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    <title>Thoughts About Games - Blood on the Clocktower</title>
    <subtitle>A personal blog about video games, tabletop games, and critical analysis.</subtitle>
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    <updated>2025-12-29T00:00:00+00:00</updated>
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        <title>2025 in Review — Tabletop RPGs</title>
        <published>2025-12-29T00:00:00+00:00</published>
        <updated>2025-12-29T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
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&lt;p&gt;I’ve been writing about tabletop games for more than a year now, most frequently in the past six months. Meanwhile, I’ve been writing about the video games (sporadically) for &lt;em&gt;8 years&lt;&#x2F;em&gt;. I’ve gotten comfortable with the scope and depth of my video game writing, balancing personal experience with analysis, exploring within and around my taste, and finding ways to challenge myself while keeping my footing.&lt;&#x2F;p&gt;
&lt;p&gt;But with tabletop games, I’m still wobbly. My critical angles and the games I manage to write about don’t keep up with the “scene” in a way I can with video games. The critical and the scholarly suffuse into each other in distinct ways with TTRPGs, and even very recent history looms large and casts long shadows. I don’t read enough games, let alone play them, and while I have a keen interest in recent and upcoming work, I simply can’t keep up.&lt;&#x2F;p&gt;
&lt;p&gt;There are a bunch of reasons why it would be difficult to give the “top 10” treatment to tabletop games I’ve played this year. Obviously, there are lots of folks out there reviewing and discussing the newest phenomena within the hobby, but plenty of folks (myself included) spend our time with a “trailing edge”, games from anywhere in the past five or so years that are still filtering into an attention economy that understandably stretches beyond a year-to-year cadence. Often, games I’m writing about are ones I’m only encountering because of prior coverage or actual plays.&lt;&#x2F;p&gt;
&lt;p&gt;So what I’ll do instead is reflect on how I engaged with the hobby in the last year. I want to talk about running and facilitating games, my experiences playing more widely, how few games I &lt;em&gt;read&lt;&#x2F;em&gt; this year, and what became of my first full year of designing and playtesting games. I’ll tie it off with some reflection on writing about games, and some broad goals for the coming year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;running-games&quot;&gt;Running Games&lt;&#x2F;h3&gt;
&lt;p&gt;In February I wrapped up a nearly year-long campaign of Apocalypse Keys (Rae Nedjadi, Evil Hat Productions) with a playgroup that’s developed a ton of chemistry as we’ve continued to play together. Running Apocalypse Keys was a great way to flex my growing affinity for horror, and saying goodbye to that campaign on a high note (and after pulling some extremely silly meta-narrative maneuvers) felt like the perfect balance of “hard to say goodbye” and “time to let it wrap up”.&lt;&#x2F;p&gt;
&lt;p&gt;Early in the year, I tried out some of the new Deep Cuts (John Harper, Evil Hat Productions) supplemental rules for Blades in the Dark, which was really challenging to wrap my head around. I started to find my footing as the scenario progressed, but got there a bit later than I wanted to. Still, I had a good time engaging with new play philosophies and learning them together with friends. Deep Cuts marks a pretty substantial leap from the original Blades in the Dark rules &lt;em&gt;as written,&lt;&#x2F;em&gt; but it follows logically from the kinds of play philosophy that makes the original run smoothly. Picking up Deep Cuts gave me a sense of just how differently any two GMs might run the very same game, but it also helped me develop opinions on what works for me and the tables I run games for. I’ve run a decent bit of Blades and don’t reach for it all that often anymore, but Deep Cuts gave me an enticing reason to come back.&lt;&#x2F;p&gt;
&lt;p&gt;Later in the spring, I ran Eat the Reich (Grant Howitt; Rowan, Rook and Decard*)* for the same group. What initially felt like an overly fiddly divergence into &lt;em&gt;very&lt;&#x2F;em&gt; dice-forward play wound up reminding me of something very important: people love to just &lt;em&gt;roll a whole bunch of dice&lt;&#x2F;em&gt;. When Eat the Reich was firing on all cylinders, it was doing a perfect job rewarding both characterful and clever play &lt;em&gt;and&lt;&#x2F;em&gt; delivering the swingy drama of big dice pools. What felt to me like over-reliance on a core set of interactions was in fact—to my players—good indulgent fun.&lt;&#x2F;p&gt;
