I haven’t participated in the annual RPG-a-day social media challenge since 2017 and, this year, I’m not particularly following the rules anyway. Instead, I mentioned games I thought matched the day’s theme in some way to mastodon. Since my mastodon traffic slowly disappears, I’m immortalizing the whole month in this post:

Day 1: Discipline

In Earthdawn characters channel magic into a personal path, outlook, and philosophy, a way of being called a discipline. What many games would call a “class” becomes more of an ideal in Earthdawn, talked about in-game, by name. I’m trying to capture this feeling in the playbooks of After Sanctuary my love-letter to Earthdawn.

Day 2: Stature

In Mecha & Monsters: Evolved, every role has tremendous physical stature, but the minimalist TinyD6 system aims for fast resolution, ease of learning, and quick play. If you want endless gear porn, chassis tables, convoluted hit locations and such, this isn’t your game. This one is for giant, stompy clashes without micromanagement.

Day 3: Poise

Social grace, emotional restraint, and poise form the center of Good Society, a Jane Austen roleplaying game. Play is diceless, supported by custom cards, with or without a GM. Players create a web of social connections to secondary characters, inhabited by other players when needed. I missed this original Kickstarter, but they appear… poised… to kickstart a second edition soon.

Day 4: Charm

All the meanings of charm come to play in Pasión de las Pasiones, a PbtA simulation of telenovelas. The playbooks and moves in Pasión provide their own system geared towards melodrama, excitement, and romance, with sessions of play intended to act as episodes in an epic telenovela, guided by one of several “playsets”, each with its own hooks and advantages.

Day 5: Burden

The heists and criminal lifestyle of characters in Blades in the Dark accumulate (mechanically) an ever-growing burden of trauma, debts, enemies, and consequences. The question is often “how much can you carry before you break?” The game inspired a Creative Commons SRD (“Forged in the Dark”) which powers a diversity of other games.

Day 6: Reach

When entire civilizations have been consumed and reside in the Belly of the Beast, your survival depends on how far you can reach into the bowels of the World Eater to scavenge. Mechanical instincts push characters to better rewards in deeper, worse, places.

Day 7: Mercy

In Monster Care Squad characters repeatedly must confront and stop something capable of tremendous harm, but destroying or deliberately hurting it isn’t an acceptable solution. They must show mercy, and understand and heal it instead. The game takes the idea of boss fights and reframes them as medical emergencies.

Day 8: Resolve

In Ironsworn characters swear vows, mechanically tracked commitment, and play is about overcoming milestones toward fulfilling them. Characters effectively say “I will do this”, and the whole game asks whether you’ll continue to mean it when fulfilling that promise becomes difficult. That’s resolve.

Day 9: Privilege

In Spire: The City Must Fall, desperate revolutionary dark elves revolt against the oppression and privilege of high elves. Social position is mechanically actionable and a character’s ability to navigate society is part of the game’s machinery. Further, the PCs themselves aren’t equally privileged, having very different relationships with institutions, wealth, religion and status.

Day 10: Secret

The secret in Public Access is buried history. Being a “Carved From Brindlewood” game, secrets are revealed through play, not prewritten, and rules make the construction and revelation of the hidden truth part of the game. Lost recordings and strange broadcasts lend an eerie feel to the whole affair.

Day 11: Tact

The King Is Dead builds the need for tact into the heart of its premise: you cannot simply crush everyone opposing you, because those same people are your peers, relations, potential partners, and future allies. This is social roleplaying way beyond “what is my persuasion bonus”.

Day 12: Loss

The physical loss of light as candles are extinguished during Ten Candles makes visceral the deterioration of the mechanical situation. As darkeness increases, you watch your narrative possibilities disappear as well, knowing from the start that “victory” is impossible and the point is for the characters to do what you can the time they have.

Day 13: Strain

Mechanisms within Alien: The Roleplaying Game incentivize players to have their characters work under strain. When characters accumulate stress, this initially helps them succeed, but too much stress causes them to (mechanically) panic. It’s an interesting elevation of Mothership’s stress/panic idea, because stress isn’t always bad, encouraging players to engage with it.

Day 14: Regard

Wanderhome embodies several meanings of regard, but particularly the verb form. It encourages you to first notice the world, then turn that attention to understanding, caring, then response, rather than treating everything as series of obstacles. Its token economy also rewards vulnerability, helping, appreciating the world, and regard for others. A Belonging Outside Belonging game.

Day 15: Endurance

Characters in The Skeletons possess the endurance to guard their crypt endlessly for centuries. After encounters, players spend time in darkness and silence to represent the passage of enormous stretches of time before their characters are abruptly recalled to defend the crypt again, an act of endurance all its own.

