Music is really important to me. I grew up in a musical household and have to restrain myself from foisting jams on anyone who will listen, and my written work is often very much informed by music. While I’m inspired by everything from Carly Rae Jepsen to Cattle Decapitation and back, I can’t write to anything but instrumental music and red noise . Today, I thought I’d share four instrumental pieces that I enjoy working to and that hopefully are new to you. Explore; be curious. You never know which piece of music could be the key to coaxing out your next masterpiece.
In my last article about NPCs, I wrote that NPCs are memorable when they’re consistently useful or adversarial to the party. Outside of exchanging goods and money with the PCs, or harrying them at every turn, how can you make your party care about an NPC? Here are twenty possibilities.
After reworking the haunted manor, I had just enough time between sessions to whip up the dragon’s lair it connected to before my group found their way to the mural in the furnace. Sorry the map is a little messier this time; I’ll admit to cutting corners and freshening up the original map I drew instead of using the old one as a reference for a new copy. To sweeten the deal a little, I’ve included a print-out-and-cut-up puzzle component. Once again, 5th Edition D&D terms are included here, but feel free to change, convert, or ignore them as you see fit.
This is the subterranean lair of Nakryativatka, the rare sort of black dragon that prefers trickery and traps to direct confrontation, and her kobold servants. All rooms are pitch dark and hollowed out from marsh clay unless otherwise noted.
I’m currently preparing to play a wizard in a D&D 5e game that a friend of mine is running (my first ever wizard, in fact. I prefer the sorcerer playstyle, but I wanted to branch out). My wizard is exceptional because, as part of a curse, he has perfect recall of his own memories and those of his parents and grandparents.
While I’ve played elves and other long-lived races before, this curse/blessing had me keenly considering the implications of a character with a very large scope of experience—specifically, how that large scope would impact that character’s approach to ethics, systems of right and wrong.
More Books in the Wizard’s Library (some translated into Common by the Society for a Vernacular Zenith)
1: The Internality of Externality, by Zygwiliv Abraskos (written in cypher, book appears inside out [covers in middle])
2: Lachrymosa, by Slaugreb Uvashi, S.V.Z. Classics edition (sahuagin epic poem with appendices, printed on shark leather)
3: The Infinite Staircase, various authors (wooden front cover opens by rotating and pulling up, pages form double helix)
4: A Self-Censoring Introduction To The Far Realm, by Hadrius Fellweather (alien on cover, book seems entirely blank)
5: Construction of the Arcanist’s Sentinel, by Royal Demiurge Penzugar Eshiiki (all pages have been ripped out and stitched back in; many are upside-down)
6: On Predestination and Temporal Malleability, by Fasaal Ibn-Ezesh (iron cover, roll on morphic time table to read)
7: A Brief History of the Multiverse, author unknown (in Celestial, foreword by SVZ, literally impossible to finish)
8: Performance Of & Protection Against Advanced Scrying Techniques, by Anonymous (watchful eyes in every margin)
9: The Hotel Pinfeather, by Mayberry Slipjack, signed (a pocket dimension concealed in every page of this pulp comedy)
10: Spoor, Castings, and Corprolite: A Scatology of Common Burrowing Monsters, by Regros Dupara
11: Cross-Cultural Responses to the Self-Materializing Monolith, by Harazu Falasheer, trans SVZ (rakshasa sociologist)
12: The Final Debate of Atliskadriavythets and Rizuvakralandor, trans. by SVZ (transcript of two-dragon dialogue)
13: Will of Iron, Hand of Steel: Somatic Integration in Martial Arts, by Wolfram Ahensi, Diamond Way Grandmaster
14: Living Texts: Decoding the Mysteries of the Snake Readers, by Ridharrow McCall (recently assassinated)
15: Witchcraft And The Threat It Poses To Society, by Lt. Holburn Greaves (leader of the Order of the Brilliant Dictum)
16: Hail and Fire: A History of The Cloud Mountain Coven, by Gaelrendor Futhrim, trans. SVZ (illusions help tell story)
17: Vagrancies I:1: Spells I Developed On The Road, by Sleestack Lightning (issue #1 of journal from famous adventurer)
18: An Ethnography of The Cult of the Magic Missile, by Alexi Sumbreal (perfect hole burned through middle of book)
19: When All Signs Correlate with Sorcery: Recognizing and Aiding Youth with Magical Potential, by Rastault venTaragin
20: A Study in the Language of True Naming and the Words of Power, by H.S. Begraven (noted member of SVZ)
Look for more installments of Books in the Wizard’s Library in the future. -ð
I described Stars Fall Up as a “Communal Action” roleplaying game in the launch post. It’s a term I came up with myself, so I figured I should elaborate a bit more. In a roleplaying game that uses the Communal Action model, all players share equal power in creating the world they’re playing in, and determining the consequences of the actions their characters take. Many would recognize similarities to improv theater or collaborative writing.
Identifying the differences between stories that build up and stories that burst brightly
I have an issue with some stories that I don’t have with others, even when the pieces of media are relatively similar in aesthetic or narrative scope. I wondered about it on and off for years, trying to figure out the “X factor” that switched the paths in my brain between “I’m thoroughly engaged in this” and “I can’t figure out if I’m only watching this ironically now”. And while my analysis is far from complete, I feel confident enough in my results to write this post, which I’m hoping will be the first in a series of thoughtpieces on this topic.
Yesterday, July 25th, we did the first print run of our zine-based RPG. All of us at BLP are immeasurably proud to bring you Stars Fall Up: A mini-RPG for Us Damn Millennials.
Voices in video games are something we take as a given now, but they were much more of a special thing back when storage space was a carefully-managed commodity. The voice clips in games like Altered Beast may seem hokey today, but their clarity and frequency was impressive at the time (if, yes, still pretty hokey in their delivery). Thus, Psycho Soldier, released for arcades in 1986 by SNK, is of some historical significance for being one of the first video games to feature a fully voiced song that plays during gameplay:
Welcome to Xed (Crossed) by Design, a new article series in which I’ll be examining a game feature that two different creative mediums have in common. In this inaugural post, I’ll be looking at the dynamics of puzzles and player interaction in Legend of Zelda: Breath of the Wild and table-top roleplaying games like Dungeons and Dragons.
Here I’m going to make a case that we can study Breath of the Wild to learn how to make better puzzles and encounters in table-top roleplaying games.