Sam Sorensen
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Sam Sorensen
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Ten Intangible Tips for Development Editing Your RPG Manuscript
Development editing occurs while the manuscript is still being written. Compared with line and copy editing, which focus on the sentence-by-sentence questions, development editing focuses on higher-level questions of structure, form, and content. ### 1. No Questions, No Suggestions Many setting guides feature open-ended questions without extant answers. Here’s a made-up example: > Deep within the dungeons of Castle Hochstein, Count Vermeer keeps a terrible secret sealed in an ancient vault. What could he be hiding? Another variation is the suggestion, option, or possibility, often phrased as “It is said…” or “Some say…” Another made-up example: > Countess Elouise often frequents the North Tower alone, for hours at a time. They say she’s the one communing with the Starlit Lord. Perhaps it’s even true? Yet another option is the unspecified adventure hook that points to locations and events that don’t exist in the book. Another made-up example: > A messenger from King Ulf of distant Zanaria arrives, stating that a new Royal Tourney is to begin in two weeks. Brave knights and warriors have a chance to earn their fortunes. These kinds of questions, suggestions, and would-be hooks are typically intended as prompts to a reader, ideas to get started with. They exist to “spark the GM’s imagination,” or otherwise create a hypothetical jumping-off point for a session. In practice, though, these questions and suggestions are useless. Open-ended ideas—things that _could_ turn into cool sessions—are the easy part of writing. Everybody has innumerable ideas. As the author, it’s your job to go further and give the GM the material they need: to ask a question with no answer or make a suggestion with no follow-up is to create more work for the GM, not less. You are, of course, allowed to include terrible secrets locked in the ancient vault of Castle Hochstein, just as you’re allowed to have noble ladies whispering to the darkness or sudden announcements of royal tournaments, but those all need to be clear, specific, and ready to play. The locations, occurrences, and situations themselves need to be described in enough detail to run without additional preparation. When you feel the instinct to write a question or leave a suggestion for the reader, make a note for yourself. Later, write the specific answer. ### 2. Everything the GM “Gets To” Do is Something the GM _Must_ Do Many GM sections include features the GM “gets to” do. Detailing the player characters’ home base, for example, or linking disparate tidbits of lore into a single thread. In more extreme cases, some RPG books instruct the GM to create whole NPCs, maps, world elements, or other content, often with the injunction to base these new elements on players’ desires or characters. Here’s a made-up example: > After they introduce their Ne’er-do-wells, ask each of the players for two contacts they know in Lusitania City: somebody useful but troublesome, and somebody troublesome but useful. Once they’ve described their contacts and each contact’s history with their Ne’er-do-well, work these contacts onto your Relationship Grid. Remember to update each Faction’s Web accordingly! For this example specifically, consider instead an existing list of contacts that the players get to choose from rather than needing to be created from scratch. Perhaps slightly less flexible in some cases, but so much less demanding of a GM. Each step of session preparation the book does not cover is something the GM must do themselves. The fewer steps it takes the GM to prepare a session, the more likely they are to run that session. When you leave things that the GM “gets to” do, it means that much more work they _must_ do before they can start playing. (To be clear: some rulebooks explicitly concern themselves with worldbuilding, featuring very literal collaborative storytelling as a key part of play. These are not what I refer to. If you want to worldbuild, by all means, worldbuild.) ### 3. Generators Need Play-Ready Results Many rulebooks and supplements include generators, typically in the form of multiple random tables to roll on and string together. Here’s a made-up example: > To create your Many-Moon Cult, roll 4d6 to determine its focus, structure, base, and goal. > > 1d6 | Focus | Structure | Base | Goal > ---|---|---|---|--- > 1 | Blood | Academic institution | Cave network | Ascend to the moons. > 2 | Death | Anarchic commune | Fallen meteorite | Awaken their dead master. > 3 | Fingers | Familial clan | Military fort | Government coup d’etat. > 4 | Giants | Hive mind | Necropolis | Mutate past human limits. > 5 | The Sea | Secret society | Noble estate | Open the star-portal. > 6 | Time | Single charismatic leader | Pocket dimension | Sacrifice the Chosen One. > > With your Many-Moon Cult created, your Hooligans will be ready to delve into the lunar mysteries! Say I roll 3, 6, 4, 2: a finger-themed cult led by a single charismatic leader that hangs out in a church necropolis, and works to resurrect their long-dead master. I assume their single charismatic leader is themselves an incarnation of the long-dead master, and that said master is entombed in the home necropolis, and had real fabulous fingers or something. Even with that extra sentence of stringing-together I just added, this cult is not ready to see play at the table. While these tables provide the broadest of outlines, without detailed NPCs, the specific steps of the cult’s resurrection plan, or a keyed map of their necropolis, many hours of prep are still required. If you want to include a generator in your book, it needs to produce concrete details, ready to play, with no further work or prep on the GM’s part. In many cases, this means cutting the generator. ### 4. Random Tables are for Regular Rolling Many adventures, setting guides, and supplements include random tables for things that either A) are rolled once and never again, or B) contain no specific instructions or use-cases for rolling. Here’s a made-up example of A): > The mayor of Bluesburg bears a large tattoo on his hand(s). Roll to determine what it depicts: > > 1d6 | Mayor Tattoo > ---|--- > 1 | A dragon. > 2 | Twin swans. > 3 | Constellations of stars. > 4 | A lightning bolt. > 5 | Grinning deathshead. > 6 | Geometric glyphs. Tables like these do not need to exist: better to choose the best result and simply declare that “The mayor of Bluesburg bears tattoos of twin swans on his hands.” Because this table is only ever rolled on once (if that), it doesn’t need to be a table—outright statements do the job just fine. Don’t be afraid to write specific, fixed details. And a made-up example of B): > CLAN SVARTBLOD VAMPIRES > > Svartblod vampires take on a sickly, pallid appearance, losing their hair in chunks, their bones jutting nearly through the skin. > > _HD4 AC6 M10. 2d6 claws (restores 1d6 HP)._ > > 1d6 | Svartblod Obsession > ---|--- > 1 | The moon, and what lies on its surface. > 2 | Human anatomy and its inner workings. > 3 | Fashion, particulary in high society. > 4 | Wigs, of increasingly-rare hairs. > 5 | Mirrors, glass, and crystals. > 6 | Worms, eels, blind snakes, and pale wriggling things. A table of obsessions suggests a few things about the clan, sure, but so do any written details. Compared with ordinary sentences and paragraphs, this particular chunk of information gains nothing by being a random table. To make better use of it, it could perhaps be paired with a rule like “When the shadow of the new moon passes overhead, each Svartblod vampire re-rolls its current obsession.” (But in that case, a simple 1d6 table is likely not large enough for an entire clan.) If it’s just description, though, “Some things that the Svartblods vibe with,” a paragraph conveys the details better than a table. Most “floating tables” like this, ones present on the page but lacking rules prompting the roll, exist to fill space. That, or they once again provide a GM with hypothetical “inspiration.” In either case, these ideas are far more helpful worked into an existing adventure than isolated on their own—keyed to a map with specific NPCs and settings, each of these six obsession entries could constitute an entire encounter or set of encounters. Random tables can be extremely helpful in an RPG book, but they need to be regularly rolled on to serve their function as a table. Often, I suspect, the “RPG-ishness” of random tables as an aesthetic overwhelms writers—for something to “feel like” an RPG, they decide it needs to be a random table even when a paragraph would serve better. Resist this urge. If your tables aren’t regularly rolled on, swap them for something fixed and written. ### 5. Removing Context is Easy, Adding Context is Hard Consider the catalogue: the bestiary of monsters, treasury of magic items, grimoire of spells, or other collection of isolated, individual entries. Sometimes these are standalone books, but many other rulebooks, setting guides, adventures, and supplements also include a catalogue or two in their own chapter or section. These are often lauded for their usability, something along the lines of “These monsters are so flexible, you can slot them in anywhere!” Such praise stands in presumed contrast to adventures or setting guides, which feature entries’ subjects situated in extant contexts—times, places, and situations. Compare, for example, the wraith-lord waiting at the bottom of the Emperor’s Tomb-Ziggurat to the wraith-lord located in Appendix B. In practice, though, it’s a rare monster that’s actually more difficult to pull from an adventure (the Tomb-Ziggurat) and place elsewhere than it is to pull from a standalone catalogue (Appendix B). Same goes for items, spells, and so on—you can always reframe elements outside their original environment, no matter their source. However, because an isolated catalogue’s entries are largely contextless by design, they demand a certain level of situating, preparation, and writing-around to see play. By contrast, adventures and setting guides must include that context by necessity. You can always run the adventure as written, but an isolated catalogue demands preparation. More than quantity of entries in a catalogue, it’s context that provides value to a GM. There are already endless bestiaries and treasuries full of isolated content, more than anyone could hope to play. Do not be afraid to take stock catalogue entries from a ruleset’s bestiary or treasury and recontextualize them. A stock dragon or dagger that gets an associated village, region, and dungeon’s worth of buildup and anticipation proves far more impactful than a dragon or dagger that appears from nowhere but gets an extra fire-based teleportation power or whatever. Rather than the qualities of the monster or item or spell itself, it’s what exists around and about the entry that adds value to a session: the situation, atmosphere, and world. ### 6. Avoid Summaries, Avoid Previews RPG books of all stripes often include lengthy summaries of the text that’s soon to come or has just been covered. Here’s a made-up example: > Chapter 6 details the rules for spellcasting. This includes the process of spell inscription, the five languages of spellcasting and how to learn each, the seven different forms of grimoires and other inscribed objects, the nine stars that observe all spells, and the three traditional spellcaster bloodlines and procedures for making your own bloodline. Additionally, this chapter covers all keyword special rules for spells, including adjustments made to cost, target, range, duration, shape, and common alterations based on language, grimoire, star, and bloodline. Finally, it includes a full list of all default spells, and the procedures for casters to create new spells. This entire paragraph can be cut. By reading the chapter, the reader will already learn everything this summary conveys. (Personally, I suspect these summaries are so common because many designers use them as a kind of “soft outline” for themselves, a reminder and overview of what they need to include as they write.) In adventures specifically, these kinds of summaries are to be avoided because they give away the fun reveals. Here’s another made-up example: > In Act II, the investigators will follow the trail of Deacon Brando and the Order of the Unseen Edict deeper into the catacombs beneath Paris, leaving the world above behind for the realms below. There, Anaise (assuming she’s still alive) will introduce them to the Shadow Resistance, led by its stalwart veteran commander, Etienne Duchamps. Once at Resistance HQ, the investigators can pursue multiple side-objectives, exploring the catacombs and learning its paths as they aid the Resistance in its quest against the Order and its terrifying new conjurations. Studious investigators will likely uncover the Tomb of Duc Agilus, thereby revealing a terrible truth: that Deacon Brando is Jacqueline’s missing father, and also the thief of the Altarpiece of Tour-Saint-Jacques. After two weeks, regardless of the investigators’ progress, the Order will open the Crimson Doors in the Vault of Heaven, thereby unleashing the Profane Beast of Dispater and ushering in Act III. Each new tidbit of information in this paragraph—the catacombs, the Resistance, its leader, the Order’s magic, the Tomb, Jacqueline’s father, the theft of the Altarpiece, the Crimson Doors, and the Profane Beast—is far more engaging and compelling to read naturally, at pace and in context, rather than being presented rapid-fire at the start. As with the previous example, the reader will learn everything this summary conveys by reading the chapter. It’s entirely possible to write an RPG adventure a GM enjoys reading, but giving away all the book’s secrets before they’ve even begun is a surefire why to ensure they do not. Just imagine if a novel opened with a summary of each chapter’s events before you had a chance to read the chapter itself. Why bother? Don’t be afraid to play your cards close to the chest. Let the experience of the reader mirror the experience of the player. ### 7. Unstated Patterns are Juicier RPG writers of all stripes love to explain their work. While perhaps helpful on occasion—such as core rulebooks intended to be hacked, altered, and expanded upon—more often, these self-explications end up deflating the project, especially in adventures, setting guides, and supplements. Here’s a made-up example: > The insect-people station 12 guards at the front gates of the hive, 6 at each of the four lookout caverns, and 24 along the columns of the Queen’s throne chamber. And another on the same line, riffing a little: > At the northern mouth of the cave, 12 insect-people stand as designated rearguard. On the battlefield, the 43 remaining insect-people pick their fallen comrades’ bodies from the mess of worm carcasses and fluids. Notice the pattern: insect-people deploy and fight in multiples of six. Now, compare those to another version of the same: > Insect-people, as a culture, always deploy their soldiers in multiples of six, reflecting widespread beliefs and customs regarding the sacrosanct nature of the holy number. The insect-people station 12 guards at the front gates, 6 at each of the four lookout caverns, and 24 along the columns of the Queen’s throne chamber…. > > At the northern mouth of the cave, 12 insect-people stand as designated rearguard. On the battlefield, the 43 remaining insect-people pick their fallen comrades’ bodies from the mess of worm carcasses and fluids. When insect-people fall in battle, they do their best to immediately replenish their numbers back up to the nearest multiple of six, fulfilling an implicit command each knows from larva and egg-sac. The latter take up more space while providing nothing of value to actually running a session. The former are shorter and cleaner, and allow the GM to piece together the pattern on their own intuition. Even if they don’t, though, it’s no big issue: the content is still there, read to play. Readers who care deeply will find the pattern on their own; everyone else won’t notice the loss. While this example describes an adventure location, the same holds true for rules. Unstated patterns in rules design—be they core resolution, player-facing features, or GM-facing structures—are more exciting when they go unexplained. Self-explication serves only to satisfy the designer’s desire to ensure their vision is properly conveyed. It’s the designer chewing the GM’s food for them. Readers love to notice these patterns on their own. By trusting in the reader’s intelligence, you make a more compelling book. ### 8. Clear, Specific, Evocative When I edit a manuscript, these are the three basic qualities I look for, listed in order of importance: clarity, specificity, evocation. Here’s a made-up example: > In one corner are caged animals. Sometimes, they make a loud noise. This isn’t clear. What animals? How are they caged? What noise? > In one corner stand a collection of cages, each holding a wolf. Twice a day at a certain hour, they howl. Better. I know what I’m looking at now. But it could use more detail, and more specifics. > In the northeast corner stand 8 square iron cages, 5’ on a side, each holding a scrawny, mangy wolf. At 8:00 a.m. and 