&lt;p&gt;The last new GMing adventure I embarked on was beginning a campaign of Heart: The City Beneath (Grant Howitt &amp;amp; Christopher Taylor; Rowan, Rook and Decard) for my Apocalypse Keys group, one of three systems I pitched them on that they chose from. Heart started clumsy as we found our rhythms with its Stress and Fallout consequences and the resources necessary to soften them; players were initially appalled at the apparent “difficulty” of Heart, but learned quickly that consequences could be full of flavor, fun, and even surprising new story vectors. I’ve had a wonderful time watching them push their luck, lean into their strengths, and choose Beats that draw the story in wild directions. The party dynamics are bizarre and funny, the characters even stranger. And as we draw towards the conclusion of another campaign I’m having some of the most fun I’ve ever had with prepping and running RPGs.&lt;&#x2F;p&gt;
&lt;p&gt;And finally, I found a couple of opportunities to facilitate Yazeba’s Bed and Breakfast (Jay Dragon &amp;amp; M Veselak, Possum Creek Games), a game that has ups and downs in my opinion but really shines when you manage to bring it to multiple tables, adorn your book with stickers, and start developing the characters. I’ve only played a couple of sessions, but I’m glad I got a binder full of characters started because I think I’ll keep breaking it out now and then.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;playing-games&quot;&gt;Playing Games&lt;&#x2F;h3&gt;
&lt;p&gt;My home group started a campaign in Cyberpunk RED (R. Talsorian Games), the first brush I’ve had with any version of the Cyberpunk system. Modern iterations of trad games tend to feel oddly bloated to me, a strange mix of old systems and setting details and heavily revised ones aiming to engage new players and surprise returning ones. I have criticisms, to be sure, but I also appreciate getting to play around in a setting that’s more alive and constrained than the sprawling D&amp;amp;D 5e adventures of our previous campaigns. Cyberpunk cares about the mundane side of its characters lives in a way that feels distinctive, even if it it spends a lot of its effort on making mundane life cartoonishly bleak rather than emotionally resonant.&lt;&#x2F;p&gt;
&lt;p&gt;I also spent a good deal of time playing games with a small group for an “actual play” project, which we’re playing and recording up front but will hopefully start releasing some time next year. It’s hard not to split my focus between my own play and thinking about the audience experience, but I always enjoy the clumsy process of building rapport with new groups. I’m looking forward to the challenge of building our play into an enjoyable listening experience and I’m excited about the world we’ve been building together.&lt;&#x2F;p&gt;
&lt;p&gt;I had an opportunity in May to mobilize some friends for a late-stage playtest of Pale Dot with designer Devin Nelson as they worked towards a final release. As silly as it is, I was really happy to see my name in the playtester credits for a printed book, and I&#x27;d love to bring Pale Dot to a table some time soon.&lt;&#x2F;p&gt;
&lt;p&gt;In the latter half of the year, I found new spaces and occasions to play more widely. I played convention games at PAX West and KublaCon Fall. I started attending a monthly story games meetup run by a local designer where I played a lot of backlog games like Desperation (Jason Morningstar, Bully Pulpit Games), Going for Broke (Avery Alder, Buried Without Ceremony), and more For the Queen (Alex Roberts, Darrington Press)—which I’ve greatly warmed up to since I first played it at Gen Con last year). I also had the pleasure of trying out Last Train to Bremen (Caro Asercion, Possum Creek Games), which uses Liar’s Dice as a central mechanic and showcases how the texture and tone of traditional games can be a pitch-perfect match for storytelling games. It’s something I definitely hope to explore in my own design.&lt;&#x2F;p&gt;
&lt;p&gt;At KublaCon Fall I also became enthralled with Blood on the Clocktower (The Pandemonium Institute), a social deduction game (not generally my taste) that uses a dedicated facilitator called a Storyteller to introduce all sorts of interesting possibilities to social deduction games that parallel what GMs bring to traditional RPG tables. I don’t know if my fascination with Clocktower will filter into my own design, but it’s left me a lot to think about with regard to why I dislike social deduction games, why I enjoy GMing, and my habits as a player. Folks in story games discourse often seek to soften expectations around GMing, to regard it as a different kind of &lt;em&gt;play&lt;&#x2F;em&gt; rather than a special role beholden to or dominant over the other players. This is, in general, a good thing: GMing is fun and &lt;em&gt;should&lt;&#x2F;em&gt; be taught in ways that make it inviting and approachable! But Clocktower is an unexpected reminder that a GM who is committed to serving and enriching player experiences can bring a lot to a game that would otherwise be impossibly complicated.&lt;&#x2F;p&gt;
