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Hella Folks & Drama Happens – a zine

April 28, 2026

I put together a little zine with tools for improvising NPCs, running scenes, and some stuff with factions. It’s a short, 16 page PDF called Hella Folks and Drama Happens.

  • If you’re already a paid Patreon supporter, you’ve got access on there.
  • I tried to make it easy to print; if you have a printer/software to do “booklet” style printing, everything comes out on 5 sheets (1 cover, 4 pages) of US Letter, folded in half.
  • If you absolutely would prefer a physical product, I will be looking into how best to sell and distribute these but it’ll probably be a few months before I get it together.
  • If you’re a regular blog reader, there’s nothing “new” compared to stuff I’ve shared before, other than it being more cleaned up and less rambley.

If I can find some other topics to squeeze into a zine format, I might do more things.

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Game Hype: Defy the Gods

April 16, 2026

I backed Defy the Gods a while back, but as is often the case, I didn’t bother reading the PDFS or any preview stuff until I got my hardcopy today. And I’m very hyped! This game is taking a lot of good ideas from other games and mixing them well.

First, while I’m only just a little ways into the book, the writing and layout is clicking for me in a perfect way. A pitfall I’ve found happen here and there with games is when they do too much handholding/explaining, and you end up making some aspects of play seem exceedingly more complex than they actually are. (I love Tenra Bansho Zero, but… those GM advice sections feel this way). In Defy the Gods, it’s enough, and not more, and it’s just right. We get a break down of the larger systems in play and then go into the specifics of how to apply it.

It’s labeled Queer Sword & Sorcery, and does a great job of setting up that it’s the combination of society and the gods that oppose your existence. The safety section clearly talks about setting up the dial of how your oppression works in play; whether it’s highly coded and made distant or blatant and clear about the nature of queerness and hate. Honestly the safety section is one of the best I’ve seen.

Second, this game has a perfect cycle of drama and pacing built in. It’s a fantastic Mesopotamia, with your heroes doing bronze age sword & sorcery stuff… but deeds which are too great draw the attention, jealousy and ire of the gods. As you play, if you roll too high, you build up Fire, and Fire brings the Gods upon you. As you fight and defy them, go long enough, you might become one was well, which is explicitly explained that it is your superhuman power eroding who you are as a person… (Speaking of Tenra Bansho Zero…).

Unlike most PBTA games, your character is built on Epithets, or player defined traits; aspects of yourself that define who you are. Gaining power replaces them. The people closest to you can grant you new ones, as well, for they know you better than most. Betraying these Epithets also wounds them; denying who you are has costs.

I’m barely into the book and very excited. Also! There’s a whole index for the artists in the back – thumbnails of the pieces they did, page reference, the artist’s names and links to their websites/socials. I had never seen something like this before, but it’s an incredible and great idea.

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Errant: The Mid Levels

April 11, 2026

God I’ve been running Errant 4 years now! Now, to be fair, we do end up taking significantly long breaks at time; usually November-December is off for holiday time and people have other things, but I’d say we’re probably playing 40+ weeks out of the year.

There’s been some really interesting shifts in the tone of play as we’ve gotten into middle level play, and it’s all based on the mechanics rather than me pushing play in any specific direction. We’re still doing the basic loop of “go to dungeon, clear dungeon, come back and blow money on partying”, but the part of “getting tied up in faction level bullshit between dungeons” becomes more and more a focus of play.

Untrusted, Unwanted

First context; Errants are untrusted and unwanted. These are the people you only hire if you have to, for problems you do not want to deal with. That’s the default lens of how society sees them. Yes, you can win people over eventually, yes, you can earn people’s respect… but… it’s an uphill battle. In the best situation you are seen like a rock star; a hero, famous, probably worth seeing, but not the sort of person you want to settle down as your neighbor.

Negotiation mechanics give you a limited amount of chances to make your points before people get tired of you, Errant, trying to waste their time. Institution building mechanics put the odds against you; your businesses, your magic academies, your alchemist business, your smith workshops are constantly beset with problems and delays to profit.

The easiest road is always adventure. Or risking death, if we’re going to be honest.

Renown & Reputation

Roll 1d10 to see if the party’s reputation precedes them; if it’s equal or under their level, the NPCs have heard of them.

As we hit the mid levels, this is pretty common, right now players are level 5 so it’s a 50% chance. For the average citizen, they want to hear the stories of adventure, see the party show off the thing they heard about, help promote their chosen cause, or sleep with them.

The people with power and influence see the Errants quite differently; dangerous. The more powerful deeds they’ve heard, the more they recognize the Errants as walking time bombs. So they want to see the party get sent off to do some quest or deal with their rivals or anything other than stay here, too long, and get ideas.

Our party has been seeing the gulf in treatment depending on how this roll goes. Sometimes they’re nobodies who seem sketchy and are basically ushered along and sometimes a powerful politician seems to know a little too much about them, their proclivities, and maybe sometimes, their misdeeds. NPCs are knowing about them, they’re knowing nothing about these NPCs.