8:00 p.m. each day, they howl. This is more specific. The reader now knows position, size, material, and a touch of flair about the wolf. An improvement. Clarity and specificity are relatively straightforward, easy to judge by reading, and linked together. Evocation is trickier: while often a synonym for “cool,” an evocative piece of writing is one that stands out, that captures the imagination to compelling effect. Often, this means moving in unexpected directions. > In the northeast corner stand 8 chain-link cages, 5’ on a side, each holding a fat, grinning hyena. At 10:10 a.m. and 10:10 p.m each day, they yowl with synchronous laughter, their cackles harmonizing into a B minor Mixolydian scale. An iron cage holding a howling wolf is bog-standard dungeon decor; a chain-link cage holding a chubby, giggly, singing hyena situates the reader someplace far more unique and unusual. Evocation is about vibe, tone, and mood: when they get to this part, how should the reader feel? While vibes are important, the order exists for a reason. An entry that’s unclear cannot be specific, and an entry cannot evoke without being both clear and specific. Evocation makes the book sing, but clarity and specifity are necessary for the text to function in the first place. ### 9. Push Past the Obvious In ex-Pixar storyboard artist Emma Coats’s twenty-two rules of storytelling, rule No. 12 reads: > Discount the 1st thing that comes to mind. And the 2nd, 3rd, 4th, 5th — get the obvious out of the way. Surprise yourself. In OSR-blogosphere parlance, this might read as a call for conceptual density. Both point towards the same idea: go beyond the first thing you think of. It’s true that game design often involves iterating and expanding upon a theme, and it’s also true many adventures and settings follow threads of logic in the classic mode of “If this is true, what else is true?” Neither, however, justifies sticking only to the obvious. Iterate, iterate, iterate. When I take Coats’s advice and literally write my first five ideas down on paper, the sixth, seventh, and eighth ideas inevitably prove more compelling. RPGs, as a medium of mostly text, make iteration cheap and straightforward. I’ve read and played so many dungeon-dragon-but-different-this-time rulesets, just as I’ve read and played so many popular-franchise-with-the-serial-numbers-filed-off rulesets. They grow tiresome. I believe you can do better. Get weirder—push harder. ### 10. Write to Be Read, Do Not Write to Not Be Read While no-one dares to say it out loud, most RPG writers and designers seem to assume that their books will not be read. You see this in twin forms, two sides of the same unreading coin: on the one, bloat; on the other, reading presented as unnecessary. Bloat is symptomatic of many underlying issues. Sometimes, it’s a question of a publisher (under)paying a writer by the word, leading to flabby and overfull paragraphs. In others, a graphic designer wants a page to be filled with text or tables for visual purposes, leading to what I call _writing-to-fill-the-page-itis._ And in still others, it’s a case of the writer believing that more words make for a better product, that the book really needs these extra paragraphs or those extra appendices (perhaps they don’t have an editor to tell them otherwise). All fill a book with unnecessary words, and they compound upon one another. Bloat is endemic to tabletop RPG books: it transforms what can and should be a clean, tight, coherent text into something viscous and heavy, a sticky morass of words. Long decades of this has led to an overcorrection. It’s trendy to advertise RPG books—especially adventures—as not needing to be read ahead of time to run. “So clear, you don’t even need to read it before running!” While they’re reacting to an honest problem, these books take it too far and pursue a fool’s errand: a book that doesn’t to be read is much the same as a film that doesn’t need to be watched or a song that doesn’t need to be heard. Can you run an RPG session with such an object? Probably. But it will never be as compelling as a text the reader genuinely engages with, and certainly the resulting session will have far less to do with what’s written in the book itself. Bloat leads to GMs failing to get through all the reading; advertised unnecessity leads to GMs simply skipping the reading in the first place. In both cases, the result is the same: an unread book. Write to those who read. Choose every word, sentence, and paragraph with deliberate precision. Write as much as necessary, but as little as possible. Trust your reader. ### 11. Bonus Tip: Do the Legwork Many RPG books, games, and scenes claim to emphasize the imaginary world over the written rules. This is particularly common in OSR-land and its successor scenes, but I’ve seen it elsewhere, too (e.g. “fiction first”). If this describes your RPG, your setting becomes more important than your ruleset: in this mode, the value of an RPG book is not contained in its rules but in its world. If you want to make worlds to play in, they need to be detailed, thorough, and complete. You as the designer need to do the legwork. More than any quantity of rules, what provides value to a GM is a rich, dense, evocative world. * * * _As always, if these ideas excite you and you want help refining your manuscript,I am available for hire as an editor._
samsorensen.blot.im
December 28, 2025 at 9:39 PM
Sam’s Three-Question Taxonomy
When I sit down to read a new RPG book or play at a new RPG table, I’ve got three questions in mind. Basically all of my behavior at the table is downstream of these three and their answers. ### I. Is my goal to solve problems, or to tell a good story? Both of these are a little reductive in their phrasing, but bear with me. Problem-solving is about winning, or trying to win. Striving. Struggling. Pushing as hard as I can to achieve my goal, whatever that goal might be and whatever the method to achieve it. Slay the dragon, rescue the hot prince, catch the murderer, get the loot, solve the mystery. In standard dungeon dragon, I solve problems mostly through resource attrition management and micro grid tactics. In _LANCER ,_ it’s about crafting a hyper-efficient mech build. In _Blades in the Dark,_ it’s about juggling Stress and resistance rolls in clever ways. Very often, problem-solving means wielding the endogenous (read: “game-y”) rules to play in highly efficient, optimal ways: high damage numbers, most often, but also maybe reaching top speeds, maximal clock-filling, or gigantic loot values. But, problem-solving can also be more diegetic (read: “world-y”). Rather than the problem of “getting this bad guy’s HP down to zero before he kills me,” I might be trying to solve the problem of “getting through the room full of noxious gas with only a wet rag, a bellows, and a large toad.” Or scaling a very large cliff with very little rope. Or perhaps piecing together a series of clues, signs, and suspects’ statements to solve a mystery. Problems that are less abstracted, less numeric, less focused on systemic optimization than being clever in the relatively unsystematized diegetic world. Regardless, problem-solving is about chasing victory, usually with that victory being based upon conditions in the imaginary world—dragons, princes, etc. I play to the best of my abilities, as efficiently and effectively as I can. By contrast, storytelling is about drama, tension, narrative. “Good” and “story” are obviously both highly variable terms, which mutate a lot depending on context. But regardless, I aim not to outright solve some problem, but rather to craft a compelling set of events for myself and the other players. High drama, heartfelt emotion, unexpected twists, inverted tropes, satisfying arcs. The works. In the myriad PbtAs out there, storytelling revolves around wielding my playbook’s set of rules—my strengths and weaknesses, my advancement paths, my conditions and failstates—to fulfill the set of tropes the playbook suggests. In _Thousand Year Old Vampire_ or _Alone Among the Stars,_ it’s about taking randomized prompts and suggestions and using them to literally write a compelling storyline. In _Fiasco,_ it’s about fast-paced roleplaying structured into beats and scenes. And in _Microscope, i’m sorry did you say street magic,_ or _A Land Once Magic,_ it’s about creating a world with others, taking some prompts from the book and each other and using them to collaboratively create times and places imbued with meaning. In the story-focused mode, I’m not really trying to win, per se. I regularly make decisions that, in the context of the diegetic world, put my character and allies in a _worse_ position, because those worsening positions fuel the drama. This takes a lot of different forms depending on the particular game—especially moving from games where I play one character to games more about literally telling a story, let alone the genre and tone of the story itself—but the point is that I’m not aiming to win or achieve my goals efficiently, but rather to craft an engaging and compelling narrative. And in doing so, I as the player often act in ways opposed to the goals of my character, taking big risks, getting into trouble, and making unwise decisions. After all, it’s far more fun to watch our littles dudes have a bad day than a good one. Now, you might be saying: “Sam! Surely these aren’t actually in opposition! Surely a game can exist where the most optimal solution is also the one that crafts the best story!” To which I say, sure, you know, maybe. It’s definitely possible sometimes. And, as just a matter of course, play oriented around problem-solving will eventually result in a story, just as any other sort of RPG play will; likewise, play oriented around storytelling will also very likely involve some degree of problems to be solved, because facing challenges is baked into nearly all forms of stories. But, at every single table I’ve ever run or played at, somebody eventually has to make the call to go one way or the other, towards drama or towards efficiency. The question is not about whether or not storytelling or problem-solving exist at all, since both exist at almost every table, but rather which takes priority. And so I want to know, up front, which of these two I’m playing towards. (For the game studies dorks among you, note that either of these can make for solid Suitsian pre-lusory goals, in that I can fail to achieve either one. Problem-solving looks a lot more like a classic agonistic “game goal” than storytelling, and each treats the endogenous and diegetic frames’ rules very differently in terms of lusory means and constitutive rules, but both can serve to make a game.) When I’m faced with the dry but effective choice or the foolish but dramatic choice, which should I take? ### II. Can players (not characters) directly author the imaginary world? And if so, how often, and how much? This sounds kind of technical, but it’s actually very normal in lots and lots of RPG circles: sometimes, you as the player get to decide. You directly choose what the Secret of the Duke’s Tomb is, or you decide how this NPC is feeling, or you decide whether or not you’ve visited North Haven before, or whatever. A point where suddenly you, as the player, step outside your character to determine some fact, some truth, about the imaginary world in which you play. I like to think of this one as a scale, ranging from “always” (like _Microscope_ or _For the Queen_) to “often” (like _The Quiet Year_ or _Fiasco_) to “sometimes” (like _Dogs in the Vineyard_ or _Bluebeard’s Bride_) to “rarely” (like Genesys _Star Wars_ or any other trad project with bennies) to “never” (like most OSRish stuff and wargames). Often, world-authoring is hooked into some kind of rule, effect, or condition: _Blades in the Dark_ makes you burn Load or Stress; _Dogs in the Vineyard_ makes you win a Conflict; _Edge of the Empire_ makes you use a Force Point; _Wanderhome_ makes you spend a token; in certain PbtAs, it’s linked to specific moves, like _Bluebeard’s Bride’s_ “Shiver with Fear.” In nearly all of these, there are limits on how far this player-authorial power can go. Exactly where to draw the line on the _always <-> never_ scale is a little bit blurry, but it’s clear that some games and tables do this kind of direct authoring more than others. In light of Question I, it’s worth noting that these kinds of direct edits carry very different cultural connotations and expectations with regards to power and winning: in _Triangle Agency,_ it’s expected that you’ll make requests of the Agency to create conveniently-unlocked doors or useful traffic jams; in _For the Queen,_ though, your authorial powers exist to craft a more compelling and effective story. Imagine a game where you get the option to create a custom item as a part of your character’s backstory: taking the instant +3 Greatsword of Dragonslaying is, in some circles, considered being a bad sport. In general, the trend is such that as players gain more authorial power, they’re expected to take a more storytelling-forward position rather than simply trying to crush their enemies. (Exceptions apply, obviously.) Most RPGs, in terms of both books written and sessions played, land somewhere in the middle. Nearly all games allow some amount of backstory-writing, just as nearly all games eventually take a stance against conjuring whole new worlds out of thin air. As you hit the fringes, you start occasionally seeing accusations of “not being an RPG”—in the _always_ camp, this is the “It’s just collaborative writing or improv!” claim; in the _never_ camp, it’s the “This is just a wargame or board game!” argument. While not every rulebook directly writes this player authorial power into its rules (more on that later), it’s still a common expectation, at least a bit. (Game studies dorks, this is just “Do you get to break Markus Montola’s Character Rule?” Montola argues that, if yes, you’re no longer roleplaying—in most RPG circles, however, I’ve found that particular argument to be, shall we say, something of a non-starter.) As a player, am I locked to my character, or do I get the power to edit the world directly? ### III. When the written rules disagree with the imaginary world, which takes precedence? Now, in a perfect world, this never happens. One day, I’m sure, some plucky game designer will write the perfect ruleset that can exactly simulate the entirety of the imaginary world with the rules in the book, one-to-one, and we’ll never have to think about this question again. But until then, it’s worth considering. The classic example here is what I call the “Tied-Up Orc Scenario.” The combat’s just ended, and you’ve got the last orc tied up. You’re trying to pump him for information but you botch the intimidate check, so you opt to just knife him. With the orc powerless to resist, you slash his throat. What happens? At some tables, the orc takes 1d4 damage, since a dagger deals 1d4 damage. Assuming a reasonably meaty orc, it might take five or six turns of throat-slashing, even with advantage, to finish him off. But at other tables, you just slit his throat and it’s over, typically without even a roll. I see this as a conflict of rulesets: the more-visible endogenous rules found in the book, which state that daggers deal 1d4 damage and orcs have about 15 hitpoints, and the less-visible diegetic rules known by the table, which state that a dagger is perfectly capable of cutting a tied-up orc’s neck skin and that orcs die when their throats are opened. While this is a rather violent example drawn from dungeon dragon, I’m sure you can think of others: times where the written rules say that wine barrels sell for so much, or that it takes so long to cross the mountains, or that so-and-so characters always despise the people from such-and-such a place—but you, at the table, know that those rules don’t really match the world you’re playing in. This kind of conflict, this tension between the written rules and the imaginary world, is everywhere in RPGs. While it in theory exists in board games, too, board games have the ironclad cultural norms of saying “No, you cannot rob the bank in _Monopoly,”_ as well as a dearth of referees to adjudicate such off-book actions. Going even further, videogames don’t even give you the choice. In practice, board games and videogames are often praised for achieving close parity between the two, for creating crunchier mechanisms and rules that closely match the imagined world—what, in some circles, might be called”ludonarrative resonance.” But in RPGs, we as players can appeal to the logic and understood nature of the world, and often, this diegetic understanding can supercede the written rules. At most tables, the decision to err one way or the other falls to the GM in the form of a ruling. Traditional RPG rulesets understand that this conflict is very common, and so deliberately craft their rulesets to be flexible and adaptable to a variety of in-universe situations, even unexpected and unpredictable ones. There are no rules for , say, specifically leaping from the back of a charging elephant onto the pursuing camelry and spearing the rider in the same move, so we make a Strength check and add the falling damage to the attack roll, or something. The GM makes a ruling, you figure it out. But! This isn’t always the case. Many rulesets insist on following the rules, even when sometimes they make a little less sense, typically by suggesting that players rewrite or resituate their imaginary world to better suit the determined rules outcome—itself a concern related to Questions I and II. While lots of exceptions apply and very few tables go wholly one way or the other, in general, I find that more story-forward games tend to favor their written rules, more OSR-leaning projects tend to favor the imaginary world, and trad games split the difference to fall somewhere in the middle. (Game studies dorks: this is just endogenous vs diegetic rules again, from Fine and later Montola.) But the question stands: when the rulebook and the world disagree, which is true? ### An important caveat So far, nearly all of my examples have described published rulebooks, broadly assuming that players follow those rules. But! This is not the case. Individual tables and play groups can always change their answers to these questions, regardless of what the rulebook says. Often, this isn’t considered cheating, or even explicitly changing the rules, but just, like, regular mild variation in play. Dungeon dragon, as the generic brand, sees all sorts. Over the years I’ve played at many tables with many different flavors of player, and so I can tell you that each brings extremely different answers to these questions. I’ve “played D&D” where we spend most of our time exploring one town’s history, fleshing out our characters’ backstories and their connections to the people as we delve deep into emotion and feeling, just as I’ve “played D&D” where we stuff our boots full of wool to stave off the frostbite and trenchfoot as we wade knee-deep through icy water to haul a buddy with a broken femur back to safety. And, critically, both of these considered themselves to be—and possibly were?