&lt;p&gt;I also kept in touch with old coworkers and played a tiny bit of skirmish game Forbidden Psalm (WIRD DESIGNS) and classic adventure board game HeroQuest. I haven’t dug as deep into war games or into board games as I’d like to, but I made a start by trying a few at PAX and playing more with friends over the year. I even took a few faltering steps into Magic: the Gathering. I’m admittedly dissatisfied by how little I’ve broadened my horizons this past year, but it’s good to acknowledge the progress and reassert my curiosity for the wider world of analog games.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;reading-games&quot;&gt;Reading Games&lt;&#x2F;h3&gt;
&lt;p&gt;This was not a good year for reading games for me. I struggle to set aside time for reading games in the way I can when I’m prepping or playing them, but it is a huge part of engaging with the hobby. Read widely is incredibly enriching and restorative of my enthusiasm for the hobby. Getting to see what the bounty of talented folks out there are getting up to in their latest work is fulfilling in its own right.&lt;&#x2F;p&gt;
&lt;p&gt;One of the only long-form books I read this year (besides Heart, which I’ve been running) was Slugblaster (Mikey Hamm, Mythworks), perhaps one of the most &lt;em&gt;fun&lt;&#x2F;em&gt; TTRPG reads I can remember. With books of this scope, I’ll often read just enough to decide whether or not I want to run the game for a group, and then wait till I have a group lined up before I do a cover-to-cover read. But Slugblaster just kept my attention, made me laugh, and had me constantly grinning at its zany locations and factions and equipment. I adore its stylized writing and in-universe voice; it was a big inspiration for one of my own ongoing projects.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond that, I read a few games here and there that I’ve bought or have been gifted in the past year or so that I found compelling. Bleak Spirit (Chris Longhurst) takes the idea of a “Dark Souls story game”, which is tantalizing to sickos like myself, and leans deeply into notions of enigmatic protagonists and speculation-as-play—aspects that surprised me at first but feel sharp and well-considered in retrospect. The Slow Knife by (Jack Harrison, Mousehole Press) sounds like an absolute blast to play, a conspiracy-building story game built on the spectacular premise of perfect, patient revenge. Border Riding (Jo Reid, Stout Stoat Press) is a thoughtful rumination on how borders change our perception of ourselves and others, an incisive evolution of ideas in story game classics like The Quiet Year. It comes with a companion essay that imparts some history and eloquently expands on its key themes. I’m not sure if I’ll get any of these to a table any time soon, but reading and thinking about them has already been time well spent. Reading widely keeps me inspired by the hobby, especially at times when I can’t get a play group together (and maybe don’t have the social energy anyway), and I need to do more of it next year.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;designing-and-playtesting-games&quot;&gt;Designing and Playtesting Games&lt;&#x2F;h3&gt;
&lt;p&gt;This was my first year of (somewhat) full time game design, and it was a daunting prospect at the start of the year. I started the year with the goal of getting one of my first serious projects out into the world in January: Alone in the Loop, my hack of Alone Among the Stars (Takuma Okada) that tells the story of a lonely time traveler trying to prevent a grim future. It was with the enthusiastic help and encouragement of friends that I found the confidence and motivation to complete the layout, publish it on itch.io, and eventually even put a modest price tag on it.&lt;&#x2F;p&gt;
&lt;p&gt;But beyond the simple milestone of releasing something that felt finished, the work I’m proudest of this year is all the design and iteration and playtesting I’ve done. I have many more milestones to hit (more on that later), but I’m very proud of just how much design and community participation I’ve mustered this year. I’ve made a couple of friends in the scene, deepened my connections with others who I’d only met peripherally, worked with very talented folks, and ultimately found more solid footing within my own creative process.&lt;&#x2F;p&gt;
