Friday, July 31, 2026

Modern fantasy

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)


Hello, this is an ad for a modern writer who writes short pulp stories, I think he’s got a point about how modern books with their 900 page world building aren’t doing fantasy much favour. 

I think this is another reason pulp fiction, including Moorcock, retains such a following, while longer modern works seem to come and go.

Alternate Information Sources for RPGs

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)

In most RPGs, information on the adventure at hand comes from A Sage, a man in a tavern, a damsel in distress.

Ho hum.

These NPC dupes are always rife for manipulation or abuse, and are also overused and dull.

Here are few non-standard ways I use to get information across to the player. Also, some are quite cryptic, and I find that making players think more about the information gets more engagement than literal modes of communication.


1) WHAT DREAMS MAY COME

I used this a few years back in my Laughing Tower Stormbringer playtest, and the players really dug the vague images of slaughter and Chaotic mutation that were to come. Dreams can give snatches of a possible future, but should remain cryptic and not give too much away. They add colour or emotion to the adventure, a lot of which seems lacking these days.



2) PUPPET REGIME

In Frieren season 2, a puppet show is used to convey the historical background to their adventure. This is unsurprising in a Japanese anime, as in postwar Japan there was a tradition of Kamishibai (paper plays), where storytellers would go around on bicycle to city parks and give free entertainment while making money selling candy (details HERE). If the PCs need info, tell them in the square a puppeteer is putting on a play for kids (and selling candies to them), and that they can listen in. This breaks the GM and players out of the tiring pompous info dump mode and propels them into a more entertaining storytelling mode. Just get a few images together, make up a story with some clues and inconsistencies, and GO! Any GM worth his or her salt should enjoy themselves with a puppet play or kamishibai. In my Coyote & Crow game I had players make images before I did my kamishibai, and the engagement and fun was through the roof.


3) FAMOUS LAST WORDS

Another way to shake things up is have a dying character croak out their last words at the PC's feet. The upside is that players can't ask for further details, they just have to trust the words of someone on their last breath. Of course, in some games PCs may have revival magic or ways to speak to the dead, but once again GMs can have the ghost refuse to return, trapped by an evil presence, or so lost in the pain or peace of death that they aren't that helpful.


4) ODE TO A GRECIAN URN

What if the information the PCs need is inscribed on an urn or old tapestry? What if it is damaged and they need to find more pieces? And what if the visual message is so cryptic or oversimplified that they have to make their best guess as to what it means? I think lots of GMs want to control their information and make sure communication is flawless, but in this case, solving the mystery of the message is a huge adventure in and of itself. So let the need for control go, make or find a puzzling piece of art, and throw it at the players.


5) THE INFORMANT

For those of you into mystery or spy thrillers, having an informant that never meets directly but drops clues and information is a great way to keep players on their toes. The informant is always one step ahead, sending messages through lackeys, or in disguise, or any way that keeps them anonymous and safe. One issue is that you'll never know whose side they are truly on, or how they are subtly manipulating the PCs. In the Coyote & Crow scenario I ran here in Vancouver, the most liked NPC turned out to be the Big Bad at the end of the adventure. The players let out a collective 'WHOA!' when they realized it. It wasn't a fluke, I had planned the whole thing, but you can equally improvise a Kaizer Sose moment yourself to add depth to your game.


6) A LETTER

A letter from a lost or long dead person is also a poignant way to get information to players. Video games do this quite a lot. One thing to remember is that the letter writer is more interesting if they are an unreliable narrator, or write their narrative take that is at odds with the popular interpretation of events. It reminds me of The Last Ringbearer by Russian author Kirill Yeskov (1999), who reinterprets LotRs as heroic propaganda, and instead paints the orcs as working class people in a rationalist monarchy on the cusp of an industrial breakthrough that was destroyed by Gandalf and co. So if your orc den contains a letter by a survivng orc child that sounds like Anne Frank, you can really push your players' buttons.


