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radiantfracture

July 2025

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radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
[personal profile] sabotabby and I played that mini-game I made for my creative writing class, and the results were so deliciously out of control that you get to see it on our journals.

The game is a dialogue created by asking and answering questions. I've removed the questions here, but kept the dialogue format.

Feel free to try the game with a friend and post the results in the comments, if you feel inspired.

Into the Pit - A Playthrough of Getting There


Driver
The alleged car is a new type of EV, but designed by techbros who were far more interested in a grift than in making a functional vehicle. They were also, as it turns out, amateur occultists. The battery works, in theory, but in addition to charging, it on occasion requires a blood sacrifice. Not a whole human, necessarily. Just a little blood.

Passenger
We're late because your biomechantronic arm caught a virus and went all evil hand and kept swerving us into the ditch. We had to pull over and have a long argument with it about fate and destiny and being a part of something larger than itself.

It's partly your fault for not downloading the software updates and partly whoever set loose the virus, and partly me for starting a conversation about free will with it in the first place (I was bored and stressed out), so everyone's in an extra bad mood now, and also it's possible we're too late to stop the pseudoSingularity which might, as we explained tersely to your rogue arm, render all this free will more or less moot.

Driver
We brought the runic silicon chips, which carry on them the ancient invocation that will debug the pseudoSingularity, but did we remember the manual for their deploy and operation? We would have, if you had ever been the sort to read the manual.

Passenger
You're not wrong about me and manuals.

We're going to the Pit, that toxic junkyard of discarded magitech a thousand stories deep, with a seething lake of heavy metals and vampiric data spectres at its heart.

That's where the Sibyl sent us after a very rushed and expensive divination. There's at least a 50% chance that she's in the pay of the BludDies anyway, but we're out of options.

I'm frantically chanting every incantation I know in case one of them is the right one, so occasionally the windshield wipers start up, or flames shoot out of the hand-of-glory hood ornament.

Oh, and we're running low on blood.

Driver
Running my biomechantronic fingers over my scab-studded human one, I consider whether it's time for another blood draw. My nano-monitors are edging into the orange territory on the anemia marker, but what good will a normal WBC count do me if we stall out on the highway and get our eternal soul data devoured by ferals?

After all, the High Queen of the BludDies is an old friend and sometimes lover, and I wouldn't want to disappoint her.

Passenger
I bowl out of the bloodEV with the silicon runes rattling in my hand as the howling hypotheticals come screaming out of the pit.

And there's the High Queen between me and the edge, her void eyes glittering, information streaking down her limbs like mercury, but she's not looking at me. I might as well not be there. In a minute I won't be.

I'm just the means to this end, you and this dead-eyed glory burning like a phosphorous flame.

It's never been you and me, not really. It's always been you and her, and it's you and her now, here at the last showdown before the next showdown.

And maybe you didn't even know what you were going to do when you got here, until you got here. Maybe you were teetering between hero and heel turn.

But you know now.

{rf} / [personal profile] sabotabby 
radiantfracture: Beadwork bunny head (Default)
Partway through this term, no doubt as a coping mechanism for actual life, I got obsessed with role-playing games.

Folks! I don't know if you know this, but there are a lot of games.

Let me propose a nonce spectrum, for this post only, from story prompt to rule set, where on one end is an improvised story based on a few seed ideas, and on the other an elaborate clockwork mechanism like D&D.

Just lately I'm captivated by games that lean towards the story-prompt end of the spectrum, which I found out about through the Party of One Podcast -- listening to Johnny Sims play Big Fight Feel with the host, Jeff Stormer, using MacGuffin & Co.'s micro-setting Primetime Colosseum.

Big Fight Feel is a great storytelling Q&A game that develops the backstory to a climactic pro wrestling match. It is a hack of In the Air Tonight, which tells suspense-heist-chase stories. Air is inspired by the "In the Air Tonight" scene from the Miami Vice TV show. Stormer has also done a playthrough of another Q&A game called Knowing You, which tells the story of a relationship in reverse, from breakup to first meeting.

What I like about story games is that even this minimal mechanic of the questions lifts away a lot of the stakes of "proper writing" and lets people revel in story.

So for my creative writing class, I made a little hack of the hack. It's very much a mini-game, designed to be played in a few minutes.


* * * * * * 

Getting There: A Collaborative Question-Based Story Game

(This game is a quick hack of “In the Air Tonight” by Austin Ramsay)

 

This game creates a story between two people, discovered through asking and answering questions.

Decide who is PERSON 1 and who is PERSON 2. Ask and answer the questions in turn.