Day 16: Composure

The text of The Clay That Woke never uses the word composure, but you play minotaurs in a culture obessed with it. Characters breaking Silence carries mechanical consequences, while the game encourages situations where Silence can break. What finally makes you stop restraining yourself?

Day 17: Intensity

There are a number of games that foster tension, but this prompt is intensity, so I’m going with Outgunned, with its mechanical drives toward cinematic action. As pressure increases, characters are increasingly able and willing to do something outrageous. The rules don’t simulate reality, but the rhythm of an action sequence.

Day 18: Directness

What’s the minimum machinery needed to start having a space adventure? Lasers & Feelings answers this question. You can even print a version onto business cards and play between ordering food at a restaurant and receiving it. It’s several kinds of directness: starting play fast, keeping the game moving, hacking rules into a vast array into other games.

Day 19: Desire

Mechanics of Thirsty Sword Lesbians repeatedly transform attraction and emotional interest into actionable relationships. The game’s moves expect emotional and physical attraction to alter the course of conflicts. But the game also concerns other types of desire: belonging, recognition, identity, purpose.

Day 20: Promise

Hearts of Wulin fixates on the promise you wish you hadn’t made. Wuxia melodrama requires commitments, but the relationship structure in the game gives you a reason that keeping the promise is emotionally disastrous. Conflicting obligations and feelings aren’t just backstory, but exactly what the game wants.

Day 21: Charity

Golden Sky Stories presents the charity of animal spirits with human forms (the characters) helping ordinary people with small, personal problems. While many games build play around a loop of acquisitiveness, this game feeds generosity towards others, connections, dreams, happiness into one another in a positive feedback loop.

Day 22: Grit

Time works against adventurers in Torchbearer. The grind of the dungeon erodes resources, bodies, and minds, rest is likely far away, and you need the grit to keep going anyway. Discomfort becomes one of the principal subjects of adventuring.

Day 23: Fortune

When the desperate treasure-hunters in Trophy Gold seek fortune, they keep at it until they succeed or die penniless. This is not heroic power fantasy, but pillagers taking huge risks for wealth. It is also collaborative, improvisational, driven by structured “incursions”, and often you play to lose.

Day 24: Distance

Apollo 47 makes distance profoundly inconvenient, working on the Moon, with support on Earth. At the same time, because it’s played as a radio conversation, distance between players is no impediment (and, indeed, is something of an asset). The hardback version contains 23 pages of rules and 1177 pages of NASA manuals for prompts.

Day 25: Familiarity

Monsterhearts 2 posits that you shouldn’t have full narrative control over what you are attracted to or what you want, but you should be able to transform familiarity with someone into leverage over them. Welcome the messy lives of teenagers who are secretly monsters (certainly literally, often figuratively).

Day 26: Regret

Alice is Missing revolves around text conversations filled with regret, played live in a fixed time frame, without verbal communication. Recording a voicemail left by your character before they know Alice is missing amplifies the regret: the past has become fixed, while your understanding of it has changed.

Day 27: Hunger

The vampires, wizards, werewolves, fae, ghosts and other characters in Urban Shadows all obsess over different kinds of hunger. Mortals and monsters vie for control of a modern-day city, a hidden political battleground with hungers all its own. Rather than claiming to support “intrigue” with 250 pages of combat rules, this game delivers.

Day 28: Devotion

The devotion of the Nobilis to their Estate (concepts like “fire” or “storms” or “love”) is total, both the source of their power and their weaknesses. The bonds and afflictions in the most recent version of this game mechanize this devotion nicely. (The legendary square coffee-table second edition claims some devotion of its own.)

Day 29: Labor

Rather than using cyberpunk’s economic inequality merely as scenery, Hard Wired Island treats labor as necessary-yet-insufficient for survival, and the marginalized (the characters) try to use technology to change an unequal status quo. Economic shocks mechanize financial pressure, but merely accumulating cash is never enough. Real change requires more extreme action.

Day 30: Pride

The heroes of AGON cooperate while simultaneously competing for glory, but that is really just pride: “I did something extraordinary, and I want everyone to know it was me.” Dice resolution happens at the scene level, making for a fast-paced conflict, each session bringing the heroes to an island facing strife, dealing with that strife, and leaving the island never to return.

Day 31: Edge

The high-tech, hard-boiled characters of Technoir seek any edge they can get, with the game fundamentally interested in an economy of fictional advantages and disadvantages. All it needed to be the game I use to play in the world of Shadowrun was an alternative way of looking at characters to include magic and some other things, so I built Dragons Cast a Long Shadow to do that.


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