Category Archives: Games

I write about games! I write a LOT about games! Everything I do about games is here, in this tab, in some way.

What If You Were Better At Scrabble?

Didja know the French Scrabble Champion was, for a time, a guy who can’t speak French?

His name is Nigel Richards. He’s real good at Scrabble. In order to compete in French Scrabble, he memorised the French Scrabble Dictionary over nine weeks. He knows all the words that are valid moves, and doesn’t speak any French at all. And this might seem like a remarkable thing, at first, but I tell you this not to be awed by Nigel Richards — though I mean, you should be impressed, the dude is good at Scrabble — but rather to get you to think about Scrabble.

About what Scrabble’s not, and how to see how being good at Scrabble would change you.

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Game Concept — Bad Advisors

Did you hear what the king’s advisors were talking about? Well, I heard from one of them, that they think that the other advisors are too focused on their wine, or their parties, or their lovers, or enriching themselves. Why, you didn’t hear it from me

This is a concept writeup for a card game. The aim is a single-deck, form factor game which needs no sorting, you just shuffle it up and go. My aim is for a game that fits into our $20 range on Invincible Ink, so think like an ordinary deck of playing cards in terms of size.

As a setup note, this game imagines each player is pretty translatable to one another. You start the game by shuffling up a deck and dealing it out to everyone. The vibe here is something like Cockroach Poker.

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Player Characters Of the Szudetken

Oh yeah, I talked about the Szudetken, right? That peninsula that’s bigger on the inside than it is on the outside, and is full of these awful horror-inspired daylight-horror Christian ideas, with a dash of Bloodborne and The Locked Tomb for players to work with. But how do players interact with them? Especially with no mechanical information?

Well, that’s what this lengthy mechanical article is about. Yes, two thousand words of just ‘different perspectives on living in these cursed places.’ It’s not going to have a dramatic conclusion, it’s just character options. Note that these aren’t the backgrounds you get in the Szudetken. You can be an Artisan or a Merchant or a Military background character from all across the Szudetken: those backgrounds still show up just fine. These backgrounds just represent some of the more prominent experiences unique to these specific parts of the Szudetken.

Also, these backgrounds are presented as a way to try and give you, the player, a vision of what life is like when you have this background. Things that are familiar to you and normal to you, and what big, prominent things that are normal to other people aren’t necessarily normal to you.

Where a Background says ‘Associated Skills,’ that means you can choose for those skills to either be added to your class skill list, or you can have a constant +2 bonus to those skills. When it lists a ‘benefit,’ that’s something else.

And now, on with tools for making a Szudetken character, which may be of use to you if you’re just… grabbing these cultures and dumping them into your world!

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3E: The Scariest Thing About The Lich

Welcome once again to a spoooky post about stuff that’s in D&D! That’s right, it’s time to once again look at an older, historical edition of D&D that may just be serving as my excuse to look back to the early 00s and late 1990s and consider what tabletop gaming thought of as normal and cool, and go ‘wow that’s messed uuup’! But this time with a spooooky twist!

We’re going to talk about liches!

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4e: The Vampire Sucks

Across all my writing about 4e D&D I’ve spent a lot of time espousing cool things that you can do as a player without really needing any input from a DM. The game design is robust and reliable enough that you can make things like a werewolf or a ghost-haunted pile of crystals and the game system handles it so the DM doesn’t have to make something specific for you so it worked.

I have mentioned the Vampire from time to time, but always with a drawn-in breath of ‘if you want?’ or something like that. A warning, a gentle one, but a warning nonetheless. The vampire, you see, for all that it is part of this game system I like and does something I like, doesn’t do it very well, and for that, it needs to be presented to players with a warning that hey: This could go wrong, right? You need to be prepared to be okay with that.

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CoX: Z3-R0

This is an explanatory writeup of one of my Original Characters (OCs). Nothing here is necessarily related to a meaningful fiction you should recognise and is shared because I think my OCs are cool and it’s cool to talk about OCs you make.


Across the islands of the Etoile and the remnants of Praetoria, the mercenary known as ZERO has taken on mission after mission, supposedly for the highest bidder. Nobody knows who hires her, but everyone respects what she can do – and the outbreaks of monsters that she’s an expert in dealing with.