&lt;p&gt;I also reached out further and tried to participate in more TTRPG community spaces, becoming active for a while in a couple of discord servers before slowly burning out from the cocktail of social anxieties they seemed to draw out of me. I still try to lurk from time to time, but I’ve curbed my participation and attempts to “keep up” in order to protect my own mental state. The experience has, unfortunately, given me some pause when it comes to how I approach participation in the communities around this hobby. To be clear: nobody has done or said anything &lt;em&gt;to&lt;&#x2F;em&gt; me that targeted me or excluded me. But I’m learning that these spaces tend to stress me out unless I maintain a degree of remove. I hope to cautiously reengage in the new year, but it may be a mode of community participation that just doesn’t quite work for me, and I hope it’s not too much of a barrier to finding friends and collaborators in the future.&lt;&#x2F;p&gt;
&lt;p&gt;Regardless, it’s a year to be proud of. I did a ton of prototyping during my ill-considered dive into an October daily design challenge, I’ve playtested 6 different projects, some even with groups of strangers (which was incredibly daunting at first), and I’ve picked up a lot of instincts for layout and organization of my work as I went.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;writing-about-games&quot;&gt;Writing About Games&lt;&#x2F;h3&gt;
&lt;p&gt;Finally, the most ridiculous and circular part of this post: where I write about tabletop games by reflecting on my writing about tabletop games. Halfway through this year, I adopted a more aggressive and consistent blogging cadence with the goal of improving my writing and analysis through consistent practice. I’ve written a lot that I’m proud of and a lot that felt half baked, and I’ve fretted an unreasonable amount about the four total emails that get sent out to subscribers when I hit publish (if you’re one of them, hello! I appreciate you immensely!).&lt;&#x2F;p&gt;
&lt;p&gt;My favorite work is still my longer essays about planning for and running specific games. I’ve also greatly enjoyed writing design commentary pieces for my own work, but I don’t necessarily feel like they’re as insightful in their own right. I hope to get better at talking about design from a designer’s perspective, but I hope that comes with time, practice, and confidence.&lt;&#x2F;p&gt;
&lt;p&gt;Nonetheless, my conclusion is that the pace I’ve adopted is a bit &lt;em&gt;too&lt;&#x2F;em&gt; aggressive—especially with my propensity for high word counts. For next year, I’m aiming to post every &lt;em&gt;two&lt;&#x2F;em&gt; weeks, continuing to alternate between TTRPGs and video games. Hopefully that strikes a balance between consistent output and time collect my thoughts.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;farewell-2025&quot;&gt;Farewell 2025&lt;&#x2F;h3&gt;
&lt;p&gt;It’s been a busy year, but next year will be no less busy. I’m sticking with pretty broad goals for now, but I hope to:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;Release Ridge City Riders, the project that I started in March. It’s the first time I’ve brought on an editor and an artist and they’ve already helped make it so much more than it initially was. I’m really excited about this one and it’s almost at the finish line!&lt;&#x2F;li&gt;
&lt;li&gt;Playtest more and with a wider crowd, including soliciting playtesters in game design communities.&lt;&#x2F;li&gt;
&lt;li&gt;Run something at a convention, either something of my own or just something I enjoy running.&lt;&#x2F;li&gt;
&lt;li&gt;Run something in the OSR space (let’s be honest, this will probably be Mothership).&lt;&#x2F;li&gt;
&lt;li&gt;Read more RPGs this year, including a few longer ones.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;And that’s the year! A lot to write about, but still so much to play and read and build in the coming year. To all of those in the hobby who I’ve gotten to know or work with or play with during this year: thank you for making me feel welcome, for sharing your art, and for engaging with mine! Here’s to another year of strengthening those bonds and sharing my love for this art form and community.&lt;&#x2F;p&gt;
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        <title>KublaCon Fall 2025 Recap</title>
        <published>2025-11-17T00:00:00+00:00</published>
        <updated>2025-11-17T00:00:00+00:00</updated>
        <author>
          <name>Paul Doyle</name>
        </author>
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        <id>https://thoughtsabout.games/blog/posts/kublacon-fall-2025/</id>
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&lt;p&gt;Over the weekend, I attended a local convention called KublaCon Fall, an off-season supplement to KublaCon Prime (which runs in May). Silly name aside, it’s an approachable local convention that I hadn’t been to before past this weekend, and I played some new games. So without further ado, here are some (long-winded) impressions!&lt;&#x2F;p&gt;
&lt;h3 id=&quot;our-brilliant-ruin&quot;&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;The first game I played was &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;ourbrilliantruin.com&#x2F;&quot;&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt; by Studio Hermitage&lt;&#x2F;a&gt;. It was an original adventure by the GM, who was running the game as a member of a demo and playtest organization that was works with the publisher. The provided characters were primarily pre-generated ones from the book itself.&lt;&#x2F;p&gt;
