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Low Cost Trial Design

June 8, 2026

I’ve been thinking a bit about games that end up as campaigns, and it’s occurred to me that maybe the biggest trick is offering a low cost of entry, both in terms of system mastery AND emotional investment. It’s a bit like how many comedy movies hit you with a lot of fun silliness but by the climax you’re actually dealing with a pretty serious set of emotional stakes that somehow you got roped into along the way.

Probably part of it, too, is that because these types of RPGs tend to be neutral or even a little design-hostile to emotional stakes and story arcs that it becomes a useful way in which it never forces it upon groups who don’t want to go there but has just enough room you can try to force it on the game, mostly depending on your investment levels from the characters, stories, “blorbos” etc. you’ve made.

I’ve always been a fan of game design built to just give us the tools for good emotional investment or system mastery out and out, but I’m seeing what happens is people are scared off because it requires either creative vulnerability or commitment to learning systems but if they’re allowed to basically play a low investment game over enough time, the combination of trust and group alignment and coordination produces a space where they will get deeper and deeper on their own.

Right now my 4 year Errant campaign is a deep investment game, despite the fact we all came in thinking it’d be about 2 months of play tops. The game itself is just dungeon crawls and great combat mechanics, but the world that came together and the characters built up a lot of fictional capital and goals that all the players have invested in. Similar things have happened with worse systems I’ve played or run in the past, such as 5E.

I think that’s also why these types of games end up with infinite “advice” videos as people start looking to shift their game from the “haha random shit” play into stuff with more dramatic payoff and/or more mechanical weight. The irony is the advice “just play a different game” is exactly what they’re hoping to do, but by trying to modify the engine of the car while driving it. An RPG ship of Theseus while under voyage.

System mastery style adaptation tends to be a little easier, as “optional subsystems” appear often enough, and I could see something like “When all of the party hits 4th level, the Advanced Tactical Rules come into play” might be a thing someone does eventually for a game.

There’s probably an interesting design space to consider about making a game that can scale deeper into dramatic, character focused play, or into system mastery, but I suspect it’s the transition part and the intentionality that the play culture would balk at. A lot of groups who kind of stick to wanting both the cake & eating it too don’t want the work/responsibility of making that choice rather than hoping it will “naturally emerge” which is a gamble of many months of play, to be honest.

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Game Hype: Hedge

May 25, 2026

I backed the Kickstarter for Hedge a year ago and the book came in just a few days ago. Looking online it looks like there was a version the game back in 2021 and it’s unclear if they’re only different in art or if there’s been system/text changes since then. The art is gorgeous and the layout is quite clean for the current game.

Short premise: supernatural terribleness took over the world, humanity lives in a small pocket protected by the magical wall of the “Hedge”, held together by the magical will of the planet and the hope of humanity. The planet chose champions, and granted them powers to go fight back and reclaim the world.

You go on missions to fight back incursions of fey beings, and, as you fight them, you can take magical parts or cursed items they used, and graft them to yourself to gain their powers. Doing so costs parts of your humanity. (Hedge feels like a spiritual cousin to Last Stand, where people fight off kaiju and graft parts onto their Guyver-style bio armor to better fight more kaiju. Kaiju No. 8 fans might like that one.)

Your character is built on a combination of their background, of who they were before the world changed, and their class (“Warden”) which is effectively a set of powers and stats that feels like a PbtA playbook. The characters are built to work as a team, each type having some abilities that support or work with others, including a “Fade” power – if you fall in a mission, you awaken back in the base, but a magical effect helping your allies kicks off as you go.

Between missions, you take on downtime turns to help research threats, get side missions from factions to improve the home, and so on. The home base has a set of stats that have to be juggled; supplies, people, and hope. The thing I love the most is that if you get the Hope stat all the way up, you win. The magical will of humanity is strong enough to forever seal out the monsters.

A lot of times games build on what I call the White Wolf Formula; a never ending struggle of things getting worse, which, I understand as a someone who was a teen in the 90s was the awesome emo edgelord thing, but at this point is long since played out. Having an achievable end is great.

Neat Parts

Part of setting your characters’ background is you answer questions that set up both the home base and the world around you; creating threats, potential resources, and risks.

This has summed up some of the best advice around clock mechanics: it must be foreseeable, the players must be able to do something about it, and most importantly; the actions taken to stop it can knock the entire problem out in one go if the scope and method are appropriate. Sometimes these clock tools get used just like “plot hit points” or the issues of old 4E skill challenges and lose the point of tying fiction to the clock steps.

Do you need characters or monsters? Half the book is just lists of them. I expect this is more than most people will see in a full campaign. I don’t imagine anyone can complain they’re not getting enough of these to play with for this game.

I feel like I’d have to run/play it a bit to feel how the flow of combat works, but I’d call this light tactical theater of the mind; you deal with range bands, you have some resources to manage, but I think a lot of the strategy depends on target priority, teamwork and order of operations, with a mix of “when can I use a creative stunt to shut down a danger or give us an opportunity”.

So far this looks like an interesting game to add to my ever-growing list of “play or run at some point” games.

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Daggerheart and “Moves”

May 23, 2026

When I analyze an RPG, I tend to look at it through a few different lens; How does this look like it will play or run? (When I get around to playing/running it, does that match up?), How does this game appear to teach itself? Is it good for new people? Is it good if you come with X skill set?

I started this hobby learning to teach myself to GM from Red Box and trying to get a bunch of my fellow 3rd graders to play. So these ideas have always been a thing for me.

My initial partial read of Daggerheart is; “This is an unobjectionable action fantasy game, with some minor design refinements and a fair chunk of cruft to wade through.” There’s plenty of games built with a “choose the subset of tools you want to use” but in this case, I feel like they stuffed a little too much in. It presents a lot of handholding as if this was going to be people’s first RPG, then proceeds to give 8 ways to do a thing for any thing a GM might want to do… which is going to overwhelm or be ignored by a lot of folks.