—still playing “the same game.” Of course, some designers take hard stances one way or the other. It’s quite common these days to reach the end of the rules in a new RPG book and be greeted with dozens of pages of essays, opining this way or that on the “correct” way to play the game that the designer has, in their mind, created with a specific intention in mind. Many designers, whether they know it or not, explicitly craft their rules so as to steer all tables that buy their book to play in the intended mode. In some cases, this might even work! While it’s relatively easy to bolt on story-ful character backstory questions to an OSR ruleset (just ask my _OVER/UNDER_ players), it’s quite difficult to play a gritty, simulationist version of, say, _For the Queen._ But in nearly all cases, it’s very easy to nudge the answer to any of these three questions one way or the other. Often, this happens at the same table on a session-by-session, beat-by-beat, or even player-by-player basis. It’s quite normal, for example, to be playing with big emotions and focusing on the drama while at the tavern, only to suddenly hard-switch and enter hyper-optimization mode as soon as the dragon appears and initiative is rolled. Likewise after the party finishes a couple sessions of hexcrawling and reaches a new town, it’s not uncommon do a quick round of question-and-answer to determine past connections—who’s been here before, who’s got a friendly cousin in town, who maybe had a run-in with the law, that kind of thing. Some tables go even further and start bolting rulesets together, using, say, _A Quiet Year_ to build the town they’ll play a campaign of _Apocalypse World_ in, but borrowing the combat rules from _FIST_ for the ensuing brawls. While designers and rulebooks often attempt to make definitive statements with regards to their answers to these questions, players at the table can always change how they play. ### Now, let’s taxonomize! To start, let’s look at each of the eight broad categories and think about which games—mostly relying on the written rulebooks, as it’s harder to get data on tables themselves—fit where. For the sake of brevity, I’m going to skip the “mostlys,” “oftens,” and “nearly alls.” Just imagine I’m qualifying each of these, and that your particular carve-out is, of course, excepted. > _Problem-solving, non-authorial, rules-favoring_ Classic trad games! Dungeon dragon, _Shadowrun, GURPS,_ all the rest. You play one character and that’s it, you’re here to beat bad guys and solve puzzles, and you do it by skillfully wielding the rules. This is, traditionally, where powergamers and erstwhile rules lawyers are at their happiest—a place where they can learn the rules, then deploy them to crush their opponents. > _Problem-solving, non-authorial, world-favoring_ OSR games and their successors! There’s a million individual rulesets that are all slightly different, but none of them matter because the world can override them at any time. The problems get simpler but weirder, the monsters require increasingly-complicated schemes to defeat, and stuff like the precise thickness of dungeons’ doors and walls starts to matter. For the less hack-and-slash among you, this is also where very pared-back mystery games fall: puzzles you need to solve on your own merit, with your own brain. You still strive to win, but you do it via the world, rather than the rulebook. (This style is, if it wasn’t obvious, my favorite way to play.) > _Story-telling, non-authorial, rules-favoring_ Newer trad, some neotrad, and a few storygames! _Vampire,_ in my mind, is the big early one here, but lots and lots of tables and games have been playing this way for decades, particularly because the line between this and more classic trad can be so blurry. You still play just your one character and you still gotta follow the rules, but here the point is not to defeat your enemies but to tell a cool, dramatic story. Often, this fits the “paper dolls” mode, where you spend a lot of time selecting your powers and abilities to craft a character that matches the individual you envision. Other times, this is the “narrow” sort of storygames, your _Monsterhearts_ or _Dreads,_ where you’re there to feel big feelings and the rules help push you towards those feelings, but you aren’t regularly outright rewriting the world. (For what it’s worth, this is also where I think a lot of videogame RPGs fit—many _Baldur’s Gate 3_ players, in my mind, are in this category.) > _Story-telling, non-authorial, world-favoring_ There’s not a strict name for this category I can point to as easily (NSR? “simulationist storytelling?” OG _Apocalypse World_ and no other PbtAs?) but it’s very common anyways. Usually, it’s phrased as something like “D&D but our GM is like really into their worldbuilding and lets us try lots of weird stuff as long as it makes sense.” Players are still locked to their character, but those characters exist in a world that exists beyond their stats and feats, and everyone’s playing to tell a unique story. In my experience, this is the camp that many new dungeon dragon tables end up in before they branch out to new rulesets—they’re highly invested, their world is very developed, and often the rulebook ends up by the wayside. > _Problem-solving, authorial, rules-favoring_ The rest of neotrad! These are the games where players are allotted limited but significant ability to alter the world, and are encouraged to use that power to solve problems inside the worl. Shining examples include _Daggerheart, Blades in the Dark,_ and _Triangle Agency._ Obviously, players dip back and forth between problem-solving and storytelling, but each of these amply supports players who want to win, and they do it by tactically rewriting the world in their favor under limitations imposed by the rules. Certain oddball competitive player-vs-player storygames—thinking here of Paul Riddle’s _Undying,_ for example—also sometimes hit this category. > _Problem-solving, authorial, world-favoring_ The real wildcard. Generally speaking, if you have the ability to rewrite the world, the constraints of the world are not all that serious, and so any in-world diegetic problems can be solved quickly. If my goal is to slay the dragon, and I can directly write “The dragon lies dead,” where’s the game? Accordingly, I can’t really think of any examples here, making this a mostly empty category. The only example that readily comes to mind are little children’s playground games that involve successive one-upping of force fields and force field-busting lasers, but otherwise I have no idea about this one. > _Story-telling, authorial, rules-favoring_ Worldbuilding games, solo games, and the rest of storygames! _Fiasco, Microscope, For the Queen, The Quiet Year, Wanderhome, Along Among the Stars, Thousand Year Old Vampire, Brindlewood Bay,_ the list goes on and on. These are the games where you and your friends craft characters and worlds and tell compelling stories in them, together, guided by the rules in the book. Those rules are relatively fixed and are designed to be followed, but the whole of the diegetic frame—the whole of the imaginary world—is up for grabs. > _Story-telling, authorial, world-favoring_ There are, I think, two basic answers to what fits into this category. One is the “evolved storygame,” the campaign where you get deep into the sauce, know how to play with each other, and stop needing the rules. (For whatever reason, I find this is a particularly common outcome for Belonging Outside Belonging games I play, like _Dream Askew_ —after a session or two, we ditch the rules and just vibe.) Two, more controversially, is improv and/or collaborative writing. When you sit down to do an improvised scene or write a story together, you have the goal of producing a good yarn and the power to change anything in the world, but are often more constrained by the world and your past story beats than you are any set of rules. Is this an RPG? Maybe, maybe not. But I think it’s the logical outcome of this category. Taken together, you can imagine these eight broad categories as a cube divided along each of its three axes: _story-telling vs problem-solving_ as the left-right x-axis, _authorial vs non-authorial_ as the up-down y-axis, and _rules-favoring vs world-favoring_ as the forward-back z-axis. Here’s my attempt to draw what this might look like: Not perfect, obviously, but I think you get the idea. Now, simply take this chart, map all your favorite games in the good category and all the ones you hate in the bad category, and win the eternal internet RPG debate club forevermore. ### Attempted conclusions First and foremost, I should say that the main reason I frame these as questions to ask is to _help_ play. When I sit down at a new table, I try to ask these or close variations of them as soon as I can, because I’ve found they really help me—and others at the table, sometimes—get to grips with what we’re actually trying to do. I obviously have my own individual preferences, but I can shift for a session or three if I understand the game we’re playing. As Bernie De Koven writes: “Clarity. Clarity. We can’t play unless we are clear that that’s what we’re doing.” On some level, this is just reinventing the classic DMG “types of players” section from first principles. If you consider the actors, storytellers, powergamers, optimizers, instigators, explorers, and socializers of the world, it’s relatively straightforward to slot them into these camps, one way or another. (That said, when I am one day King of Dungeons & Dragons, I’ll be sure to include these three questions in the DMG, rather than just a list of types.) Can a brilliant GM unite all of these together? Probably. If you’re an expert GM that knows your players inside and out, there’s a good chance that you can thread the needle exactly, creating a tailored game for specifically just your table (even if you never write down the rules to that game), such that they can perfectly balance problem-solving and story-telling, authorship and limits, the rules and the world. I don’t doubt it. After making the chart, one takeaway I noticed (which I alluded to earlier) is that it’s easier to move some directions than others. It’s very easy, for example, to play to tell a good story—you can even do it in _Settlers of Catan,_ or chess, or any other game that suggests an imaginary world—but it’s tricky to try to problem-solve in a ruleset geared for character drama. Oftentimes, this is because it’s trivially easy: _Apocalypse World’s_ “Seize by Force” move can be used to settle a wrestling match over a gun or a war for an entire holding, all with one roll. If your goal is strive and strategize, the straight-to-the-point efficacy of many story-leaning rulesets’ player abilities, abilities designed to cut out the boring details and get to the latest story beat, undercut the struggle. Likewise, it’s trivial to open up any old ruleset to authorial power, especially when compared to the challenge of taking that power away once enshrined in the rules. I can always turn to my players mid-session of _Mausritter_ and ask them to define characters in mouse-town, but it’s much tougher to tell my _Brindlewood Bay_ players that no, actually, they’re not allowed to define the solution to the mystery, they need to start doing deductive logic. Furthermore, once you’ve granted players the power to alter the world, it means that a GM can no longer rely on that world as a source of authority: when players can change the diegetic rules, that diegesis ceases to bind. (The same is sort of sometimes true in reverse—many veteran OSR players learn to ignore their rulebooks entirely and just focus on the dungeon—but it’s very possible and common to play without authorial player power and still stick strictly to the rules.) If you’ll indulge me putting on my crank cap for a moment, I suspect this is part of the reason why certain circles and scenes get more testy and defensive of their styles—it’s relatively easy to make _Mothership_ into a storygame without, on paper, changing many of the rules, but much trickier to turn _Triangle Agency_ into a hexcrawl (not that that’s going to stop me from trying). That diegetic-rules-cancellation effect also helps to explain the relative popularity of adventures and adventure-like content on a scene-by-scene basis. Games with high authorial power have little-to-no-use for an adventure, since the diegetic world contained in that adventure is, by design, so plastic and pliant. (If you can edit the world, it’s very easy to render all of an adventure’s content totally void, whether you meant to or not.) Games with low authorial power further fragment along the world-vs-rules line: a rules-favoring game can use an adventure, sure, but typically those adventures are more about the encounters, the setpieces, the scripted design of fun rules-situated challenges. A world-favoring adventure, by contrast, needs to emphasize the diegetic world _as it exists,_ since its players might not even be using a rulebook at all, instead simply relying on their understanding of the imaginary places in their own right. In the past five years, the projects and scenes that have seen a real explosion of third-party content— _Mothership, Mausritter, MÖRK BORG, OSE_ and so on—typically fit this paradigm, because the style and culture that’s built around them is one that favors diegetic worlds over written rules. If your rules matter more than your world, typically all you can make is more rules. The flipside, of course, is actual play. APs are, by and large, dominated by games that feature players frequently directly authoring the imaginary world, and strongly emphasize storytelling over problem-solving. There are exceptions, of course, but even in the more trad-leaning APs—your _Critical Roles,_ etc.—they often lean heavily into rich player backstories and deeply involved storytelling techniques. Anecdotally, all of my AP friends here in New York are far, far more focused on games that lean towards storytelling and player-authoring than the grit and grime of the crawl. Even when they play more OSR-ish games, most AP shows tend to end up resorting to collaborative storytelling techniques anyway. And, as you might imagine, tables that care more about slaying dragons efficiently and getting maximal loot tend to tell less widely-appealing stories than tables that set out to tell a fun and engaging tale, further reinforcing the paradigm. Overall, while this small taxonomy obviously ignores and waives huge design questions—there’s nothing here about heavy crunchy rules vs fluffy light rules or the level of abstraction and zoomed-out-edness of those rules, let alone the actual tone, theme, and contents of the game itself—I do think it points towards real divides. You might not see them at your particular table or in your particular scene, but across the many circles of RPGs (and RPG discourse), I find that these three questions end up forming the breakpoints. In my many years of playing, most of the unhappiness I’ve experienced or seen experienced at RPG tables comes from a mismatch somewhere in these three. Obviously, many tables and player groups can and do manage to balance some amount of variation within a scene, session, or campaign. But, no matter their style, I find that the more aware players are of theirs and others’ goals and preferences, the easier it is to get along. Only as we start to understand the game as it exists at our particular table can we begin to play well, and only as we understand each other can we begin to play well together.
