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radiantfracture

June 2025

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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: Beadwork bunny head (Default)
You heard me.

I'm a little bit obsessed with tabletop RPGs right now, especially the story-heavy ones. Last post I wrote about Ten Candles, which creates devastating tragic horror stories.

(The mechanic, while not complicated, took a bit to get my head around, but once I got it, I loved it.)

Anyway, instead of watching TV or playing games on my phone (or you know reading books), for the last couple of days I've been playing solo games of Ten Candles.

In group play, some of your character's traits are decided by other players -- in particular, your virtue (something you're proud of, something that solves more problems than it creates) and your vice (something you're ashamed of, something that causes more problems than it solves).

If you would like to assist me in my current obsession, feel free to offer virtues and vices that I could apply to characters. I'll probably post the stories so generated, if they seem like they'd be interesting reading.

These traits can be concrete or abstract: something with a little room for interpretation is useful, though something weirdly specific can also work.

So "confident" could be a virtue, but so could "agile" and so could "reflective." And "arrogant" or "obsessive" could be a vice, but so could "addicted" (it seems that it can also be more like a tragic flaw than a vice).

{rf}

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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