
Hi! I'm Michael (23M, He/Him). I design games, but I also forage, cook, and delve into other hobbies here. I'm looking to make friends in those hobby spaces, so feel free to say hi!
21 posts
I Think All Quiet On The Western Front And The Lord Of The Rings Are In Direct Conversation With Each
i think all quiet on the western front and the lord of the rings are in direct conversation with each other, as in theyre the retelling of the same war with one saying here’s what happened, we all died, and it did not matter at all and another going hush little boy, of course we won, of course your friends came back
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More Posts from Mikethinkstwice
Sword and sorcery tabletop RPG which includes a long, rambling list of magic spells with weirdly specific affects and annoyingly particular casting requirements, kind of like if Dungeons & Dragons decided to be about 40% more precious about its magic system, except it's a group worldbuilding game, and one of the first steps is for the group to collectively choose exactly seven of those spells to be the only ones anyone still knows how to cast. All of the spells that didn't get picked might be spoken of in legend, but the knowledge of them has been lost over time. The remainder of the group worldbuilding phase consists principally of brainstorming what a society built around these seven annoyingly specific spells would look like; for example, perhaps the knowledge of their working is jealously guarded, with each of the setting's great nations constructing their entire cultural identity around Their Spell, or perhaps the setting's industrial base is dependent on combining these spells in increasingly unintended ways to form a sort of sorcerous Rube Goldberg machine of production.
(One of the default campaign premises for this hypothetical game would, of course, cast the player characters as a gang of mercenary scholars on a quest to rediscover an eighth spell. Depending on what sort of setting the group initially brainstormed, keeping their intentions under wraps may be strongly advisable.)
All good points here, but I also wanted to add on that there has been some flanderization of this nugget of advice. I remember when this hack was first being passed around, it was a much more nuanced take. It was something along the lines of "if you have a riddle or puzzle and if the Players devise a reasonable solution that was not your intended answer, reward their problem solving and let them pass".
Somewhere along the dreaded content creation chain it was warped into the subject of your post. But it wasn't always that way. At one point, it was just applying the rule of cool to puzzles.
My least favourite GMing "hack" that gets passed around is "make puzzles/riddles with no fixed answer, and then whatever answer the players guess, make that the right answer."
If the game I'm running is going to have riddles, it's because I have players at the table who... like riddles? And for those players, the fun of a riddle is the moment where it clicks and you get the satisfaction of figuring it out. Which just isn't likely to happen if the riddle is just some vague, evocative nonsense that validates whatever guess they make.
So, presumably, this hack is for making riddles for a table full of only people who do not like riddles. Which invites the question, "why are you making riddles for a table full of only people who do not like riddles?" Do you just feel obligated to?
I guess if so, then here is my hack for you: I absolve you. You are no longer obligated to include riddles in your game of people who don't like them. Go forth, my child, and riddle no more.



I'm bored of elemental giants. Use environmental giants instead.
Environmental Giants all start out the same, but their bodies take up the features of the place they live in. They become a reflection of their domain.
Giant takes up residence in the cliffs of dover? Not a stone giant. No, that's specifically The Giant of Dover. Its body is made of chalk. It can create dust clouds of chalk with its breath, its shoulders are padded with tufts of short grasses and blackberry bushes.
Giant takes up residence in the ruins of a highway during an apocalypse? That's the I-95 Giant. It has rebar spines along its back, skin of pavement and concrete, and wears wrecked cars as armor.
And to make this idea more dynamic, the giant's form changes as the ecosystem changes. A river gets diverted away from a Giant's domain? Then the Giant dries up along with its land. Now the Giant has an incentive to protect its dominion, and a weakness that its enemies can exploit.
I'm just about level 100 in Elden Ring and my favorite quest line BY FAR has been Ranni the Witch and Starscourge Radhan.
My jaw dropped the first time I wandered down into Siofra River and saw the starry night beneath the earth. My jaw dropped twofold when I was told how those stars got there.
A lot of fantasy games should take notes on this kind of worldbuilding. Too often I find that settings (my own included) are unwilling to do things as outlandish as "arresting the stars and imprisoning them underground" because the writer is worried that such a concept won't be taken seriously by Players. Perhaps this is because said writer is concerned that it will ruin the suspension of disbelief for Players, as it directly contradicts the cosmology of our own world.
But brother this is FANTASY, let your cosmology go wild and let your Players get elbow deep in that cosmology in turn. Freeing the stars from Radhan's grasp and watching that crater to Nokron appear on the map has been one of the coolest things in the first 100 levels of Elden Ring.