The Line. I cringe at that a little, because while it’s true, it’s true in the way that you could remove that description from context and leave with the impression that I think that makes it good. It’s absolutely a classic – you can look at it in the context of the games of its time and it serves as an iconic reduction of so many of the elements that make up what it was to be games in that time and that place.
I then spent several years familiarising myself further and further with Bioshock Infinite and realising how much worse a game it was than I appreciated at the time. I eventually came to refer to Bioshock Infinite as a ‘shallow game as high watermark.’ That’s reasonable, I think — It does deserve to be regarded as a classic because of it. It was very much a good example of what gaming, at the time, considered The Way Things Should Be, that it was an example of art as a game.
It’s 2023 now.
I resolved the idea that I should be kind with energy, and cruel with purpose. The purpose here, is to look at my own writing, ten years ago, about this game, and see what I think of it, what I think of who I am now.
Continue Reading →How To Be: Samus Aran (In 4e D&D)
In How To Be we’re going to look at a variety of characters from Not D&D and conceptualise how you might go about making a version of that character in the form of D&D that matters on this blog, D&D 4th Edition. Our guidelines are as follows:
- This is going to be a brief rundown of ways to make a character that ‘feels’ like the source character
- This isn’t meant to be comprehensive or authoritative but as a creative exercise
- While not every character can work immediately out of the box, the aim is to make sure they have a character ‘feel’ as soon as possible
- The character has to have the ‘feeling’ of the character by at least midway through Heroic
When building characters in 4th Edition it’s worth remembering that there are a lot of different ways to do the same basic thing. This isn’t going to be comprehensive, or even particularly fleshed out, and instead give you some places to start when you want to make something.
Another thing to remember is that 4e characters tend to be more about collected interactions of groups of things – it’s not that you get a build with specific rules about what you have to take, and when, and why, like you’re lockpicking your way through a design in the hopes of getting an overlap eventually. Character building is about packages, not programs, and we’ll talk about some packages and reference them going forwards.
Really gotta specify that ‘in 4e D&D’ on this one.
When we talk about How To Be, the point has always been to take characters that are interesting in some particular way then see how we can carry that vibe into the creative space of 4th Edition D&D. What we’ve seen, when we try and make things like a real-world-alike gangster or a robot dinosaur, is that there are some concepts that seem very easy to translate into the play space that really aren’t. Zelgadis is a D&D character and he was very challenging to translate to the game just because he’d already been filtered through another set of different game rules. Minfilia showed us that when a character leaves large parts of their method and ideology as blank slates, there’s a challenge creating something in the space that fulfills that character.
Extremely defined and extremely vague characters, in both directions, are hard.
Anyway, let’s look at Samus Aran.
Continue Reading →The Beastfolk, As People, Part 2
This is part three, effectively, of a long form examination of the political coalition of the Beastfolk of Cobrin’Seil – which is basically ‘how furry can I be in this setting, conveniently?’ The answer, broadly, is ‘pretty furry,’ with things like werewolves and werebears available, but also, this is where you get rats, monkeys, dinosaurs (I made mistakes googling ‘anthro raptors’ for this article) and of course, the vitally important presence of bnuy.
Continue Reading →The Beastfolk, As People, Part 1
I talked about the origin of the term beastfolk in Cobrin’Seil, and how it represented a political coalition of different people whose shared commonality was the origin for the term beast. What I didn’t really talk about there, though, were the actual cultures that made up that grouping, and what kind of options you have presented to you as a player, nor really what those cultures meant in their place in the world. Plus, in the overview of the Beastfolk, I kind of gave a list and that got me thinking about the cultures as a whole.
And well, I like talking about the cultures in the world of Cobrin’Seil. I like talking about their peculiarities, and about ways to encourage players to see their place in the world, and about the spaces they create by what they imply.
So then:
The Beastfolk of Cobrin’Seil, more or less, as worldbuilding entities, with an important detail about how to consider them as a player.
Continue Reading →Game Pile: Volume, and the Hero as Persona
Horny vs Spite
When explaining creativity to newcomers, I express the idea that everyone who makes something makes it out of one of two possible motivating factors, when viewed broadly enough. The line is:
Everyone who ever made anything made it out of one of two possible motivators; horny, or spite.
This maxim serves to get the conversation started. You either wanted the thing to exist that didn’t exist yet, or they were mad at the thing for not existing the way they wanted it to. These two driving could also be seen both in terms of just ‘wants’ – but I think that when you simplify it that far, you leave the listener without a valuable handle, a way to grapple with the idea.
Continue Reading →