Zero’s definitely got that symbiote swag – rippling extensions of her flesh that let her shapeshift, create armour, heal rapidly, and attack from unforseen angles. She looks familiar? Maybe.

Praetoria’s darkest deeds are back with an old threat in a new time!

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Game Pile: Phantom Ink

Let me show you one of my new favourite hidden information party games built around the theme of messing with a ghost. Which is weird in that it’s a genre that’s populated with enough cards that this game went through a period of being known as Ghost Writers before finding that they needed to shift the name to something else.

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The Worst People Unalive

For years now I’ve been holding back on penning this description of one of the worst places in Cobrin’Seil, and only because it’s the worst in a different way to you’d expect. Oh it’s a tightly controlled city with a gaggle of liches trading favours at the top making the whole place a necromantically controlled undead polity, but the real problem the city has is its housing rates and fad technology bubbles.

Welcome to Uxaion.

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3E: Evil Gods And Ridiculous Rules

Bhaal. Cyric. Gruumsh. Shar. Myrkul. Malar. Talos. Lolth. Bane. Tiamat. The names of dreadful forces, towering gods of evil and spite, entities that draw power from the very nature of what it is they embody. These are the evil deities of the Forgotten Realms, whose machinations and operators sprawl across the world before you, and whose presence makes the world a diabolical and dangerous place. They are powerful, they are malicious, they are intelligent, they are gods and above all, uniting them all, they are evil.

These entities, by the rules for gods in worldbuilding laid out in 3e, don’t make any fucking sense.

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How To Be: Harrowhark Nonagesimus (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.

I’ve had this one in the drawer since like April, I didn’t realise just how much I was going to enjoy digging into it two books later.

Oh and hey, sorta-but-not-really spoiler warning? I don’t mean to spoil the books to examine the character, but there is some inextricable hairs that come off with this particular bandaid. Particularly, if you know nothing about the books, there’s a vision of ‘proper’ fandom that says I shouldn’t do anything that gives you any impression of anything in the story, that I should somehow make a hermetically sealable piece of media because someone hypothetically should know nothing about the book when they first engage with it. This is silly. Telling you that, for example, in Harrow The Ninth we get to see that Harrow is a really good necromancer, that shouldn’t be considered as a violence against engagement with the books.

I liked the books, by the way, I think you should check ’em out.

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USP-09: September’s Custom Cards

Do you remember?

Do you remember those ancient stirrings, things in the vast, the great shadows cast along us?

Do you remember what it was like to look at the rolling ocean, and recognise your own smallness? The way that the strongest person you knew was probably still nothing compared to the ferocious power of storms and nature and the horrors of our own fears?

The logo for the Usurper's Palace, showing the title text overlaid on a six-pointed spiral vortext.

Warning: Wizards employees, this post contains unsolicited designs of custom magic cards.

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Game Concept — Lysen Co.

Welcome to your new position of Commisioned Human Resource Dispensation here at Lysen Co Food Technologies! We trust that you’re going to do your best for the betterment of all mankind as represented by the correct and accurate construction of optimal ‘tiger team’ panels for the full-time distribution of actualised test partners! Don’t worry, we know you’d never let us down – no member of our employment family ever has!

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Piton, Jura, Carpathia, Northumbria

You hear the term, in most any discussion of the nations of Cobrin’Seil. You’ll hear the phrase The Halfling Trade-Ships, or sometimes, Halfling Hulks. They’re a feature of the world and its politics, something so important that cities care about them, even though they aren’t, officially, part of that country at all.

The experience of the Hulks is pretty standard. Depending on which port you are in, wherever you are in the world, every few weeks or so, or perhaps once every few months, a single vessel cruises into the port, parks in the harbour in a space set aside for them, and spends a week completely unloading, then reloading up. These giant boxy vessels are often described as a totally different kind of ship to other vessels on the sea. They’re larger than even the largest naval ships, and they command small armies of people to manage and maintain, and all that money, all that profit they make just moving things from port to port, just sits in what, great and dreadful vaults, owned by ‘The Halfling Trade Houses.’

It’s more complicated than that.

Of course.

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4e: Strong Defenders

There’s a hole in the tanks.