samsorensen.blot.im
December 28, 2025 at 9:40 PM
Saint Hunegund’s Tourney
“Album of Tournaments and Parades in Nuremburg,” courtesy of my beloved Met Every other year, tradition obligates the Grand Duchess of the Thassoloche to call Saint Hunegund’s Tourney, named for Saint-Queen Hunegund the Headtaker, the Thassoloche’s legendary founder who lived some seven centuries ago. According to the oldest Thassoloche epics, Hunegund defeated a thousand evil knights, each more powerful and monstrous than the last, to claim the throne. Upon her ascension, the poets tell us, she turned to the defeated knights and bid them fight to prove their loyalty and worth. Only the strong, Hunegund decreed, could earn their place in her service—the rest she banished from her court, doomed to wander. Four weeks after the vernal equinox, the call rings through the realm and beyond. Thassoloche knights, both those of their own title and those sworn to lords as knight-bachelors, must answer and travel to Dol-St.-Thassoc; foreign knights may choose to enter the list at their whim. A Tourney takes place across the entirety of the Thassoloche’s summer, from Saint Ermentrude’s Day in Spring all the way to Whipcrack Night, when the Duchess holds the closing ceremonies and the Archbishop presents the final list. The Tourneys’ rules remain simple: the list ranks all knights in order of seniority, top to bottom. A knight may challenge the knight directly above them to a duel, stating that the duel shall be to first blood, to the first flesh wound, or to the death, and whether it shall be fought with or without armor. A challenged knight must either accept the challenge or yield their place in the list. Both knights must be registered with the Church, and a ranking cleric must appear at each duel to serve as witness. The list divides knights into five chapters: * _Scarlet Knights._ The top one hundred knights, who bear the Saint-Queen’s crimson escutcheon. Scarlet knights may: wield swords and don armor of any make in any time and place; crenellate their residences; raise armies of up to one thousand soldiers; practice all magic; arrest anyone to await trial, including clergy; marry anyone they please; demand trial before the Duchess or Archbishop; and hunt any game in any wood or moor. * _Xanthous Knights._ The hundred-and-first knight to the two-hundred-and-fiftieth knight, who bear the Archbishop’s yellow escutcheon. Xanthous knights may: wield swords and don armor in any time or place, though neither may bear rare jewels or metal more precious than gold; request permission from the Duchy to crenellate their residences; raise armies of up to five hundred soldiers; practice sanctioned magic; arrest nobles and commoners to await trial; request permission to marry a person of any class; demand trial before an earl or bishop; and hunt any game in the Ducal woods and moors. * _Albic Knights._ The two-hundred-and-fifty-first knight to the five-hundredth knight, who bear the Duchess’s white escutcheon. Albic knights may: wield swords and don armor, though they may not employ metals more precious than silver, nor any jewels, and may not bring them into temples; request permission from the Duchy to crenellate their residences; raise armies of up to one hundred soldiers; practice sanctioned magic; arrest commoners to await trial; request permission marry a person of their class; demand trial before their lord; and hunt fowl and small game in the Ducal woods and moors. * _Black Knights._ The five-hundred-and-first knight to the thousandth knight, who bear the realm’s sable escutcheon. Black knights may: wield unadorned swords and don plain armor, but may not bring them into temples; raise armies of up to twenty soldiers; request permission to practice sanctioned magic; arrest commoners to await trial; request permission to marry a person of their class; demand trial before their lord; and request permission to hunt fowl and small game. * _Colorless Knights._ All other knights, from the thousand-and-first downwards, who bear no sigil or device. Colorless knights may not wield swords nor don adorned armor of any kind, and may not bring armor or weapons into settlements or temples; may not raise armies; may not practice magic of any kind; may not make arrests; must request permission to marry as if they were a commoner; see trial as their lord deems fit; and may not hunt except where granted explicit permission. New knights enter the list colorless, except when an extant knight retires and grants their rank to their squire. Accordingly, duels betwixt knights occur mainly at the Albic level and below, with nearly all Scarlet and Xanthous knights inheriting directly from their forebears, their squiring positions growing more cutthroat with each passing year. While considered rather base, many Scarlets and Xanthous make pacts and contracts to not challenge one another, further calcifying the list. Once safely installed, many high-ranking knights then handpick a roster of the most talented and dangerous Albic and Black knights beneath them to serve as well-heeled buffers, so-called “veiled knights.” Paid in coin or favor, these veil-bearers defeat rising challengers but do not themselves press higher, instead serving only as barricades to halt more junior knights’ ambitions. Many veiled knights’ contracts come with guarantees of arms and coin to their squires in the event of their death, enough to regain a place in the list quickly, thus creating semi-hereditary positions in the service of a Scarlet or Xanthous. Still, even a colorless knight lacks not for options. Because the challenger sets the terms of a duel, brazen young knights often intimidate their seniors with unarmored challenges to the death, skipping through sometimes even dozens of ranks for fear of their prowess. The veiled knights halt many, but still, a knight of unstoppable talent can always reach the top. Or, at least, so the Thassoloches claim. As the summer progresses on, a Tourney holds many events: jousts, melees, races, wrestling matches, poetry readings, competitions of daring sword- and knife-play, all with prizes and accolades bestowed by the Duchy. While not strictly sanctioned by the Church, some knights make handshake contracts on these events in place of a duel: should the challenger take the victory in the event, the senior yields their rank immediately upon receiving the challenge. Allegations swirl every summer that this Scarlet or that Xanthous rigged one of these unofficial, unregistered matches, persuading this Albic or that Black to take a fall and reorganize the rankings—a more savory and easily-overlooked alternative to outright bribery. In war-time the Tourneys shift in function: junior knights of greater prowess rise more easily as their talents grow higher in demand, with foreign knights in particular rising in the service, seeking their fortunes. Senior knights, by contrast, must prove their mettle as commanders on the field—while most young knights recognize the need for wise (if not able-bodied) leaders, those who fail to win victory find themselves quickly faced with dozens of challengers. Likewise, as knights fall in battle, more ranks open and the list reorganizes further, with few knights maintaining their positions from the preceding peace. Likely a more useful ranking than the ordinary pettiness, the poets remark, and perhaps more honest to Saint-Queen Hunegund’s original intentions. These days, both Thassoloches and foreigners see a Tourney as a festive season, a time of romance, scandal, and merriment. Bakers craft pastries in the shape of favored knights’ standards, cooks and brewers serve pies and ales of the four flavors at the feasts, and victorious knights move directly from the dueling-field to the dancing-square. Beauties of the evening lure young knights to their beds so they miss key duels and forfeit their ranks; book-makers earn fortunes on the rise and fall of the list. Commoners, nobles, and clergy alike pick favorites and rivals, dressing in their colors and singing for their acclaim. Above it all, the Grand Duchess reigns, crowned in the Saint-Queen’s rubied diadem. She watches, silent, as hundreds of brave knights clamor and clash to earn a place in her service, but a chance to fight and die in her name. * * * _An attempt to describe somehypo-diegetic rules in action._
samsorensen.blot.im
December 15, 2025 at 9:38 PM
Ten More Tangible Tips for Editing Your RPG Manuscript
1. Remove instances of _here_ from location descriptions—it’s obvious you’re describing the location already. Instead of “A hobgoblin hammers iron here,” write “A hobgoblin hammers iron on an anvil.” 2. For the same reason, remove instances of _this_ in description entries. If you must reference the entry’s subject, use “the.” Instead of “Smoke fills this room,” write “Smoke fills the room,” or better yet “Smoke fills the air.” 3. When writing entries for monsters, magic items, and so on, skip repeating the name of the subject with _[X] is_ or _[X] are_ in the first sentence. Instead of “VODYANOY: Vodyanoy are froggy, pot-bellied water spirits,” write “VODYANOY: Froggy, pot-bellied water spirits.” 4. For location descriptions, decide whether to use full sentences or not, then stick to your decision. Some writers prefer “Chasm. Smell of acid. Leeches on walls,” while others opt for “A chasm yawns, smelling of acid. Leeches crawl up the walls.” Either way, choose one and adhere to your choice. (Personally, I prefer the latter.) 5. When writing table entries, either all entries are sentences (and thus need punctuation), or none are sentences (and thus do not). If one entry is a sentence, all of them are. 6. Diegetic (that is, in-world) text goes in quotes and italics, be it spoken or written. Instead of “A sign reads ‘Help Wanted,’” write “A sign reads _‘ Help Wanted.’“_ 7. Avoid subjective adjectives and adjectives based on the emotion of the audience, such as _strange, frightening,_ or _mysterious._ Your descriptions should be descriptive, neutral, and relatively objective: if a person or object is strange or mysterious, your words should convey such a feeling without needing to state it outright. 8. Separate rules text, entries in a key or catalogue, essays or advice, and other GM-facing writing. Keep statblocks distinct from the monster entries that describe them, keep advice on running a dungeon apart from that dungeon’s room keys. Mixing types of writing gets messy, and is harder to reference later. If you absolutely must mention rules text in-line, stash it in a parenthetical. 9. Learn the difference between a hyphen (“-”), an en-dash (“–”), and an em-dash (“—”). A hyphen connects words, as in “blood-curdling scream” (as well being used in line-wrapping, prefixes, and other cases). A en-dash is used for ranges of values where you’d say “to,” as in “See pages 30–32.” An em-dash is used as a break or parenthetical, as in “The encrusted sword—still sharp—hangs above the mantle.” 10. Only use randomized values when you have a good reason; ordinary locations do not need randomization. Instead of “2d6 skeletons lounge in the break room,” write “9 skeletons lounge in the break room.” 11. Bonus tip: remember to use the New York 1d6! * * * _As before, if thinking about writing like this fills you with fear and anxiety,I am available for hire as an editor._
samsorensen.blot.im
December 12, 2025 at 9:38 PM
Mothership Month 2025 Wargame: OVER/UNDER