&lt;p&gt;The game is part of a constellation of media that form into a big IP blitz, including an ongoing audio drama and an upcoming video game. This kind of production-maxing admittedly puts me off, but since this event had open slots and seemed like a unique system, I gave it a shot.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Our Brilliant Ruin&lt;&#x2F;em&gt; takes place in the final bastion of an apocalyptic world, where light from a distant star has brought a destructive force called Ruin that devours anything made of metal and metaphysically corrupts anyone it comes into contact with. It’s a socially-stratified setting with Gilded Age trappings and supernatural undercurrents. The book is very setting-forward, from what I could tell browsing through it, which is unsurprising given the multimedia project that it slots into.&lt;&#x2F;p&gt;
&lt;p&gt;The session felt a lot like trad games I’ve played in the past, even if the system seemed to stretch against it a bit. The amount of world-building in the book can’t really be absorbed by the scope of a convention one-shot, but I could certainly feel it etched into character sheets and capabilities. These sheets were both flavorful and economical, making it easy to understand my capabilities and archetype at a glance.&lt;&#x2F;p&gt;
&lt;p&gt;The dice system involves rolling d6s and looking for more 6s than 1s. I found it difficult to form an intuition about the dice math; as the dice pool grows, your chance of a positive outcome changes fairly subtly. Even though more dice &lt;em&gt;technically&lt;&#x2F;em&gt; improves the odds, each individual die you add is just as likely to screw you over as it is to grant or reinforce a success.&lt;&#x2F;p&gt;
&lt;p&gt;Our GM was as flexible as he could be within a prewritten-adventure style of play, but he did have to short circuit certain paths once or twice to keep us on track. The group also over-indexed on planning, with several players asking the same questions of the same NPCs and hoping to get new answers with new rolls, dragging out some of the opening scenes.&lt;&#x2F;p&gt;
&lt;p&gt;The system design seems to draw most from World of Darkness games’ narrative and mechanical blend (and indeed, one of its writers is Justin Achilli, a White Wolf veteran). A lot of the resulting dynamics hewed towards how a D&amp;amp;D adventure with an upstairs-downstairs twist might play out, though the scenario that the GM brought could have been a big contributor.&lt;&#x2F;p&gt;
&lt;p&gt;I found it hard to play a noblewoman character in the context of a “go to a poor rural village and hunt a monster that’s terrorizing them” adventure; the aristocrat character felt out of place doing dangerous, violent, hands-on work, even though the epicenter of the haunting was an noble family’s abandoned manor. I suspect that with the right massaging, this tension could be ameliorated or at least made more interesting, but as it was there was some friction that didn’t feel especially fun.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, the game felt like it belonged deep in its own big sprawling setting in a way that couldn’t shine in a convention setting with players who had no prior experience. I don’t think it suited my sensibilities, but the PDF is free and it seems to be thoughtfully crafted, so it’s worth checking out if the pitch sounds intriguing.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;royal-blood-2e&quot;&gt;&lt;em&gt;Royal Blood 2e&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;&lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.kickstarter.com&#x2F;projects&#x2F;gshowitt&#x2F;royal-blood-a-tarot-heist-rpg&quot;&gt;&lt;em&gt;Royal Blood&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; is a game by Rowan, Rook, and Decard that funded a lush redesign and rerelease on Kickstarter late last year. It was the first I’d heard about it, but I’m familiar with a chunk of Rowan, Rook, and Decard’s output (as you may have seen in other posts on &lt;em&gt;Eat the Reich&lt;&#x2F;em&gt;, &lt;em&gt;Heart: The City Beneath&lt;&#x2F;em&gt;, etc.).&lt;&#x2F;p&gt;
&lt;p&gt;The game involves establishing characters and setting around the core concept of ambitious magic-users in a modern-day city who band together to dramatically dethrone a powerful magic wielder called the Arcane. The game is fueled heavily by tarot as both an aesthetic cornerstone and an oracle for storytelling.&lt;&#x2F;p&gt;
&lt;p&gt;A good chunk of our session was spent during setup; a nontrivial sequence of steps guides the group through building characters, detailing the world, and establishing the obstacles in front of the protagonists. This is certainly not a bad thing (setup is also play!), but I could feel it straining the time management of our four hour play session. Ultimately, we went a half hour past our allotted end time.&lt;&#x2F;p&gt;