7) BROKEN PALANTIR

Again from LotR, a piece of unreliable ancient tech is another great way to get unreliable messages across. If the PCs find a cracked orb or tainted ring, it could give them necessary hints but at a terrible price. It is definitely not to be trusted, admittedly useful, possibly manipulated by evildoers, and at some point may necessitate a quest to destroy it, but for the time being it 


8) PSYCHIC MESSAGES

Having a psionic NPC contact the player characters is also a great device, and was hinted at famously in the Conan story 'Tower of the Elephant.' Although REH does not come out and explicitly state that the elephant-headed Yag-Kosha is manipulating Conan, I always felt that Conan's curiosity towards the Tower might have been planted by the alien wizard, and that when they touch he gets full access to Conan's mind. Have vague psychic flashes are like the dreams above, but with the added payoff of possibly meeting the psychic at some point in the adventure.

Other ideas? Drop them in the comments.

Thursday, July 30, 2026

Is Chaosium Moving Away From D100?

(This article is one of the backlog that piled up when I went off on a much needed vacation. As I slowly get back into blogging and prep for fall semester, I'll be working my way through these in addition to more NUNA, game design, Coyote & Crow, and Stormbringer posts)

The image of Chaosium games is that they use the same D100 system with minor tweaks over decades. They are considered stable and reliable, and due to this their games have thus largely avoided the edition wars and varying receptions of other big name games such as D&D, Vampire the Masquerade, and Shadowrun, to name a few.

In the past few years, with the publication of Call of Cthulhu 7E and now the new game Time Without Tide, which boasts an entirely new system, Chaosium seems to be trying to break out of its mold.

This character seems more roaring 20's flapper than faux-Victorian, but only a fogey like me would notice...

But how much of the mold was there to break?


The Mythic Past - Golden Age & Tough Times

Looking over the past, a lot of this stable & unchanging image is not entirely true.

First, Chaosium from the start has tried lots of different mechanics with its games. Pendragon had the Virtue system, Stormbringer (and later Magic World) had demon summoning, Ringworld had root-branch skill differentiation, and Nephilim has D&D type spells in an Occult setting of evolving immortals. Although Call of Cthulhu has gone through the most editions of any Chaosium game, it still has gone through adjustments of the skill system, especially in terms of starting skills.

Runequest has seen out of house editions such as Moongoose and Mythras from The Design Mechanism (albeit these were partially due to financial constraints and not just for innovation's sake). Ditto with Stormbringer, which saw Moongoose & D&D (Dragon Princes) editions, as well as the re-creation of Elric! before those.

I would say that although incremental change and limited experimentation has always been a quiet feature of Chaosium, but they are now pushing for much faster and larger change in response to the changes in the market, technology, and the publishing industry.


Adapting To The Future - Bold Strides

I see Chaosium now as very much embracing the future in many ways. First, their embrace of Kickstarter lets them test ideas out first and avoid the pre-production costs of traditional print. Considering Paizo's huge losses in stock from the bankruptcy of Diamond Distribution, and the consignment system that left millions of dollars of their stock in limbo due to lender claims, this offsetting of risk by switching to crowdfunding is a smart move.

Second, their switch in rules away from traditional 3D6 for stats in Call of Cthulhu 7E, along with its leap in art quality, has proved a success. The game is #1 in Japan so was a guaranteed success there, but in English countries it also took 2nd place in sales to D&D, as well as over 150, 000 in sales of Miskatonic community content.

Third, the 2024 BRP Design Contest was an out of left field promotional event that really raised the consciousness of Chaosium and created lots of buzz. As a recipient I was very honoured to be chosen, but the lack of guidance towards making a finished project was, in my opinion, a misstep. Of the four winners, as far as I know only two of us have produced games (The Prince of Masks and the quickstart for my post-apocalyptic Inuit game, NUNA). With help from Chaosium we definitely could have all made good quality games by now, instead of the indie/amateur products we are proud to have completed.

Which brings us to Tide Without Time.


Tide Without Time - Craft Beer & German Pretzel D&D Killer?

One of the biggest surprises is that Time Without Tide (hereafter TWT) does not use the BRP D100 system. Instead, from what has been discussed online, it seems a D6 versus difficulty level, rules light system with character classes which some have noted is similar to the Flabbergasted/Mesmerized RPG in mechanics and tone.

Body, Mind and Will? I think we all tried and failed to make this type of game at one point.

Looking at the promotional image above, there are only 3 attributes (Body, Mind, and Will) versus BRP's 7, and 6 skills (Culture, Industry, Navigation, Skullduggery, Survival, and Violence) versus BRP's lengthy and infinite roster of skills. Having played the rules light Lasers & Feelings RPG and been totally smitten by both its ease of play & running plus the absolute gonzo way adventures go off the rails, I heartily endorse this direction.