* * * _You can nowjoin the Discord server and read the rules._ * * * Starting on October 14th, as a part of _Mothership_ Month 2025—the annual group-crowdfunding campaign and general season of celebration for _Mothership,_ everyone’s favorite sci-fi horror indie darling—I will be running another large-scale real-time play-by-post wargame, a take on my existing wargame Cataphracts. This new game will run for four weeks, the entire duration of _Mothership_ Month, open to anyone who wants to join. It’s called **_OVER/UNDER._** On Prospero’s Dream, the 40km-circumference circular space station from _A Pound of Flesh,_ six factions tussle for control. They are: * _Golyanovo II Bratva:_ The mob. The secret state, the _de facto_ government, effective lords of the Dream. * _Local 32819L:_ The teamsters. The Local oversees the factories and docks of the Dream, hauls cargo, and tries to do right by their workers. * _Tempest Company:_ The mercenaries. Tempest fights for the highest bidder—historically, the Bratva. * _Canyonheavy Collective:_ The hackers. The Bratva’s intelligence wing, data-dealers and secret-brokers. * _Solarian Church:_ The faithful. Polytheistic theocrats, whose devotees run deep and wide across the Dream. * _Stratemeyer Syndicate:_ The bad guys. The latest megacorp trying to muscle its way into power. Each of these factions starts out with three Bosses—what in Cataphracts we’d call commanders—who work together to achieve their faction’s objectives. Factions maintain territorial holdings, raise soldiers and send them into battle, operate factories and docks, and so on. The game plays out in real time over the course of one month: if a squad of soldiers needs to get to a station block a dozen kliks away, that takes a full three hours, during which time other commanders can react and respond. (Yes, I will be glued to my computer for the entire month.) In this sense, _OVER/UNDER_ plays quite a bit like ordinary Cataphracts, except in a sci-fi setting and at a smaller scale. Here’s how _OVER/UNDER_ isn’t like Cataphracts, though: beneath these twenty-odd faction Bosses are hundreds or even thousands of Denizens, all of whom are _also_ players. When he reached out to me a few months ago to discuss running a Cataphracts-like game for _Mothership_ Month, this was the big constraint that Sean McCoy had for me. The _Mothership_ community is huge (its Discord server lists some 15,000 users), and so in order for the game to function as the big old eyeball-grabbing event required, more players needed to be able to play beyond the one or two dozen in an ordinary Cataphracts game. This is a big challenge! Running for even thirty or forty commanders stretched me nearly to capacity—the amount of time and effort required to run for hundreds or potentially thousands of them is completely untenable. As we kicked ideas around, I started to realize that the game would need a different structure, something quite different from the patterns I’ve used thus far. So, here’s how _OVER/UNDER_ works: While the Bosses move troops, tax their blocks, and spend their faction’s vast resources, Denizens are significantly more constrained. A Denizen does not have territory or soldiers, can’t orders intelligence operations or assassinations, and in general cannot take actions in the conventional sense. Denizens, for the most part, do not interact with me, Sam, as referee. But! Denizens can join one of the six factions above, granting them certain rights and privileges. The more Denizens join a faction, the more powerful that faction becomes, able to tax more territory, operate more industry, and raise more soldiers. Faction Bosses, most of the time, want to do anything they can to recruit additional Denizens to their particular faction. As a member of a faction—a droog of the Bratva, say, or a teamster of the Local—a Denizen earns a daily wage (more on money in a minute), gains access to the faction’s channels, and can participate in faction votes. These votes come in three flavors: the _referendum,_ the _vote of no confidence,_ and the _election._ Referenda are required for certain actions undertaken by a faction, the ones that are so big and impactful that the entire faction gets to weigh in. Faction Bosses get to decide when to call for a referendum, but, naturally, different factions have different requirements for referenda—what constitutes a huge shift for the Solarian faithful might be day-to-day business for the Stratemeyer Syndicate. If not enough of the faction votes in favor, the action fails; accordingly, it’s incumbent upon Bosses to keep their Denizens at least somewhat happy and well-informed. Where Bosses call for referenda as their plans dictate, votes of no confidence come directly from below. If enough members of a faction disagree with a Boss’s behavior, they can call for the vote, force the Boss out of command, and hold elections to install a new Boss in their place. As you might imagine, such votes bring more or less bloody consequences for the losers, again depending on the faction. Thus, it behooves faction Bosses to take a vested interest not only in keeping their own Denizens happy, but in the internal politics of another faction—if, say, the Treasurer of the Local 32819L is hellbent against the Sysadmin of the Canyonheavy Collective, a well-timed (and well-funded) vote of no confidence could force that Treasurer out, and potentially even install a more hacker-friendly replacement. While Denizens generally cannot leave factions once joined, they remain free to make their own decisions with regards to elections, voting one way or the other. On top of this, Denizens also have credits. Everybody on the Dream must pay ten credits per day for the oxygen tax, with those unable to pay being sent to die in the Choke, the hellish deoxygenated underbelly of the station. Each faction pays its members different amounts (and that amount can change over the course of the game), but no matter which they choose, Denizens will likely need to join a faction quickly to stave off state-enforced asphyxiation. But, of course, a Denizen doesn’t _need_ to join a faction (and factions are not obligated to recruit a given Denizen). Credits can be transferred from one player to another whenever they please, so if a Denizen figures out a way to make themselves useful—perhaps some method where not having a public membership proves beneficial—they could potentially pay their taxes and bills simply off the funds they receive from other players. Of course, if whatever service such a factionless Denizen provides ends up being useless (or fraudulent), they run the risk of other Denizens complaining to their Bosses, asking for retributive justice. This brings us to lifestyle and leaderboards, the “default” win-condition of _OVER/UNDER:_ in addition to the O2 tax, every player (both Denizens and Bosses) must pay a daily lifestyle fee, ranging from squalor (1cr/day) to luxury (1kcr/day), or even higher. As players increase their lifestyles, they get fancier roles on the Discord server, and access to elite, exclusive channels. The ten players who live the most lavish and luxurious lifestyles are entered onto a public leaderboard, the Top Ten. At the end of the game, the players who spent the most time in the Top Ten will receive special _Mothership_ Month 25 swag—a patch and a shirt. And, to make all of this just that little bit more spicy, there are two _other_ currencies in play, which, as with credits, both Bosses and Denizens can hold and transfer: tokens and shares. Tokens are the currency of the Canyonheavy Collective, a group of hackers. Any player who holds at least one token gets access to the Datacache, the central supercomputer of Canyonheavy and the source of their tremendous intelligence capacity. At the Datacache, players can play a little in-Discord minigame (a variation on _Set,_ the classic card game) to “mine” tokens. As tokens are mined, the Datacache gains power, allowing the Canyonheavy Bosses to run extra intelligence protocols. While theoretically valueless on paper, anyone who holds a token can participate in the Canyonheavy elections, one vote per token—or, naturally, sell them on the open market. Cryptocurrency, basically, ripe for speculation and unscrupulous dealings. Shares, likewise, are the currency of the Stratemeyer Syndicate, the erstwhile evil megacorporation. The Bosses of Stratemeyer hold all shares to start with, which they can sell for credits on the open market: as with tokens, holding a share earns you one vote in Stratemeyer’s elections, or that share can be hung onto for a later sale. As Stratemeyer gains wealth, power, and influence, each of those shares will become more and more valuable—assuming, of course, that the Syndicate doesn’t decide to issue more stock, thus devaluing all existing shares. There are even more things going on in _OVER/UNDER_ than I’ve mentioned here—the multi-faction drug pipeline, secret faction memberships, the unusual ecclesiastic hierarchy of the Solarians, assassinations, and more. All of this will be happening at once! Bosses need Denizens to tax their holdings, run their productions, and fight their battles; Denizens need bosses to pay them wages and protect them from other factions. Players will fight, politick, and backstab each other, Bosses bidding for power while simultaneously keeping their Denizens happy enough to avoid a vote of no confidence. With hundreds or thousands of players, communications will grow extremely busy, with secrets flying back and forth from player to player and faction to faction. And, of course, with tokens and shares, Denizens can bet on the outcomes as factions fight for control over Prospero’s Dream. At its heart, _OVER/UNDER_ is a game about managing competing forms of power: military might, economic wealth, raw trade resources, political popularity, dangerous secrets, and—as in Cataphracts—a kind of blunt diplomatic-managerial prowess, the sheer ability to keep numerous individual persons and parties together, all operating in unison. Will this all work? I don’t know! Maybe we’ll spin up the server, get five hundred players in, and everything will immediately crash and burn. Maybe we get the game started and some faction rapidly takes the lead, crushes their opponents, and this becomes a single-party game for the next three weeks. Maybe I’ve done my math wrong, the economics won’t work out, and everyone will asphyxiate from lack of oxygen and die. All possible! As far as I’m aware, this is the sort of scale of open-ended roleplaying game that only a few projects approach—some of the longterm IKS Kriegsspiel games, certain unusual _Minecraft_ servers, and _EVE Online._ But, I’m confident. I adore these kinds of huge games (despite how taxing they can be), and I’m tremendously excited to see what it looks like when there aren’t just dozens of players running around causing chaos, but hundreds. _OVER/UNDER_ starts next week, on Tuesday, October 14th, the same day that _Mothership_ Month begins. The Discord will open and the rules will be posted a day before, on Monday the 13th. This blogpost will update, and there’ll be posts on the _Mothership_ channels and socials. See you on the Dream!
samsorensen.blot.im
October 21, 2025 at 3:16 PM
1d20 Diegetic Rules, 1d20 Hypo-Diegetic Rules
1. When they step into moonlight, those bearing the lycanthrope’s curse transform into wolves. 2. Magicians can learn magic spells from ancient books written in forgotten tongues. 3. Reciting the commandments causes ghosts to flee. 4. Those who learn a secret word in the tongue of angels may cast spells. 5. Gravity exists as it does on Earth. 6. Dreams dreamt while under the influence of the _proneira_ mushrooms show you events that occurred in the past. 7. Clerics receive miraculous powers and supernatural abilities from the gods. 8. If a person goes about three days without water or three weeks without food, they die. 9. There are three hundred and sixty-five days in a year, except on leap years, when there are three hundred and sixty-six. 10. Those who complete the ritual of _hydropneuma_ can breathe underwater. 11. Demons physically cannot lie, or otherwise speak an untruth. 12. As the planets turn, certain magic becomes more powerful than others. 13. Children conceived during a blood moon are born without eyes. 14. Dragonborn are created when a dragon eats a human fetus, then births a clutch of eggs. 15. Humans age over time, and usually die somewhere between eighty and one hundred years old. 16. Gravity exists, pulling smaller objects towards larger. 17. Spaceships equipped with jump drives can travel at speeds faster than light. 18. During the Festival of St. Katharine, an angel descends to the top of the Elector’s Tower. 19. Those who eat the food or drink the wine of fairies must stay in Fairyland for a year and a day. 20. House-spirits curse those who enter without bearing a gift for the host. * * * 1. Only nobles and sworn knights may carry swords. 2. Unlicensed magicians do not receive the protections of the academy courts. 3. Library books must be returned within two weeks. 4. Those who bring ten thousand gold pieces into the guild’s coffers advance one rank. 5. The color red may not be worn within the walls of the holy city. 6. Novices who do not log their dreams lose one percentage point per day. 7. There are seven levels of the church hierarchy: novitiate, robe-bearer, vicar, deacon, bishop, metropolitan, and pontifex. 8. A day’s rations cost five ducats. 9. There are thirteen months of four seven-day weeks each, plus one day outside the calendar (New Year’s Day). 10. Officers who break the chain of command face court-martial for insubordination. 11. Lying is dishonorable. 12. Occult colleges classify magic into eight primary schools. 13. Blood moons are considered unlucky, and all the shops close the day after. 14. Dragonborn are illegal outlaws. 15. When the king dies, his eldest son inherits the throne. 16. Once a contract is signed, payment is due at the end of the month. 17. Ships docking at the station must pay a tax of ten MPas of compressed oxygen per day. 18. On Retribution Day, the most senior government official must fire the cannon over the city walls. 19. Only messengers bearing the King’s seal may offer Royal testimony or opinion in court. 20. Guests who don’t bring a gift to their hosts are considered very rude. * * * _Hypo-Diegetic Rule:_ a rule that exists inside the imaginary world, one created and followed by diegetic people or organizations. A rule not _of_ the world but a rule _in_ the world. Most often felt in the breach. In general, players whose characters break a hypo-diegetic rule are not considered to be cheating.