&lt;p&gt;After setup, the remainder of the game involves several phases built around a simple token economy and a tarot card drawing mechanic, in which players can stake more resources to get more card options to choose from for their outcome. Different cards produce different results, so widening the pool of options feels quite meaningful, a lot like rolling with advantage.&lt;&#x2F;p&gt;
&lt;p&gt;The writing of the game is maximalist and indulgent, which is (along with the sheer density of drug references) very recognizably Grant Howitt’s style. It works well most of the time, but occasionally overstays its welcome and makes scanning and remembering details a struggle. For example, each character has “Facets” that they use to contend with challenges and must risk losing in order to progress; each one has an entire paragraph of flowery description, but lacks a single-sentence summary to remind you what it actually is or does.&lt;&#x2F;p&gt;
&lt;p&gt;The tarot artwork by Silvia De Stefanis is lovely; there’s no shortage of gorgeous tarot decks floating around in the Kickstarter ether, but these cards still hold their own and complement the game nicely. Since the Kickstarter hasn’t shipped, our convention GM got a deck printed on glossy card stock and they served us well during the game.&lt;&#x2F;p&gt;
&lt;p&gt;On that note, I also appreciated that the GM constrained our setting with a conceit of his own (high school goths overthrowing the queen bee of the school). It led to exaggerated characterization that suited to the game well and was easy to play into for a convention setting.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, &lt;em&gt;Royal Blood&lt;&#x2F;em&gt;’s top-level procedure felt like a little bit too much, but the bones of the game and its resolution system were punchy and the tarot interpretation was a well-integrated element. Even with a GM guiding the story, these interpretive moments felt very collaborative. I also managed to convince my partner to join the game, which made it all the more fun. I could see myself revisiting &lt;em&gt;Royal Blood&lt;&#x2F;em&gt; to run it for friends at some point.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;blood-on-the-clocktower-trouble-brewing-and-bad-moon-rising&quot;&gt;&lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; — &lt;em&gt;Trouble Brewing&lt;&#x2F;em&gt; and &lt;em&gt;Bad Moon Rising&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;I first heard about &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;bloodontheclocktower.com&#x2F;&quot;&gt;&lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; at Big Bad Con, when I was making small talk with other volunteers in the break room. It’s a social deduction game, akin to Mafia or Secret Hitler, in which each player is given a hidden role and a team alignment and then tasked with eliminating fellow players until their team emerges victorious.&lt;&#x2F;p&gt;
&lt;p&gt;Designed by Steven Medway, &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; feels like, as far as I can tell, the mother of all social deduction games. It’s built modularly on a foundation of simple rules and then thrown into elaborate strategic chaos via the introduction of &lt;em&gt;dozens&lt;&#x2F;em&gt; of unique character roles, each with a unique ability that lets them contribute to their team in a distinct way.&lt;&#x2F;p&gt;
&lt;p&gt;The structure of a &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; game takes place across several days and nights. During the day, players converse and share suspicions and theories, then nominate players to execute and cast votes. During the night, players take turns triggering their hidden abilities while the rest of the group keeps their eyes closed. Layered on top of this basic format are “scripts”, curated sets of roles that produce certain strategic and social dynamics alongside a set of instructions to follow in order to run the game and proceed through each night.&lt;&#x2F;p&gt;
&lt;p&gt;This brings me to the most distinctive aspect of &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt;: there is one person who has no role at all in the game’s fiction. Instead, they function as the “Storyteller”, a neutral facilitator who carries out the procedural steps: they tell players when to open and close their eyes, call for nominations and count votes, manage individual player abilities during the night, and announce the results of those actions. All of this is performed in a prescribed order to ensure that everything fits into place neatly, often leaving space for mechanical edge cases but ensuring that they’re clever and intentional.&lt;&#x2F;p&gt;