Answer spontaneously, as the ideas come to you. Let the story take shape. If one person is having trouble coming up with an answer, the other can help them brainstorm.

When you have finished asking and answering the questions, use your story as a prompt to write.

 

PERSON 1: What vehicle are we driving and what’s wrong with it?

[PERSON 2 replies]

PERSON 2: Why are we late and whose fault was it?

[PERSON 1 replies]

PERSON 1: What are we bringing with us and what did we forget?

[PERSON 2 replies]

PERSON 2: Where are we going, and who chose the destination?

[PERSON 1 replies]

PERSON 1: What are you not telling me until we get there?

[PERSON 2 replies]

PERSON 2: What happens when we arrive?

[PERSON 1 replies]

* * * * * * 


My colleague and I did a quick playtest. We ended up as waster surfers on our way to a family reunion in a broke-down Vanagon burning oil, on a sweltering day, with a Styrofoam cooler full of fresh fish on rapidly-melting ice, trying to make it to the Okanagan in time to show everyone that we can too accomplish something, even if it isn't getting jobs, except we end up at the Naramata ER because it turns out, hey, we're also having a baby, so in the end my sister gets stuck with all that fish.

I must say I feel quite satisfied by that outcome.

{rf}
radiantfracture: Beadwork bunny head (Default)
This one is for the game [personal profile] jasmine_r_s and I are planning to play on Monday night. She loves and has a great affinity for Oxford.

I know "dreaming spires" is a huge cliche, but its image of unreality fits in with the game.

* * * * * *

Oxford is Arnold’s city of dreaming spires, with its stone buildings the colour of parchment, of beeswax and tea; and it has been like a dream, to walk these streets, to drink in this history.

Ten days ago, the world went dark. A golden autumnal sunrise began to spot with blue-black as though ink were leaking into a page. The ink spread and covered the sky completely. You were plunged into absolute darkness – except that sometimes a shiver seems to run through that lightless sky, and for a moment a dull gleam shows, as on the side of a fish lit by a flash of phosphorescence in the deepest oceanic dark.

The ancient and irregular power grids of Oxford have failed, and the few insufficient generators are working overtime and running out of fuel. Students from around the world are stranded among the spires. At first, some classes continued by candlelight, as though everyone were travelling backwards in time together.

Five days ago, They came, and people began to disappear. Where a few dim lamps have been set out in the street, their shadows, cut loose of the owners, sometimes linger for a moment too long.

You don’t know anything about Them, except that they fear light.

Improvised barricades have gone up everywhere.

You happened to be on a tour of the Bodleian library when They arrived, so that’s where you’ve remained, locked in with nothing to eat but the cafe's dwindling provisions -- mostly endless checkerboard slices of Battenberg cake.

At first the librarians were strict, but lately they’ve let you wander. And that’s how you found it, tucked into a chained volume of Paradise Lost: a set of notes in the distinctively precise yet gently flamboyant script of C S Lewis. They are written in a cipher, but you think you have decoded it.

From reading through Lewis’ notes, you believe that he knew of Them, and that the Inklings, piecing together Their story, took measures against Them. If you understand the notes correctly, somewhere in Oxford, almost a hundred years ago, Lewis and his friends hid a means of opposing Them.
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
This one was written with Trait and Moment prompts from [personal profile] jasmine_r_s .

I like things about this setting and this Them; the story did come out really long. As always, the narrative is improvised based on a sketched-in scenario, a few character traits, and the dice rolls.

This is actually the second round I did with these prompts. The first time, with a different character, I think I was trying too hard to make the story come out in a specific way, and it came to a head too early -- which would have worked fine in a group game, but sent me off in a weird direction in the solo game. Not bad, exactly, just sort of meta. So I thought I'd try again -- same prompts, but new character.

I tell this one in the third person, but I think the first person has more impact.

Anyway, enough caveats--

See previous playthrough posts for the game rules.

Content notes: Character death (always); child in peril; choking; gross space plants


The Character
Ghost
Age 17
They/them pronouns
Prematurely grey hair
Virtue: Logical (inference)
Vice: Exaggeration
Moment: I will find hope in … a message from a past self
Brink: [I forget what this was exactly; it involved other people, though, and I never got to use it]

Ghost's Story )

{rf}
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)
My excuse is that mass entertainments have failed me, or something.

I saw The French Dispatch this afternoon on impulse. I didn't like it. I ought to have -- Wes Anderson's films are a very particular taste, but they happen to have a flavour profile that usually works for me. This, though -- I was just bored.

When I walked out of the theatre, the rain that had been gently misting down was now trying to float the cars. By the time I got home, I was soaked. "Now," I said to myself, changing into slippers and a raggedy smoking jacket entirely out at the armpits, "marking, or another solo game of Ten Candles?"