That is, the defender characters you can play in 4th edition Dungeons and Dragons. The classes in 4e have roles that come with standard packages so that the DM can reliably expect any given party to be able to handle threats in general. I’ve talked about how great roles are in the past, but also in that same article I was talking about the way roles and methods are intertwined, and how you defender shouldn’t be determined by that you defender.

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3e: Otyugh Signalling

There’s this type of monster, called an Otyugh.

The monster manual in 3rd edition describes them thus:

This creature looks like a bloated ovoid covered with a rocklike skin. A vinelike stalk about two feet long rises from the top of the disgusting body and bears the two eyes. Its mouth, little more than a wide gash filled with razor-sharp teeth – is in the center of the mass. The creature shuffles about on three thick, sturdy legs and has two long tentacles covered in rough, thorny, protusions. The tentacles end in leaflike appendages covered in more thorny growths.

Monster Manual, Page 204

Now, what does an Otyugh mean?

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Game Pile: Brew

Brew is a 2021 game made by Stevo Torres, and published by Pandasaurus Games, who you may recognise from other titles like Machi Koro, Dinosaur Island, The Mind, The Loop, Ctrl and – you know what, Pandasaurus just have a lot of great games in their catalogue. They also have Brew, which doesn’t tend to get that much attention, and that’s where I could do a great job of pivoting to rubbishing on this game, because hey, if they don’t promote it maybe it’s because it’s baaaad.

No, don’t worry about it, I like Brew a lot.

Brew has a really cool premise for its fiction. Something’s gone all messed up with nature, and day, night, and seasons are all happening at the same time and also at random. You represent one of four alchemists in this space, who’s going to travel into the surrounding forests where different seasons are happening, brew potions, tame animals, and get chunks of the forest to Settle The Hell Down for a bit, and all in the name of establishing some control. You can walk from one section of the forest where it’s winter across a line to blazing summer, while you try to find animals that are transformed by these chaotic magics. Along the way, you brew potions that let you perform transformative magics, channelling the energies of the land into safe, stable places.

The winner is the person who gets the most victory points.

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The Sporekin

The term ‘Sporekin’ refers to any of the number of humanoids who can symbiotically link with and connect to the forest known as the River of Madness from the nation of Mosetto. Officially, the efforts to contain this forest are absolutely successful and there’s no growth from the forest outside of the ravine, and there are no people living in there – only dangerous plant life and symbiotic living-seeming things from inside the forest.

There’s nothing in the River to worry about and the whole affair is contained.

What do you mean you’ve seen people coming out of it? You must be mistaken. The spores cause madness, after all. Do you need to sit down? We can take you in for medical examination. Anything in the name of containing the River, you know. No? Then you best stop with these rumours.

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Skyjacks and Sporekin

It’s a growing concern when I write about the world of Cobrin’Seil that I’m creating a vast and sprawling set of locational information that is not interesting for a player to engage with and not detailed enough for a world nerd to truly love. Part of it is really that I’m filling out a map, and each place I fill out, I want to be both a real enough place with an economy and a vision of everyday life, and yet I also want each country described to be its own place with a reason for it to be its own place. When there are multiple countries that are like one another in a reasonably close proximity, Europe style, I tend to think of them as ‘provinces’ of a larger body politic.

What’s more, I feel like I know what I like to see in a Nation writeup but I also know the things I need in a Nation writeup. A Nation writeup is a hook, a place to belong, and I want you to give me ideas like how my life as a person in that space might be a thing I can feel and inhabit. A Nation writeup is also a thing a DM needs to be able to check for useful data with signifiers quickly, because it’s a place to come from but also a place to go to. Basically, it is a dessert to consume but there are vegetables to have first.

Presented in a book, I know that I’d be presenting a big splash graphic, with sidebars, and mechanical references in nice formatted popouts. Not so here, where the only visual material I can generate is either icons, stock art, or morphed/warped pictures of similar locations from the inspirations. The rest, all I can do, is with words, words, words.

Come with me to learn of Motesso, the Skyjacks, the Sporekin, the Citadel Ironsky, and the River of Madness.

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How To Be: Kaede Last Blade (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, I left this introduction blank and nobody noticed. Anyway time to talk about a character I’ve already spent thousands of words describing in terms of the negative space created by fighting games that enable a lot of fun interpretation and also selling us the vast and valuable currency that is nothing.

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