samsorensen.blot.im
July 26, 2025 at 1:52 PM
Cataphracts Design Diary #3
_Cataphracts commanders: there is no actionable intelligence in this post. Read on. Previous design diaries:Entry #1, Entry #2._ Running Cataphracts is sort of like having a large pet that lives on the internet. It’s a joyous, loud, confused, sometimes aggravating, sometimes amazing creature I am both required and privileged to tend to every single day. Some days, this is a burden, an annoyance, one more thing I have to find time for in my schedule. Most days, though, it’s just part of my routine, a habit that I maintain over the course of my week. Of course, when I don’t tend to my roided-out Tamagotchi machine, when I miss a day and fail to care for the wiggly little apiary, things go bad—never anything that can’t truly be fixed, but enough of a mess that it takes me far longer to dig myself out of the hole than it would have to just attend my players in the first place. On the best days, though, I get to wake up and smile, watching my little ducklings dance in ways I never could have predicted—their plots and schemes and actions never fail to shock and delight. At time of writing, my game has seen thirty-nine total commanders. A couple of those commanders are now dead, and a couple had players who needed to drop out (we transferred control of their armies over to existing or new commanders), but most of them are still running around, still active in play. I check the game at least twice per day, usually three times—once in the morning, once in the afternoon, and once in the evening. On easy days, this takes less than thirty minutes, sometimes even less than twenty. Commanders march and forage and rest and write letters, but don’t fight or hold major meetings. When my commanders are warring en masse or holding large complicated political councils that need questions answered, then my days get busier. The most time-consuming days sometimes take up to two hours to keep everything moving—notifications to commanders, messages ferried, battles and operations resolved, updating my notes, and so on. I organize all of this information in my Orders Log. I have a list of each day in a week (starting from Mondays, since my game began on a Monday), and a checklist under each day, labeled according to time of day, usually “Morning,” “Midday,” and “Evening.” Each entry in the checklist is a message that needs to be sent to one or more commanders, a specific entry for a specific entry. The overwhelming majority of these orders consist of either letters being delivered or scouts noticing something. As I check the game throughout the day, I mark entries off my list as I send messages out, then add new entries as I take orders in, a regular back-and-forth between my notes and the discord channels. At this point in my game, a slow day has perhaps a six or eight orders on my log, and a busy day might have fifteen or more. Most days hover around ten or twelve orders to check off, but games with fewer commanders will likely have fewer orders. Here’s a fictionalized example: > **WEDNESDAY , MAY 14TH** > > Morning: the Saraian 4th rejoins the Saraian 1st. > > Morning: Eirene’s messenger reaches the Ikosene 1st. > > Morning: Hafsa and Arslan’s messenger reaches the Khandaker 1st. > > Midday: the Khandaker 4th, Valentinians, and Tartessian Rebels spot the Lamba Fortress and the Crimson Company. > > Midday: the Crimson Company notices the Khandaker 4th, Valentinians, and Tartessian Rebels. > > Midday: the Golden Order notices the Saraian 3rd. > > Midday: the Saraian 3rd arrives in Devavanya. > > Evening: the Golden Order and Saraian 3rd notice the North Beroean Rebels. > > Evening: the Sacral Guard reach Brus. > > Evening: Zywia’s messenger reaches the Saraian 3rd. > > Evening: the Khandaker 2nd arrives in Karkota. > > Evening: the North Beroean Rebels notice Devavanya. > > Evening: Tancred’s messenger reaches the Khandaker 4th, Valentinians, and Tartessian Rebels. > > Evening: the Ruin Templars finish foraging. Fourteen entries, a fairly busy day, but not overwhelming. You can see the movements of different armies, often together—this kind of bunching-up has come to be very common in my game. Commanders and armies march and fight together, sometimes at the behest of their faction leads but more often just because they’re nervous about setting off alone. Even my more confident and savvy commanders like to bring multiple commanders along to allow detachment shuffling, too: one commander to stay behind at the siege with the wagons and heavy infantry, another with the cavalry and skirmishers to zip overland for supplies, scouting, or raiding. When they meet back up again, they reshuffle once more. As armies move, I track them all on one big central map, a living and ever-expanding Photoshop file with all my layers. Each week gets its own layer, and I track armies’ movements in lines. (I use Photoshop because I’m a fancy boy who went to art school, but you can use almost whatever medium suits you best: a detailed paint.net file, layers of graph paper, a Google Drawing, any other means you have to track layered images.) Here’s a simple example, tracking just six armies across the still-unnamed country from the last design diary over four weeks. Week One: Week 1 I notify armies as their scouts detect strongholds and their armies march by: each of those points would get an entry in the Orders Log as the armies get closer and pass through. If the commanders are smart, they’ll also be sending messages back and forth between their armies to coordinate. When a commander sends a message, I count the hexes between the armies (remember that messengers travel about fourty-eight miles per day, or roughly eight hexes), then note down in my Orders Log when the message should arrive. Week Two: Week 2 As these hostile armies get closer and their scouts notice each other, they’ll start to slow down, get more cautious, and maybe begin sending letters back and forth. (Because armies of hundreds, thousands, or tens of thousands are pretty difficult to hide, it’s quite rare for armies to truly surprise each other—“surprise” usually amounts to only having a day or two’s notice rather than one or two weeks.) Once they get close, it’s very common for commanders to send a letter or three back and forth with the enemy, either dictating terms (“Get off our land or we’ll attack!” “Give up the city and we’ll let you live!”) or trying to negotiate. Also note the battle early in the week between Red and Yellow—Yellow lost and routed, retreating some twenty miles north from Red. See, too, that Red’s other army is stuck inside a city, besieged by Purple. Week Three: Week 3 Purple finds both its armies holed up in strongholds, besieged by Red and Yellow respectively. While Red and Yellow armies fought further west, this kind of impromptu alliance work isn’t so uncommon—armies and commanders within the same faction often have subtly different relationships with others, even sometimes enemy commanders. This gets amplified further with the addition of the factionless armies: militant holy orders, mercenary companies, and peasant rebellions. In my game, these factionless commanders make up something like one-third of my total commanders (a pretty big slice), but they add further complexity to the politics as factions jockey for new alliances. Because raising a new army takes a full month, converting the recent crop of revolutionary peasants to your cause is among the fastest way a faction can bolster its numbers. Week Four: Week 4 With six of the seven armies on the field tied up in or near sieges, only one army—the western Reds—moves much. This is also quite common in my game: very often, armies and commanders will sit around for days or weeks at a time before they march again. Sometimes this is due to being stuck in sieges, sometimes it’s for recuperating or recruiting, and sometimes it’s due to simple inertia and uncertainty. Multiple armies amplify this effect: long columns march slowly, distant armies take a while to return home, and diplomacy requires time. The largest single gathering of commanders in my game (so far) reached ten(!) at its peak, all eleven of us jammed into a huge council thread. After they split apart, it took more than a month before there were fewer than six armies within two days’ travel of each other. The game moves _slow._ On top of the Orders Log, the other important out-of-game game construct is the Commander Queue. This is, basically, the sign-up list: if somebody on the server wants to play Cataphracts, they ping me and I add them to the end of the queue. When a new commander is needed—because an existing commander wants a subordinate, or a new army forks off from a morale roll, or the peasants get uppity—I bring in whoever’s at the top of the list. Other than the first five commanders, the faction leads, no Cataphracts player has really had any kind of decision in who they play, and so far that’s worked out just fine. For the really dicey roles, the ones showing up right in the middle of a complicated political snare or a starvation siege (sometimes the same thing, as it turns out), I often message their potential players ahead of time to see if they’re okay with diving into a more complex role. Usually, they say yes. Those who say no instead wait for a role as a subordinate of an existing commander, which tend towards more guided, structured, and organized play—following orders, rather than coming up with your own direction. In general, I take quite a _laissez-faire_ approach to the game. While it obviously requires a hefty amount of time to run, I have no stake in the proceedings, and so am quite content to let things run their course. Sometimes, this results in commanders getting captured and spending weeks or months as prisoners of another commander; sometimes, this results in a commander wandering around for a month, mostly lost, before returning home for fresh orders; and sometimes, this results in fascinating, complex situations emerging, things that I never could have dreamt up. I let things happen as they happen—I trust my players to make it exciting. By and large I find this hands-off approach extremely rewarding. It greatly simplifies my job: I’m not responsible for telling a story or guiding the experience or even ensuring bad outcomes don’t happen. I’m just the referee. (There are one or two exceptions to this, the main one being the Emperor, Alexios. As the only real named NPC, he’s limited to sending snotty letters to his underlings and summoning visiting commanders to speak with him in the palace. No commander is required to obey him—no commander is required to obey anyone, after all—but his complaints add a little tension, a little uncertainty, especially to the otherwise-friendly Orthodoxy. I write Alexios’s letters because I like to cause trouble, but otherwise I try to keep out of the goings-on.) As you might expect, this all leads to a fairly unpredictable game. The movements of the Novan legions, Sakarziyan priests, Valgar heretics, Zlanic warriors, Kalkhanid cavalry, monastic knights, mercenary companies, and peasant revolutionaries—effectively none of it has gone as I expected it to. The machinations, politicking, battles, and general decisions my players make are rarely the ones I can guess ahead of time. Numerous complex narratives have emerged over the course of play. I have seen battles and sieges, of course, but also a trial by ordeal between a peasant rebel and a holy knight (overseen by a lead commander), the conversion of a captured commander to a foreign religion and subsequent switching of factions, a deal struck with a demon, a midnight ride with a captured commander to escape murder, duels between commanders to avoid battles between their forces, manhunts for missing commanders, encoded messages written in scripture and ciphers, uneasy allies forced to work together against a larger foe—not to mention the standard suite of night raids, last stands, catastrophic blunders, petty rivalries, political ascents and descents, and, in more than one case, possibly some hints of romance. While this is all very cool on its own, obviously, and I am tremendously proud of my players, what’s more striking about all of this is how little I really am aware of it all until afterwards. As the referee, I am the only one who sees every single commander, but even still, most of these narrative beats don’t really crystallize until they’ve happened. Partially, this is due to the fact that I try to keep a quick clip with my refereeing, moving at a fast pace to get through it all—for example, I spend a lot of time copy-pasting messages between commanders back and forth, and since many of my commanders are quite verbose, rarely do I read the entirety of those messages. But also, this kind of post-hoc storytelling clarity is due to time. A major event in the game takes days or weeks to play out, and in the moment, it’s hard to see the overarching narrative threads, to see the various forces—political, social, military, and of course real-world—that led to the big moments. My other major observation, one that I might write a little more about elsewhere, is the emergence and prominence of in-universe rules, rules that the players aren’t required to follow but they choose to follow as their characters regardless. Most obviously, this appears in the chain of command: no commander needs to follow orders from anyone, but nearly all of them do anyways. Faction leads try to achieve the little pre-written goals I gave them in the spring, subordinates follow their superiors, and even mercenaries and press-ganged peasant leaders usually respect those above them in the military rankings. No player must follow these rules of battle and war, yet more or less all of them do—and when they don’t, it becomes a moment of huge consternation. The few times I’ve seen commanders deliberately not follow orders, it causes them no small amount of anguish. As my players keep playing, these little in-universe rules keep cropping up: methods for dealing with prisoners, the validity of a superior’s ruling on an issue, how much trust is placed in mystical dreams, how much it matters whether a ruler sits from the throne or not. These are questions that the rules do not and cannot answer, but grow in importance as factions rise and fall. No rules exist for legitimacy, and so each player must individually decide whether to honor the perceived rules by which they act. If there were rules, if I’d written codified stats for Honor or Trust or whatever, these problems could be optimized and solved for, folded into a larger strategy, a kind of “commander build.” But because they aren’t—because the social interactions between players are so open-ended—it means that my players are largely left to themselves to define those questions and their answers. At the same time, I don’t think this richness, this depth, could emerge without the stringent logistics underlying it all. If my players weren’t required to rigorously track troops, morale, and supplies, and if I weren’t keeping careful measurement of time and space, the stakes would be lessened. With nearly forty players running around in the same space, there’s a crushing sense of _reality_ to the game, a feeling that what you do really might actually matter and make a difference. The unrelenting grind of logistics underpinning the imaginary world demands action, but the near-total lack of other rules puts players in a position of radical uncertainty. As Rutskarn writes in the now-legendary blogpost, “ _Boot Hill_ and the Fear of Dice”: > There was another benefit to not having any social mechanics at all in the game, counter-intuitive thought it might seem for a game about managing adversarial relationships without combat. While combat in _Boot Hill_ is decided immediately and obviously, and is thus very well suited to open dice rolls, the game’s social conflicts created tension by being uncertain. One never knew whether to trust an NPC, whether an NPC trusted them, whether a bluff had succeeded, or whether a threat had landed. They had no reason to expect success because a number was high or failure because a number was low. Increasingly, I’ve started describing Cataphracts mostly in terms of its social interaction. Someone online described the rules as “rules-light _Campaign for North Africa,“_ (a comparison I’ve gotten more than once, to my surprise), and it turns that when you demand a remarkably complex and detailed world with extremely pared-down but deadly rules, what you’re left with is mostly a social game. And indeed, most of what my commanders do is not fight, but talk. Thanks for reading. Next time, I think we’re going to delve into game studies and discuss the many overlapping parts of Cataphract(s) we call “the game.” * * * _Also, if you’re reading this as it goes live in mid-July, I’ve just updated theCataphract Ruleset to v1.1, with tweaks and adjustments to various rules—you can see the changelog at the end of the document._
samsorensen.blot.im
July 26, 2025 at 1:52 PM
Cataphracts Design Diary #2
