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Hardcore Narrativist @hardcorenarrativist@dice.camp

If you missed my latest RPG Alas Vegas, it's a frankly ridiculous $6.38 (down from $15.95) in the Deal of the Day at DriveThruRPG and RPGNow for the next few hours. Check it, and/or tell your friends. drivethrurpg.com/product/19971

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"Who do you want to make a game with and why?"

I don't usually think about making games, but the idea of doing something together with Avery Alder sounds very interesting!

If you want to have a look at the current state of Black Wolf, you have the rules, a character sheet, and a combat example here:


In my experience, lots of people dislike BRP/CoC rules, especially the narrativists. I have always thought that's strange because I think BRP is really simple at its core (just percentages; no rigid classes, no levels, etc.) and it makes it easy to ignore the rules and just focus on the story.

So for Black Wolf I took the core of CoC 7th edition, added complications and some ideas from Sorcerer for extra narration focus, and some other details. It's not playtested properly but I think it works.

"What game do you want to take apart and make into something new?"

I'm not really a game designer, so I don't usually think of taking apart games (or creating new ones). The closest I've done is to "hack" Call of Cthulhu 7th edition to take the interesting parts and combine them with other interesting parts and make something that I like for the genre (dark/low fantasy, narration-leaning).

See follow-up post for rationale for choosing Call of Cthulhu/Basic Role-Playing.

Especially since I have the impression that some of the important bits only surface when playing for longer periods, so simulating a couple of encounters won't cut it.

Working on a magic system for Black Wolf, my low/dark fantasy rules. It's basically a (very) simplified Sorcerer adapted to fit the rest of the rules, but I wonder how well it will work, and I _really_ wonder how and when I'll be able to playtest it, if ever 😟

I feel that losing that side of storytelling (someone thinks about a situation/plot for a reason, with a purpose and a vision, and we explore it together) would be bad, and I feel that RPGs can be a great way to express yourself in that sense. As in, both group-storytelling and more "guided" storytelling are great!

Anyway, there's a video by Mark Brown (Game Maker's Toolkit) about a video game called Celeste that really speaks to me when I think about this: youtube.com/watch?v=NInNVEHj_G


Something I think about from time to time: I feel that in many RPG communities there's a lot of focus on GM-less games and in adapting everything to the players.

While I think that's pretty cool and necessary, I _also_ like RPGs as "interactive stories". And from this perspective, the taste/vision of the narrator is pretty important, too! We don't expect films or novels to be adapted to the audience (and I don't think it's only because they can't), why should RPGs _always_ do that?


"Why do you play and make games in the genres and styles you do?"

Mostly because they make me think about people, or the world, or other things I find intriguing or interesting.

"Who do you want to play with more than anything and why?"

I love playing with people that haven't played role-playing games before.

I guess playing with Avery Alder and/or with Jason Morningstar would be supercool, though!

"Where do you play that most encourages your creative side?"

I think it depends more on the people I'm playing with, and the mood, than the physical place. People I know, that are open minded and non-judgemental is probably the best combination.

"In what environment do you most enjoy playing and why?"

Probably at home. Partly because of familiarity/comfort, and partly because I use lots of stuff when playing so it's annoying to bring everything to another place. But in general any place that is comfortable and quiet should be fine.

When playing I use my screen, a laptop and a tablet to use Lyre (hardcorenarrativist.org/lyre/), speakers for the music (for sound quality, not volume), plus papers, dice, and such.

Building a new world and need a map of your continents? Load this webpage: azgaar.github.io/Fantasy-Map-G

Building that world and need a map for a city? Load this webpage: watabou.itch.io/medieval-fanta

Need a map for a dungeon? Load this webpage: donjon.bin.sh/fantasy/dungeon/

"Where do you get inspiration for characters, settings, or design?"

From things in the world that spark my curiosity. Normally, moral questions, social problems, or interesting thought experiments.

I write scenarios very seldom because I don't play that often (and once I write a scenario, I play it many times with different people) so I can devote months to write each one :-)

Script Change has been updated, as it is a living document. If you've used it in a text, check out and reference the current version of Script Change with your products. Contact me with any questions!


Downloadable, formatted: briecs.itch.io/script-change

Do you like tiny RPGs that you can play in a few hours with some friends? Want to roleplay humanity's first entry to the space olympics, a digital ghost of an author trying to finish their last work, a forgotten god trying to win worship? Then do I have the game anthology for you: drivethrurpg.com/product/24078

"What mechanics make you feel excited and ready to play?"

Mechanics don't usually make me excited by themselves. One exception I can think of, though, is the influence of the music in Ribbon Drive (it's a game about roadtrips in which players have to bring a playlist; the soundtrack of the story, in a way; and the story mood is supposed to match the mood of the current song, to an extent).

It also has added Plot Points, which seem similar to Fate Points used for Situational Aspects. "I'll spend a Plot Point to make a Secret Door here" or perhaps a flashback, "I know I had an old antidote in my bag."
@Bad_Quail @nickwedig