&lt;p&gt;Beyond the precision and simplicity of the core rules, the Storyteller manages every piece of procedure and information visibility, making the whole experience feel smooth and curated. Using these tools, an effective Storyteller may also adjust balance and spotlight certain interactions. They can make choices about which roles from the pool are included in a given game. They can determine which players are affected by certain abilities and can make on-the-fly balancing decisions (all within the stated rules) that keep the drama high and ensure that victory is won cleverly or narrowly.&lt;&#x2F;p&gt;
&lt;p&gt;In both of the games I played, each with a different script (&lt;em&gt;Trouble Brewing&lt;&#x2F;em&gt; and &lt;em&gt;Bad Moon Rising),&lt;&#x2F;em&gt; each of which had more than 20 unique roles, I landed in the role of a Minion, a second-in-command to the lead antagonist Demon. In both games, I was soon pulled aside by the Demon (a more experienced player, luckily) and given advice on how precisely I should lie to other players about my role and its abilities. There was a palpable play culture among the cohort of seasoned players I interacted with: unstated habits and strategies, references to other scripts or past play experiences, and so forth. All of this was a bit alienating at first blush, but it was meaningfully tempered by the presence of a neutral Storyteller who could answer questions.&lt;&#x2F;p&gt;
&lt;p&gt;Playing an evil character in both games was exhausting, and not just because of the complexity. I think it’s fair to say that I have an aversion to social deduction games in general. I find tactical deceit to be stressful and viscerally unpleasant; whenever I draw an evil role, I feel my stomach knot up and my heart rate elevate. I can &lt;em&gt;imagine&lt;&#x2F;em&gt; the appeal: there’s obviously a thrill to getting away with ingenious deceptions, to pulling one over on your friends with poisoned logic or careful acting. It truly &lt;em&gt;isn’t&lt;&#x2F;em&gt; fun for me, but I can understand the sort of competitive impulse that it appeals to. I don’t mean to say I didn’t have fun; I just experienced an inordinate amount of stress along the way.&lt;&#x2F;p&gt;
&lt;p&gt;But I have a million more thoughts about the Storyteller role and the ways it intersects with GMing in traditional TTRPGs and wargames. This post is long enough as it is, but suffice it to say that the mere introduction of a neutral facilitator creates &lt;em&gt;so many&lt;&#x2F;em&gt; possibilities. They can answer rules questions mid-game without giving things away, they can apply “randomness” to abilities (e.g. one-out-of-two chosen targets gets this effect), and they allow role abilities that involve &lt;em&gt;believing your role is something that it isn’t&lt;&#x2F;em&gt;; all of which &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; was doing in the mere two games of it I played*.* The inclusion of the Storyteller truly explodes the design space, and while the game itself is hard for me to stomach, I’m profoundly intrigued by the notion of filling the Storyteller role. In a sense, even with its truly overwhelming complexity, &lt;em&gt;Blood on the Clocktower&lt;&#x2F;em&gt; seems to be offering an alternative way to participate—even for forever-GM social deduction haters like me.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;&quot;&gt;**&lt;&#x2F;h3&gt;
&lt;p&gt;The last proper scheduled game I played was a late Saturday night session of &lt;a rel=&quot;noopener&quot; target=&quot;_blank&quot; href=&quot;https:&#x2F;&#x2F;www.dreamrpg.com&#x2F;&quot;&gt;&lt;em&gt;Dreamland&lt;&#x2F;em&gt;&lt;&#x2F;a&gt; by Jason Bradley Thompson, run by the game’s very own writer, designer, and illustrator.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Dreamland&lt;&#x2F;em&gt; draws heavily on the stylistic trappings (and also the literal words) of Lord Dunsany’s writing, among many other inspirations, and functions by using an intriguing wordplay system to augment a more traditional “skill check”-oriented foundation. Players portray characters who inhabit a dream world and have only a few specific memories of their waking lives. During the game, they endeavor to solve problems in the dream while periodically intersecting with their waking lives, either by waking up entirely or experiencing events that blur the boundaries between the dreaming and waking worlds.&lt;&#x2F;p&gt;
&lt;p&gt;Whenever players need to take difficult actions, they attempt to meet a target number and may roll skills or start from zero to do so. Either way, players can increase results by interacting with a unique wordplay engine that asks them to poetically describe actions and outcomes, either as in-character monologue or out-of-character narration, using a pool of provided word cards laid out in a grid. The resulting storytelling leaves room for flowery and dramatic descriptions, as well as a degree of overt dream logic (which occasionally came into play to help us circumvent tricky problems).&lt;&#x2F;p&gt;