In fact, my next game, Giri-Ninjou: The Soul of Japan RPG, will be very rules light.

And market shift has a lot to do with this, I reckon. If you follow D&D online discourse, you'll see that many younger gamers are playing without reading the rulebook and have injected lots of whimsy into their games. Chaosium's demographic is 25-49, with only 3% of the NA market versus dominance in Japan, so it is in their interest to take a chance to improve this.

The only doubt I would have is if an old school class-based game of exploration (ie dungeon crawling) can bite into D&D's treasure hoard, and if younger players will make the switch. I find the marketing for TWT has been rather bland and atonal, despite having a charming art style, and appealing to how it could replicate stories such as Over The Garden Wall or older Ghibli films would be more of a draw. Then it would have a better chance of drawing a wider audience and their wallets.


Hope For The Best

Still, I think Chaosium knows what it is doing, and that taking risks is the only possibility to have a hit game. I am sure that Chaosium diehards will buy a copy, but for its ultimate popularity and sales, only time will tell.

Good luck Chaosium!

As for the continued use of D100, if TWT is a smashing success, you might have to give your D10s a little rest.






Sunday, July 26, 2026

Tedankhamen's Production Schedule

I am back from a much needed vacation in the desert of Osoyoos, as well as a stop in Hope, the town where First Blood was filmed. We dodged forest fires, but had a great time hiking the Nk'Mip Culture Center's desert hiking trail. We saw a coyote and lots of birds.






Just what I needed to refresh myself. I have lots of family and work stuff to face eventually, but I also need to keep advancing my game and art projects to keep healthy.

Before diving back into projects, here is the list of things to do for the latter half of the year.


BOOKS

I am in talks with 2 academic publishers about turning my research and teaching into books. I haven't been an academic for 3 years, so this all feels like an older version of myself. But I have finished doing academic 'freebie' articles, and having published a textbook, I know how a book can be revenue for years to come. So I will be chipping away at these, one on debt in Japan, the other on the neoliberal inflitration of US news media.

I also have a book in my head about how I got sonny and myself out of Japan. Less academic but a story worth telling.


GAMES

The next project is Giri-Ninjou, my RPG of the soul of Japan. It is a step away from D100 and trad games into a more narrative play the focuses on cultural constraints and difficult choices.

After that, I'll be churning out the NUNA Corebook.

I also have an idea for a system free bestiary for Moorcockean fantasy that I call The Melancholic Menagerie.


GAMING

I might be running some indigenous games, and trying to figure out how to get a regular Stormbringer game started in anticipation for the Free League version started.


ADDENDUM

Just learned there might be an academic event about indigenous / decolonial gaming. Finger's crossed.


Wish me luck!

BRP Design Contest Winners On Sale!

Just a reminder that the BRP Design Contest winners are publishing games that you can now purchase. Prices are a steal compared to big publishers and the games are innovative. You can support the creators (myself included) at the links below.



THE PRINCE OF MASKS

This NSFW game of humanity caught between terrifying colossal statues and hostile fey sounds absolutely gonzo. I bought my copy and will be reviewing it as soon as I have time and energy. Seems like a good substitute for Nephilim.


Link to free downloads: https://www.drivethrurpg.com/.../the-prince-of-masks-free...
Link to adult content page: https://www.drivethrurpg.com/.../the-prince-of-masks...


NUNA

The Quickstart of my game of Inuit & Iceships is halfway to Bronze on Drive Thru RPG, and its gonzo first adventure The Silver Machine has gotten an amazing reception. For $1.99 you can help me get closer to my goals AND get a taste of decolonial gaming in a post-apocalyptic world where community and Inuit culture keep humanity alive.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart

OTHERS

It is no surprise that two of the four winners of the contest have taken two years to publish, as we are all solo creators who started working largely alone. I am in talks with some of the fellow winners to try and collaborate more, so hopefully more of our games will be out quicker, and with ever increasing quality in mechanics, art, and marketing.


Stay tuned here for updates.


Tuesday, July 21, 2026

Off To The Desert!

Taking a road trip with sonny.

No posts for a few days.

Take care!

Monday, July 20, 2026

Who Is Jimothy?

 Just thought I'd get in on the Jimothy madness and practice my art.