_Cataphracts commanders: there is no actionable intelligence in this post. Read on._ Since my first design diary entry, quite a few people have reached out to me asking about how to run their own. It’s really exciting! It’s very gratifying to see so many people excited and interested in running their own games based on my silly little wargame. That in mind, I thought this time I’d focus more on my development process, and explain a bit how I made the stuff that turned into the game that now is Cataphracts. I wrote the rules that became _Cataphract_ in more or less a daze, a flurry of ideas and development without much pause. I don’t necessarily recommend this—I stalled out hard on other work—but these kinds of game design benders can, in some circumstances, prove rewarding. I encourage you to tweak and modify these rules for your own campaign. As I wrote the rules, I began work on the map and the broader campaign. I can’t share my detailed map or campaign files here (because my commanders read these posts), so instead I’ll just work through a small example, a vertical slice of a larger campaign. First: choose a setting, a time and place to pattern your campaign on. In general, I recommend the “historical setting with serial numbers filed off” approach. It gives your players recognizable elements to work with, but frees you from the research necessary for a historical campaign, and allows you to scrub off some of the ickier parts of the history. I’m going to stick with the same one I use for my game—an Eastern Mediterranean / Black Sea type of place in the high-to-late middle ages, 13th–14th centuries, right around the Fourth or Fifth Crusade—because I’ve already done a fair bit of reading about this era and it’s pretty familiar. You should choose a period and area of history that interests you! One of the perks of premodern settings is that a lot of the basic technology of warfare is broadly similar, so these rules should scale relatively cleanly from the Parthians to the Safavids. Let’s start with the map. My original Cataphracts map came from my friend Jason Ripplinger (they had a spare topographical map from a few years back they made for fun, since they’re that kind of guy), but you can honestly use almost any map, it doesn’t really matter—just make sure the map you choose includes rivers. Here’s one I made earlier. Blank topographic map Afterwards, chuck a hex grid over it—I just print one off on hexgridgenerator. The hex grid matters mostly in terms of scale: my normal Cataphracts map is about 50 hexes (flat-topped) by 60 hexes, but roughly 40% of those are in water. We’re opting smaller for this demo map, and it’s wider than it is tall, so I’m setting it at about 40 hexes wide by about 20 tall (ish. I’m not measuring all that carefully). At 6 miles a hex, that puts this at something in the ballpark of 200 miles east-west and 100 miles north-south. With a hex grid Next comes cities and towns (not yet fortresses). There’s no one formula for determining where humans build their settlements, but in general low, wet, flat land is easiest for farming, rivers and coasts offer access to trade, and distance provides a measure of safety and control. I would tentatively recommend only a handful of cities (1–2 per faction), but plenty of small towns. Remember that, like a lot of maps, the measurement of space is often more critical and applicable as the measurement of time. Armies march two hexes a day, three at a forced pace; two towns fifty miles apart take four days to travel between, or three at a forced pace (forced-march cavalry only take a day and a half or so). Remember, too, how fast messengers travel—at about 8 hexes per day, a messenger could leave one of those towns in the morning and reach the other by evening. The map you draw strongly influences the flow of the campaign, and the complexities of maneuvering troops—distance becomes time, and time becomes information lag. The further commanders are apart, the harder it is to coordinate. Here’s what we’ve got: Cities are squares, towns circles You can see I’m not sticking to my own guidelines totally, because neither do people. Even ancient cities were built in unusual places, and well, cities in strange places are more fun. But generally the trend holds: the lowlands and coasts are thickly settled, the hills and mountains prove thinner. Now, the roads. Roads connect settlements, and want to stay on level terrain. On topographic maps, they often loosely trace elevation gradients. Also, bridges are far more common in settlements than they are just out in the countryside, so keep your bridges confined mostly to settlements. Armies almost always march on the road. As Devereaux describes, while maps often look like a big flat expanse of open land, they’re really more akin to a web of connections and pathways with walls or empty space between. (If you’re an RPG nerd, this is a hexcrawl, but in reality most armies end up treating it more like a pointcrawl.) Commanders will spend quite a bit of time figuring out how to best get from A to B, and the roads form the bulk of the setting, the playing field, with which they must contend. Those two towns fifty miles apart as the crow flies can end up far further if the road between them wends and winds. Here’s our map with the roads. Roads! As with most things on this map, there’s probably a more-historical way to fill these roads in, but what we’ve got here feels good enough. It’s got some roads that feel very efficient and logical and some that feel sort of odd and arbitrary. All settlements are connected to somewhere else, but there are sometimes gaps between major settlements’ connections. Next: fortresses! Think like a commander, or a jealous and fearful king: where are the enemies going to march from? Where do you need to stick a castle to keep watch? We haven’t started drawing faction lines yet (though perhaps you’re already starting to guess where they’ll fall), but historical territory lines often shift, and fortresses designed to keep one foe out often end up repurposed against another. Generally, this means crossroads, chokepoints, and positions that allow you to see a long ways. Sometimes, two fortresses end up getting built pretty close to one another—one to watch the other—even if they later end up on the same side. You want a lot of fortresses. At least as many as cities and towns combined, if not significantly more. Even a small army garrisoned in a fortress can cause a ton of trouble for passing armies: settlements are the goal, fortresses are the obstacles. (If you study the history, there should probably be even more.) Here’s our map with fortresses added: In theory, any single point could be the site of a decisive battle You can see they sit at high points, choke points, and other key locations—prime real estate for commanders looking to force their opponents into a prolonged and costly campaign. Right now, the map is more or less done in terms of topography, roads, and strongholds. There are two things left to do: settlement level and faction turf. Settlement level is effectively just a measure of population, or perhaps population and wealth put together. (If you’re a _Crusader Kings_ nerd, consider that development level increases supply limits—we’re rolling both into one number here, but it’s the same idea.) For settlement scores, I stick to 20-point increments, ranging from 100 (100 persons per square mile, quite densely settled) to 20 (20 persons per square mile, quite thin). If you’re into the deep verisimilitudinous worldbuilding, these settlement scores plug nicely into donjon’s Medieval Demographics Calculator. I don’t have an official way to map settlement scores. Regions around cities should be quite dense with outlying suburbs, mountainous hinterlands should be very thin, and settlements follow rivers and roads. Otherwise it’s more or less a matter of eyeballing it. Here’s our same map with settlement scores: Probably should’ve picked a different shade of blue than the ocean lol You can see how the settlements follow relatively reliable metrics: dense along the big coastal port cities and rich valley towns, thinner as you get deeper into the wilds, and then quite empty way up into the mountains. While I don’t show my players this map of settlement scores, wise commanders quickly learn to intuit where to find more and less population. Because settlement levels determine how many supplies an army can forage at once, this information can swing the tide of a campaign: foraging around a city can support an army for weeks or even months, while foraging in the outer wilds rarely lasts for more than week or two (depending on the size of the army and so on, naturally). Armies march on their stomachs, and campaigns live and die based on their ability to keep the troops fed. Now, faction lines! Since this is a smaller map for a smaller game, I’m going to add just three factions, rather than the full five I have in my current Cataphracts game. With six cities, that gives each faction two cities, a pretty reasonable number. In general, I encourage you to draw weirder faction lines than you might expect. While historical states and polities were almost always contiguous, drawing unusual lines encourages your players to get funkier with their movements and diplomacy. Here’s what I’ve got: I would say Purple probably has the best position, but also likely the smallest starting army Not terribly abnormal, but it does put each faction in a position where they need to start making decisions quickly about where and how they want to march. Once commanders commit, the flow of the game will get pulled to one region or another and things will get spicy fast. If this were a map we were using for an active game, now would be the time for two rather tedious tasks: naming all of these strongholds, then doing the math to count up how many soldiers each faction starts with. I’m not going to do that here, since it’s kind of a pain, but that’s the next step. (Eagle-eyed readers will notice that I’m skipping a possible step that gets mentioned in the core rules: regions. While I drew region lines onto my original map, I’ve quickly found they don’t actually matter, and are extremely fiddly to communicate to players. I plan to edit them out when I update the rules—in the meantime, you can just substitute anytime regions are mentioned with “hexes closer to a chosen stronghold than any other,” with priority going to larger strongholds.) In terms of starting detachment types—how many cavalry, heavy detachments, wagons, and skirmishers—I mostly just eyeballed it. Strongholds (and thus factions) that seem richer, with more cities and denser population and an older history, got more heavy detachments; factions with more wilderness and hinterlands got more skirmishers and non-heavy cavalry. I would highly recommend you start each faction with all available soldiers raised, skipping over the weeks and months it takes to levy all the troops and get them organized. Start each faction lead with all their soldiers in one place in one big block, ready to go. At this point, you might be saying “Sam! These factions don’t seem very equal? Doesn’t this give one side an unfair advantage?” To which my answer is… yes, basically. Historically speaking, wars fought between equals are quite uncommon, especially perfect equals. You can do some work to even the lines out (factions with more troops get fewer heavies, etc.), but in general the factions are likely going to be uneven. Besides, being the bigger faction isn’t necessarily an advantage: it means more borders to defend, more soldiers to feed, and more commanders to organize. In my Cataphracts game, how many troops a factions started with has had effectively zero observable effect on both a faction’s success on campaign or their players’ enjoyment. At some point in this process, you’ll also need to draw a player-facing, somewhat-inaccurate diegetic map (it’s the main image in my first post). Mine includes the names of all cities and towns, but not fortresses; its dimensions are close, but not perfect. Now, let’s talk about player materials. Each commander gets three documents: a faction sheet, a commander sheet, and an army sheet. A faction sheet is shared across all commanders in a faction, and includes a brief summary of the faction’s history and culture, their special rules, a quick overview of the other factions, and some tables of names and titles for commanders. Here’s an example: > **High Duchy of Sarai-by-the-Sea** > > Three hundred years ago, Saint-King Mikhail the Mighty sailed to these shores, converted to the faith of the Orthodoxy, conquered the giants dwelling along the water, and proclaimed his own kingdom. Since then, the kingdom’s borders have shrunken somewhat (not least due to the Mikhailovichi fighting amongst themselves), but the lords of Sarai-by-the-Sea still trace their lineage back to the holy Saint-King. > > As descendants of people from beyond the sea, the Saraians place great value in shipwrighting, warring along the coasts and rivers. From the others in Kyrenia, they learned horsemanship, poetry, and alchemy, offering their craft in ships and their deep knowledge of magic in exchange. > > For the past seventy-five years, the High Duchy—as the kingdom became, in time—has been a subject of the Prince-Bishopric of the Ikosion, a large and prosperous theocracy along the southern coasts of Kyrenia. A proud people, the Saraians chafe beneath such subjugation, but scattered rebellions over the years have always failed. > > Now, with the sudden and suspicious death of Grand Duke Vasily, the realm is thrown into chaos and fury. Why tolerate the Ikosenes’ rule? Why not rise once more, an independent kingdom for Saraians alone? Why not withhold the ancient territory set down by the Saint-King? Fast, easy, lots of historical analogues to draw, not more than a few paragraphs. Brevity is essential here, since players must read and understand quite a bit before getting to play. Here’s some sample special rules: > **Saraian Special Rules and Detachments** > Embarking and disembarking from ships takes half a day. Ships travel 6 miles per hour faster. > > _Knight-Wardens:_ Knight-Wardens are heavy infantry. When defending a stronghold, they count quadruple for the purposes of determining numerical advantage. > > _Marines:_ Marines are skirmishers. An army of exclusively marines can undergo a forced march to travel along a river as if they were in a ship (at a regular pace), even without a ship. Quick, breezy, and operational-level. It’s very easy to sucked into the minutiae of battle, but resist that urge: the juice of Cataphracts is not in the fine detail of tactics (go play any other wargame, if you like that), but rather the logistics of moving thousands of soldiers in synchrony. I’m going to skip the tables of names and titles here along with other factions’ descriptions, since I assume you know how to make those—they’re much the same as they would be in any other tabletop RPG book. That’s faction sheets, which all commanders in a faction have access to. A commander sheet looks something like this: > **_Grand Duke Zdravko Vasilyevich “the Tall” Razumihin_** > > You were born to high nobility, first-born son of the duke, prepared for greatness from birth. Raised in the royal courts of Simurghzal, you’ve always been the fastest horseman, the canniest sailor, and the most handsome of men. Yes, your people were subjugated by the foreigners of the Prince-Bishopric of the Ikosion, but until this year that mattered little: you had your life, and they had theirs. That all changed when your father, Grand Duke Vasily the Harpist, died, poisoned at your banquet feast by Prince-Bishop Eulalia’s underhanded dogs. Now, your people howl for blood, and they look to you for leadership—and vengeance. > > **Stats** > Age: 26 (October 11th, 1299) > Faith: Orthodox > Traits: > > * _Beloved._ Your army gains +1 resting morale. > > * _Stubborn._ Your army does not lose morale on defeat in battle. > > > **Objectives** > As determined by yourself, your family, and the Boyars’ Duma: > > 1. Free the High Duchy from the rule of the Prince-Bishopric of the Ikosion. > > 2. Reclaim the Saint-King’s Hawkfeather Crown, stored in Karkota’s reliquary vaults. > > 3. If possible, kill Prince-Bishop Eulalia. > (This is a lead commander, so they start with a couple of bonus traits, a nickname, and standing objectives. Fresh subordinate commanders get only the normal amount of traits, receive their objectives from their superiors, and must earn their nicknames.) Like the faction sheet, the goal here is to give players enough to understand who they are in brief, then get them playing fast. Don’t get bogged down in the nitty-gritty of history—the social complexities that emerge over the course of play are going to be far more exciting and compelling than any backstory. Finally, the army sheet: a spreadsheet, with space to track supplies, morale, and detachments. These don’t translate neatly to markdown text, so I’m just going to link them: here’s a sample army sheet for Grand Duke Zdravko (probably after forking off some of his troops to subcommanders), and here’s a blank template army sheet for you to steal. While this seems a lot, I realize, this is basically everything Cataphracts is on a material level. A mildly-complicated map, a bunch of documents and spreadsheets, and then a discord server with many individual channels. For a game that sometimes feels like it’s going to overwhelm me with its sheer size, it’s actually quite lightweight. Just to recap: 1. Take a map and layer hexes over it. 2. Add rivers, cities & towns, roads, and fortresses. 3. Paint on the settlement levels. 4. Draw faction lines. 5. Write up faction sheets. Name important locations. 6. Do a bunch of arithmetic to figure out how many troops each faction gets. At some point in here, draw the diegetic map that all players see. 7. Write the lead commanders’ sheets and draw up their army sheets. 8. Find some players and put together a discord server. Okay! That’s design diary entry #2. I hope that this sheds some light on my process, especially if you’re interested in running your own Cataphracts game. Next time, I think we’ll talk about the day-to-day running of the campaign itself from my side as referee. Thanks for reading.