&lt;p&gt;Intentionally or not, wide vocabularies and articulate improvisation are socially (if not mechanically) rewarded by &lt;em&gt;Dreamland&lt;&#x2F;em&gt;&#x27;s word system. As is often the case, you can feel when mechanical incentives take precedence over roleplaying or writerly impulses. But throughout our session, Jason was admirably reassuring and encouraging about the varyingly eloquent dictations that got us out of trouble. Despite the awkward social challenge of building narration while also attempting to use keywords, I found it to be a genuinely endearing system to engage with: it often produced little swerves or flavorful details to the fiction that would not have emerged from dice alone, and it did so in a structured way that a GM could somewhat anticipate just by keeping an eye on the word pool. It also provided a lot of agency to players wanting to avoid direct failures in exchange for risking alternative consequences. I had relatively bad luck that evening, but I always felt like I had a good degree of control over what I risked and when. That kind of flexibility can be quite hard to produce.&lt;&#x2F;p&gt;
&lt;p&gt;Overall, I sometimes found the waking&#x2F;dreaming lives concept to be a bit of a distraction from the core (dream world) fiction of the scenario, but I could see how it would function better over multiple sessions. &lt;em&gt;Dreamland&lt;&#x2F;em&gt; has an unusual system that surprised me in a lot of ways, and I’m looking forward to seeing it release fully. I couldn’t say if I’ll run it in the future, but I’m certainly not counting it out.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;playtesting-jajanken-duel&quot;&gt;Playtesting &lt;em&gt;Jajanken Duel&lt;&#x2F;em&gt;&lt;&#x2F;h3&gt;
&lt;p&gt;Before I left for the day on Sunday, I got a chance to playtest a slightly revised version of &lt;a href=&quot;&#x2F;promptober-Day-5-masquerade-28372f7a1dab8040b7eed29414236387?source=copy_link&quot;&gt;the Shonen dueling game I wrote for day 5 of promptober&lt;&#x2F;a&gt;, with the help of a local friend who was at the convention. The playtest revealed a few points of logistical friction as well as some rules text that needed more clarity, but I was surprised to find a lot of intrigue and tension in the core structure of the game.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;em&gt;Jajanken Duel&lt;&#x2F;em&gt; (as I’m temporarily calling it, Hunter x Hunter inspiration on its sleeve) is a rock-paper-scissors powered card game about anime characters fighting it out, using cool powers and trying to outsmart and one-up each other. But the story my friend and I told involved a setup that quickly led to &lt;em&gt;both&lt;&#x2F;em&gt; of us being reluctant to continue the fight, even though its stakes were still at play. By the end of the game, neither one of us was explicitly trying to win rounds, especially not with offense; we were instead trying to guide the story towards a cathartic ending for our characters, rolling with the punches along the way as the narrative squirmed in our grasp.&lt;&#x2F;p&gt;
&lt;p&gt;The game played from start to finish in about 45 minutes, which is great news for future playtesting. The fact that we were able to reach such dramatic intensity so quickly was an equally encouraging surprise, and the tension between narrative intent and the mental game of rock-paper-scissors became both disorienting and fruitful. It’ll need a lot of tempering to feel smooth, but the potency of the effect is proof to me that there’s something here to build off of.&lt;&#x2F;p&gt;
&lt;p&gt;I tend to feel extremely vulnerable when playtesting games with friends, especially when introducing folks to my work for the first time, but I always come away energized and touched by their kind, thoughtful feedback. It was a lovely note to end the convention on, and a reminder that in addition to scheduled events, conventions like this provide a space that erodes the burden of planning and leaves pockets of downtime to casually explore games with friends.&lt;&#x2F;p&gt;
&lt;h3 id=&quot;conclusion&quot;&gt;Conclusion&lt;&#x2F;h3&gt;
&lt;p&gt;And that’s a wrap for KublaCon Fall. I even managed to not buy anything from its humble selection of merchandise vendors! Please clap!&lt;&#x2F;p&gt;
&lt;p&gt;In general, KublaCon had fewer scheduled events that captured my interest than Big Bad Con (which featured more story games) or Gen Con (which was simply gigantic). But the laid-back experience of a local convention helped me prioritize spending time with local friends and pacing myself with games and time spent at the con. I’m starting to find healthier rhythms with these kinds of events that leave me less drained; hopefully this means many more conventions in the future.&lt;&#x2F;p&gt;
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