And of course, some of it is quite reasonable why it’s happening. The governor wants to know who the heroes were that stopped the wyvern attack. The noble who collects weird arcane stuff wants to know where this delightful eldritch statue came from, maybe they could find some more? The crime boss wants to know who killed all the highwaymen he stationed along the best trade route. The Guardian of the Palace has definitely done multiple divinations about groups who have done great deeds and arrived to the capital just after the majority of the army has left for war.

It leads players to being entangled in faction drama even if they didn’t go looking for it. As they get a name for themselves, the trouble looks for them.

Leverage

So as I mentioned at the start, Errants are untrusted. So to get favors or resources, you start by taking dangerous, terrible jobs. Over time, you might win some people over. But, as you level up and go further, you get more money, and do greater deeds. And win over more people.

After some point, the problems that plague most villages are minor threats to you. And that means it’s super easy to help them and earn some good will that might overcome that bias against Errants. Or, if you’re less of a hero than that, it also becomes easier to threaten to get what you want. Basically, of normal resources in a village, the party can usually get what they want, one way or another.

Even then, the larger cities will not get won over or pushed around this same way. Yes your band of adventurers killed a wyvern, so what? The town has ballista and well trained soldiers who can do the same thing. It may take 10 times as many people, but they can do it. Oh, you want to threaten people here? You’re not the first person to summon a flaming skeleton in the Duke’s Hall. Larger cities have more people, more resources, and most importantly; more history and a past to have developed countermeasures to many of the Errant’s tricks.

The other issue, which goes back to our first year of play; if you act out or destabilize the large cities; you lose access to what that city offers. Errant has tiers for towns; small towns only have limited resources – the best smith went to the capital, the best healer went to study under the Alchemist’s Guild. All of those people are in the bigger towns. The Errants will accumulate a bunch of “projects” that they’ll want to hire help with. Someone to decipher an ancient book, someone to melt and smith this chunk of mithril into a choice weapon, someone who can train the weird bat stone monsters you’ve captured.

It’s where Errants find themselves having to endure bullshit if they want to maybe have nice things.

In comparison

I think all of this is pretty interesting especially when I compare it to D&D. D&D leaves it up to the group or the GM about what the focus of play is going to be, or how involved the party gets with factions and society. Errant starts you at a very specific social standing (bad) and never lets the foot fully off your neck.

The system structure starts forcing you into larger and larger faction and scale problems even if you’re not directly pursuing those things. Reputation becomes a double edged sword, more power means being asked to deal with bigger problems or being considered a bigger problem yourself.

It’s just been very interesting watching how this has been shifting over our campaign and sort of building up without any extra push on my part or the players.

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The gaps tell me about the game

April 10, 2026

So Quinn of Shut Up Sit Down has been doing RPG game reviews for a few years now. I’m really enjoying this video he recently released on Mothership:

Well, specifically I really enjoy the section towards the end about “complaints”, not to down Mothership or anything, but because they highlight a key point of a review in explaining the experience people can expect with an RPG overall; in this case, he highlights players feeling a bit detached or not fully locked in on their characters, issues around the supplements being very different settings, and so on.

This is a key part I really like to hear about from play experiences because it lets me know what kind of work I’d have to expect as a GM, or what kind of things this game doesn’t do. It sets expectations. The gaps are where I really know what it is before buying or running a game. You can always read pitch copy on a website or description on the store website, but the gaps are things people generally don’t advertise, hell, if they even recognize them for their own game.

Anyway, I’m just pointing this out as an example of great reviewing and an example of specific criticism that works great, and that it’s helpful for more games to have this kind of coverage.

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Enthusiastic Game Consent

April 10, 2026

Saw a few different conversations with people complaining about how hard it was to get their groups to try out new games. I’m not going to talk about “tips to help make that easier” because what I want to talk about is emotional honesty and choices of how you spend your time.

First, a flashback: “It’s not hard to get people to do what they already want to do.”

It’s a good post to read in full. It’s not long.

Now, the emotional reality for a lot of these discussions is simple; one person wants to try different games, the majority or entirety of the other group is not interested.

If you’re that one person, you need to make some choices with your time. The most fulfilling thing is to find a group or two who DO want to try a bunch of different games. The second thing, is, you don’t have to keep playing/running for the group who doesn’t. You can hang out, you can stay friends online, you can play videogames, you can watch movies, but maybe dedicating 2-6 hours a week to a game you’re not really feeling that much isn’t a good use of your time, and, will build up long term bad feelings.

You don’t have to stay trapped in a gaming situation you don’t enjoy.

To make a weird but accurate analogy; RPGs need to have enthusiastic consent like sex. If you’re going to spend hours of time at this, maybe get emotionally vulnerable, maybe not, but definitely a long term commitment? God everyone involved better be interested in doing this.

The other half of that is if everyone else isn’t enthusiastic about it either? You should also expect that game to fall apart.

It is not hard to get people to do things they already want to do. Conversely, it is impossible to get people to do things they do not want to do (for fun).

It’s ok for friends to not all like the same (games, movies, music, food, whatever). We’re not hiveminds. If you can come to that basic understanding, then you can make choices about how you want to spend your time. Sometimes you spend time with friends doing something unfun (“move furniture”) but you generally attempt to spend more time doing fun things together. If the activity isn’t fun for you, and hasn’t become that way after a session or three, it’s not going to change.

If you find my blog entertaining and valuable, consider supporting me on Patreon.