samsorensen.blot.im
May 25, 2025 at 1:42 PM
Cataphracts Design Diary #1
_Cataphracts commanders: there is no actionable intelligence in this post. Read on._ About two months ago, I reread several series on military historian Bret Devereaux’s blog, ACOUP: analyses of Helm’s Deep and Minas Tirith, breakdowns of pre-modern command and pre-modern logistics, and, of course, a post simply titled “How Fast Do Armies Move?”. I’m a fan of Devereaux’s—he writes in that delicious space of really knowing his history yet _also_ with the understanding he’s writing for a bunch of D&D dorks who care about the fiddly minutiae of, say, the efficacy of maille vs. plate armor against English longbows. The fun, gritty little details. In military history, as Devereaux explains, there are basically three levels of decision-making: strategy (why you fight, the goals of the war), operations (how you get your soldiers to battle, how armies move), and tactics (how you win battles). It struck me, as Devereaux often alludes to, that there are a lot of games about strategy (_Civilization, Diplomacy,_ the world map of _Total War_) and innumerable games about tactics (any given medieval strategy title or tabletop wargame), but very few about operations. Almost no games, as far as I’m aware, are interested in, say, the logistics of feeding an army, or communication structures between commanders in the field. Games usually simplify or skim over all those fine details of running a war, or just skip them entirely. So, I said to myself, why not try to make an operations wargame? Embrace the logistics, the gritty details, the fuzziness of the fog of war? Thus was born _Cataphract,_ the written ruleset, and Cataphracts, the game I’m currently running. They have the same name because I made both of them, but—as I’ll discuss—if you run your own campaign, it’ll probably be different. (Really, this one should be called something like “the Voreia Campaign” or “the End of Emperor Michael’s Peace.”) Almost immediately, things started happening that I have never seen before in any game, anywhere. The pitch is pretty simple: it’s an asynchronous play-by-post real-time wargame, set in a pseudo-Black Sea region circa 1300. That means no sessions—instead, my players write what they want to do in a discord channel, and I keep track of their orders on my map. We track things in real time, so that means if an army takes two weeks to march from one place to the next, well, I’ll see you in two weeks. Messengers are just “a guy on a series of horses,” so they, too, are tracked in real time—a letter sent from one stronghold to another 150 miles away takes, at minimum, about three days to arrive. While I allow a little bit of “rubber-banding” to keep things moving (especially with players in multiple timezones), we generally stick to this real time element quite strictly. No teleporting armies, no instantaneous messages. The actual written rules are straightforward: 6-mile hexes, a basic 2d6+mods roll for battles, pretty simple rules for special units, and a few other odds and ends. You can read these rules quickly, and they’ll feel familiar if you’ve played a more simulation-y tabletop RPG before (or, you know, _Mount & Blade_). The other twist I added is command structures: each of the five factions (more on them in a minute) starts with a single commander leading one huge army. Whenever a commander wants, they can bring in a new commander (and thus a new player), hand them a chunk of their army, and send them off. Once that happens, those commanders are broken into their own text channels, and cannot communicate except through messengers. (The one exception is when two commanders are in the same place—then, they get a channel together where they can talk freely.) Those commanders can then appoint their own subordinate commanders, and so on. I started Cataphracts with five commanders—at time of writing, I have twenty-three. I’ll talk more about the IRL logistics of running a play-by-post with twenty-three players in a future post, but the short version is this: I set up a channel on a reasonably-popular RPG discord server I’m on, then each commander gets their own thread, using discord’s thread feature. Each commander then gets a little doc with their character writeup and a sheet with their army numbers. They write messages to me, I reply and notify them as events occur, and I keep track of everything on a big spreadsheet and a running Photoshop map file. Critically, commanders do not get to see the detailed world map: they have a public diegetic map that’s low-detail and not totally accurate (see below), but only get the detailed hex map with all the place names of regions they explore. Even then, they don’t get positions of armies; no commander has perfect information. The inaccurate, in-universe map of Voreia (the setting of my Cataphracts game), which all commanders see. That brings us to factions. The five factions in Cataphracts each get a short little writeup, a couple of special unit types (each of which is no more than a sentence or two), and a table of names and titles—only a page or two per faction. The five factions are: * _The Novan Empire._ Think late-game Byzantines, somewhere between the Palaiologans and Angeloi. Their lead commander is not the (young, snot-nosed, sniveling) emperor, but rather a legate, a military veteran. * _The Divine Eparchy of Sakarziya._ Basically, “What if the Orthodox Church had Papal States, and what if those Papal States were in the Caucasus Mountains?” As with many archbishops and emperors, the exact power split between the two is a little unclear, but the Novans and Sakarziyans are not at war. * _The Zlanic Principalities._ Pre-Golden Horde Kyivan Rus’, more or less. Formerly a client of the Novan Empire, the Zlans declared independence (and thus war), but still follow the Orthodox faith. * _The Third Valgar Kingdom._ Take the Second Bulgarian Empire, make them Bogomilist, and scooch them forward a bit in time. Heretical subjects of Nova, now turned to rebellion against them and the Sakarziyans alike. * _The Kalkhanate._ Almost exactly just the Ilkhanate (lol)—pseudo-Turcopersian horse lords bent on conquest, with a leader recently converted to the local faith to win extra support. Each of those five started with a single commander and a big block of soldiers, somewhere between ten and twenty thousand apiece. There’s a possible version of this game that starts earlier, with each of those five lead commanders raising their armies and bringing them together and so on, but I opted to skip that—lead commanders started with all available troops raised, ready to march, what would amount to something like 2–3 months after the war’s official declaration. I wrote the first five commanders—a legate, an archbishop, a grand princess, a king, and a khan—but each subsequent commander is randomly generated. New subordinate commanders get a relationship to their superior commander (often, but not always, family), their age, and a few traits—older commanders get more traits but are worse in hand-to-hand combat (a relatively uncommon occurrence). These basic tables have resulted in some remarkable dynamics and relationships: one faction is entirely composed of family members of a dead former king; another involves a secret parent-child relationship; another still is composed of no family at all, just work colleagues trying to get along. My players _love_ these relationships. While Cataphracts could basically be played entirely in clipped sentences and spreadsheet math, so far, every single one of my twenty-three has, to a greater or lesser extent, gotten into character and spent a lot of extra time and effort in their letters and messages to each other. (Worth mentioning there are also a handful of other commanders, ones that don’t strictly exist in any one faction: monastic orders of knights, mercenary companies, peasant revolutionaries, one or two others. I’ll talk about them more in a future post.) For me as a game designer, though, what’s been more compelling is the complications that arise from the logistics. Commanders know only what their scouts can see (within a fifteen-ish mile range) and what they receive in letters. The real-time tracking continually creates a powerful, sometimes overwhelming level of “information lag,” where operations succeed or fail not based on the strength of the armies in question but rather on commanders simply knowing (or, more likely, _not_ knowing) what’s actually happening in the field. Here’s a (mostly) hypothetical example: Red Commander marches into Blue territory, and reaches Blue Stronghold A. The Blue NPCs in Stronghold A write a frantic letter to Blue Lead Commander, saying “Oh God they’re here! Send help!” Before that letter reaches Blue Lead Commander, Red Commander captures Blue Stronghold A in an assault, and begins marching to Blue Stronghold B. Upon receiving the letter from Stronghold A, Blue Lead Commander brings in a subordinate (Blue Subcommander) and says “The Reds are at Stronghold A! Go stop them!” Blue Subcommander marches, and unexpectedly runs into Red Commander at Stronghold B. Blue Subcommander sends a letter to their lead saying “Oh God! Now they’re here at B! Send help!” at which point Red Commander again assaults Stronghold B and defeats Blue Subcommander. Blue Subcommander retreats to Blue Stronghold C, only a short ways ahead of Red Commander. At this point, what does Blue Lead Commander know? They know that Red Commander is at Blue Stronghold A, and they know that Blue Subcommander is somewhere between them and Stronghold A. That’s it. If Blue Lead Commander is at Stronghold C (they might not be, but bear with me), the _first_ time they hear of both Stronghold A and B’s fall to Red is when Blue Subcommander arrives _in person_ fleeing Red Commander. (It is, quite literally, the Two Generals Problem.) This kind of thing happens _constantly._ Almost every week, one faction or another has made blunders or errors based on a lack of clear information. Fancy strategy and complex maneuvers have consistently failed simply because coordination is extremely slow and difficult. The most successful factions thus far are not the ones that have fancy strategy or even especially powerful units, but instead the ones that keep their plans dead simple. Sometimes, it goes even further: from time to time, a commander will get unlucky and, for one reason or another, they’ll send two or three letters to another commander and get no response. When this happens, the usual response is panic: they freeze and hold position for days or weeks, they pick a random direction and march away hoping to escape and/or find their targets, they turn around and march straight back to talk in-person, or otherwise freak out and start behaving irrationally. Because information is so limited, commanders are constantly under pressure, a high level of background uncertainty. To really move with confidence is a very rare occurrence: most of the time, commanders only really trust what they can see with their own two eyes (or rather, their own scouts’ many eyes)—everything else is suspect. One of my friends, a lead commander, said it best: “Sam, I feel like the extreme difficulty of this game—and thus its possible brilliance—is that I never have any idea what the fuck is going on.” These constant logistics requirements also add further wrinkles of complexity to the diplomacy. While a lot of Cataphracts plays along similar lines as _Diplomacy, Crusader Kings,_ or Model U.N., the intense fog of war and need for resupply (combined with unpredictable elements like weather) muddies the waters. While I expected this to result in backstabbing (a very common occurrence in Model U.N. and large-scale megagames), it’s actually done the opposite—subordinate commanders are loyal, almost fanatically so, to their lead commanders. Players are desperate for direction. While hostile factions do engage in a measure of deceit and trickery in their letters to foreign powers, inside each faction the various commanders have thus far been extremely loyal and honest. In megagames and larps I’ve played in (not to mention smaller-scale board games and videogames), players betray each other for fun, to make things interesting. In Cataphracts, players don’t dare betray one another because they _need_ each other. Factional alliances, likewise, have thus far reached an intriguing conclusion: no faction has yet broken a deliberate alliance with another (no betrayals), but multiple factions have already failed in their alliances. That is, they agree upon a time and place to meet and thus crush their enemies, but along the way, one or both factions just… don’t show. And not even intentionally! In the alliances I’ve seen so far, more or less all commanders intended to honor the alliance and stick to the plan, but failed to do so. The weather slows them down, they need to stop and resupply, their superiors redirect them, they miss a critical message and show up in the wrong place—this kind of thing happens all the time. Again and again, operational issues are the linchpin of the game. Commanders succeed and fail based on their battles, sure, but more than that, they succeed and fail based on their ability to coordinate, stay organized, and stay aware of their surroundings. The simplest elements—knowing where the enemy is, knowing where your allies are, knowing how long it will take to get from A to B—become essential to victory. In other games, this information is usually obvious; in Cataphracts, operational intelligence is a rare and valuable resource, more precious than treasure or soldiers. I have so much more to talk about (the barriers between the written rules and my own referee style! time, scale, and domain play! the logistics of running for twenty-three players! simulation as a tool for education and research!) but I’ll save them for a future post. Thanks for reading—I hope you enjoyed this little snippet of an ongoing project. Hopefully, there will be more design diary entries in the future.
samsorensen.blot.im
May 1, 2025 at 1:40 PM