To be fair, there's still time to do some marking.

Anyway, these posts are mostly to show myself that I am in fact doing creative work, if work that it's hard to see the exact purpose for.

Recap of Ten Candles: the game plays out in ten scenes; you make crisis rolls to see if your actions succeed, with a pool of dice that shrinks in each scene; when you fail a roll, the scene ends and you tell Truths to move the story along; also, the world has gone dark and They are coming to get you.

What is known of Them for this game: They are lonely.


The vice and virtue here came from [personal profile] boxofdelights .

Jesse's Story )

{rf}
radiantfracture: Gouache portrait of my face with jellyfish hat (Super Jellyfish 70s Me)

9/10 would recommend

(It's this or the real world, friends. So today it's this.)

My current thing is RPG actual-play podcasts1, specifically Rusty Quill shows. What I tend to get captivated by, though, are the interstitial mini-games, the ones the cast plays three sessions of at breaks just for fun.

The first one I mentioned here was Twilight Abyss from the Magnus Archives feed. [personal profile] jasmine_r_s and M. and I had a brilliant online time playing our scenario New York 1979, modelled on the simple 2D6 rules of that game. Technically we have another session planned, although one character is currently unconscious on a bed of slugs and another is trapped inside a giant seafood organ. So things are not looking great.

I also heard the Magnus crew play Mothership,2 an Aliens-themed space RPG with a great stress and panic mechanic. My birthday falling on a Tuesday, I declared the weekends either side as birthday gaming weekends, and made the local crew try Mothership two weekends ago.

That was also fun, although I had failed to really think through the process of interstellar travel, and so very early on we had an interesting moment where I was worried the scenario had broken, but actually there was already enough character development that they players could totally dig the story out if I just got out of their way and let them.

(Always more to learn about GMing. I'm not actually all that experienced. Just bossy.)

Last weekend was my second birthday RPG, but I'd vastly overestimated the energy I'd have for prep. I tried all day to fiddle the bits of my story together into the second half of a scenario.

At 5:30 I slumped back in my vinyl chair and thought: what can I do with this fatigue and this goodwill? I can't write all this, but I still want to gather my friends and play a game against the dark.

Hey. We can play The Quiet Year.

Do you know The Quiet Year?

This is, yes, yet another game I have been wanting to play since hearing the Rusty Quill Gaming crew play it on their break.

If you like collective storytelling and thoughtful map-drawing games about community, I recommend it. You can find it here on the creator Avery Alder's site, Buried without Ceremony.

About The Quiet Year )

On Saturday, [personal profile] jasmine_r_s and I plan to play a game in Zoom with friends. Very excited to try it out in that format, and just to play again.

The Enthusigasm / Rusty Quill crew are also super into Monsterhearts from the same creator. Have you played that? I read it over and it seems like you'd need the right group to play it with, but with that group, wow.

{rf}

1. There's an old Onion headline, "Man Replaces Entire Personality with Podcasts." L'oignon, c'est moi.

2. Their Kickstarter just blew up big time.
radiantfracture: In B&W, a man with touseled hair wrestles an alligator. Text reads "Wresting with my Muse, obviously" (writing)
This game I didn't hear an actual play of -- I think Bryn Monroe mentioned it on Enthusigasm, Helen Gould's lovely new geek round table Pod on the Rusty Quill network. But I was intrigued.

I need things to occupy and delight me, so that I don't just work, or worry about work. I am having a lot of anxiety, and having a hard time each morning crawling over the broken glass of self-doubt to get to the room and tell people things. Today was hard. The class, of course, was fine. It's always fine. But I needed to think past it, so I promised myself that when I got home I could do a solo playthrough of Ten Candles. -- to test the mechanics.

Here, mostly for my own amusement, is the record of that playthrough. It's patchy, but then so am I.

Ten Candles

Content notes: Character death, discussion of eating disorders


I won't explain all the rules here: you can find out more about it on the website.

The guidebook (PDF $10) says this:

This is a story about what happens in the dark. This is a story about survivors trying to light up their little corner of the world and do something meaningful within it in the few hours they have left....Ten Candles is a tragic horror time-based cooperative storytelling game through which you will tell the story of a dark world and those who fall victim to it.

Though you know your characters will die, you must have hope that they will survive.

Ten days ago, the world went dark. Five days later, They came. They are after you. Their only weakness is light.


The rules in brief )

The Playthrough )

{rf}



1. There are some other rules about who gets to narrate which events, but they didn't really apply here because I am both player and GM.

2. I meant to type "Arthur" and then I liked the typo.
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