Perhaps they figure most of the crowd will just learn it from watching streams, in which case… are all these words needed?

Anyway, I wanted to talk about it’s not-entirely-sorta incorporation of Powered by the Apocalypse Moves simply because it highlights some points about other games that try to do the same.

Moves are a mental framing

There’s a slick trick that happens in Apocalypse World with Moves. The players can be completely ignorant of the specifics of most of the Moves and just think “My guy does this” and the game works fine. “I’m going to shoot them” “I want to find cover” “I’m getting to that motorbike and getting out of here”. The GM, however, cannot be ignorant of the GM Moves because those aren’t subsystems, they’re direct plot turns and directives of how to twist the fiction.

In AW, GM Moves are stated simply and proactively, because a GM is going to have to try to remember them or utilize them while skimming a list quickly. “Separate them” “Capture someone” “Put someone in a spot”.

You can have missed reading the small examples/followups on what that means and probably do fine as a GM narrating based on it. And, importantly, these are fairly straightforward ideas you can put into an action scene or moment; if there’s a tense standoff and you see “Take away their stuff” you can probably think of a few ways that can happen – there’s not an abstraction layer to dig through.

There’s another thing that happens here; Moves in AW, player and GM, are designed to feed back into each other, back and forth, so it helps produce momentum in play. If the player Move has them deal with their gang and one of the options means they have to make an example of one of their followers, the GM doesn’t have to go through a list, the most obvious question is “How does the rest of the gang feel about this? Will this guy come back later angry?” – and then if you do look at the GM Moves, half of them immediately become easy possibilities.

And, most importantly is this bit of advice – you’re told to try to narrate Moves that will set you up for a more direct, more harming, more lasting consequence later, and when either the players give you a clean shot, or roll a failure, then you bring down the hammer. It’s not directly adversarial, it’s “give them lots of opportunities and THEN bring the pain”. Apocalypse World, as a setting, as a theme, as a vibe; is a place full of problems – existing is adversarial, and the GM just has to follow these rules and the right level of problems appear. The game is designed where the players, if acting together, can overcome most problems; it’s just that the problems never stop coming.

DH’s Sorta Moves

So the biggest issue actually ties into that last point; in Daggerheart, you just do some moves or whatever, it’s not directed towards setting them up for further tension and problems. The Moves don’t feed to other Moves, because it’s not built for a Move ecosystem.

Some of these also feel like awkward attempts at shoehorning basic GM stuff into a Move logic: “Show how the world reacts”, “Lean on the character’s goals to drive them to action”, “Spotlight an Adversary” (AKA have the opposition do something). The thing is, if you have a good Move collection in a game built around it, doing the Principles and Agenda and Moves together will naturally and constantly have the world changing, players finding opportunities & threats to goals, and the NPCs doing stuff.

And this points to the other issue you might have noticed just in those few examples; the language of DH’s moves are the opposite of AW’s simple and punchy Moves. They’re not catchphrases, they’re not going to be easy to remember, or easy to scan down a list in the middle of play. They’re a layer of abstraction which makes them less easy to internalize. “Clear a temporary condition or effect” sounds super neutral and isn’t clear to me what it means by itself; reading the more involved description, it’s supposed to be removing negative conditions from enemy NPCs or the environment – “Enemies recover” or “Advantages fade” would be easier and more clear ideas.

So altogether these issues combine in a bad way; we’ve cut out the Player Move side, so now it’s just GM advice, the GM advice isn’t built toward pushing momentum in a mode or genre of play specifically, the advice has been worded in ways that are abstracted and hard to roll off the tongue.

…why are we using Moves here anyway?

So…

You might take this as feeling super critical of Daggerheart, and like I said at the beginning, it’s an unobjectionable mainstream fantasy game. I’ll probably end up running it or playing it sometime in the future. What my main point is in this whole thing is; I bet most DH GMs will sort of skim the GM Moves, and some will play mostly ignoring them, and there will be little or no functional difference in how the game runs.

Whatever momentum and story drive that comes out will not be particularly aided by the mechanics in play; it will fully be the group’s work, which is a real damn shame given the desire to incorporate one of the best systems in modern RPGs to support that stuff.

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Physical copies of Hella Folks & Drama Happens

May 19, 2026

I’ve got physical copies on Print on Demand at Mixam. I couldn’t get them to do the multicolor cover option, unfortunately so it’s gonna be in orange. I did send a bunch of the homemade multicolor copies to my good friend Quinn Murphy at Thoughtcrime games to sell at some cons he’ll be tabling at later this year, so if you’re absolutely dead set on a deep forest green or the delicious magenta, keep an eye out for updates or follow his account at Bluesky.

I’m hoping to get some friends together to demo some of the techniques on a video so you can get a better idea of what it’s got in it, too. That might be another few weeks. Obviously, this is a labor of love being done between life stuff and not a “Plan out a media rollout” or anything.

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You cannot social engineer the game into existence

May 17, 2026

If there’s something you want to appear regularly in your RPGs and the answer/advice out there is “psychoanalyze your players so you can engineer them into making the thing happen” what you need, instead, are rules.

Even in the most strict, traditional, GM/player power divide, you are playing the game together and making the events in play, together. You actually need the players to help make things happen. The easiest way to coordinate that is to make that clear that it’s part of the game, and have some set of rules that make that happen regularly.

(Note I’m not saying complex, extensive, or deep rules. Just clear communications what about what you want to have happen and how to negotiate that in play. Many of the safety tools are a good example of this – “Never include this in play” look, an easy rule that makes things clear.)

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