In hopes that moving these from dream to text might get them closer to completion; also in hopes of feedback or inspiration for others:
The Urban Politics Game
For some time I’ve wanted to use my experience in urban
politics and community organizing to do something with domain-level play. I want something that feels more strategic
and satisfying than the spreadsheet play typical of the genre.
Others have done good work in this direction; Kevin Crawford’s
system does 80% of what I want (popularized in Stars Without Number, but
see An Echo Resounding for the fantasy version). I also appreciate how Matt Colville’s Strongholds
& Followers does a great job of connecting domain play with everyday
adventuring. Umberwell and Marlinko offer the kind of cities I want to run. I love the claims in Blades
in the Dark, although I want to do very different things with them. Gathox Vertical Slum gets an honorable mention.
For example, imagine securing a church as part of your
organization. You could use it for passive
income. You could focus on outreach,
building community support. The charismatic
pastor might be given the task of negotiating a business deal or truce. Or you might choose to develop the
institution itself, foregoing immediate gains for future power. The key is that the actions you can take are
limited, so there will always be meaningful decisions with significant
tradeoffs.
As you build your hand of cards (deck), there are a lot of fun
mechanics that can get bolted on.
I did a first run at this in the form of a one-page dungeon. It is structured around a rock-paper-scissors
game between money, force, and faith (the latter including ideology, culture,
etc.).
The Pilgrim Game
The Pilgrim game is my next campaign, inspired by Pilgrim’s
Progress, the Voyage of St. Brendan, and the like. It’s an attempt to use pilgrimage as a
structure, including the episodic challenges and boons you find in the genre.
Among other things, it’s an attempt to have religion present in a more interesting way than the patronal polytheism that dominates the genre. Patronage to power-hungry masters is much of the structure of everyday life, and it’s somewhat tragic that fantasy games fail to imagine anything beyond that. Real-world religions generally have staying power precisely when they break this mold.
It would draw on the fabulous work of Emmy Allen’s
depthcrawls (Gardens of Ynn and the Stygian Library) and Ben Milton’s
Labyrinth RPG, mixing procedurally generated situations with
pre-generated characters, objects, and places.
I love the idea of a mysterious end, how in the Gardens
of Ynn there is a specific secret that structures the whole environment, leading
to both the end of the adventure and the start of whatever’s next; or how in
the Ultraviolet Grasslands the final city works as lure and
promise. The final destination of the
Pilgrimage would be the same – an open question (“Does it even exist? How do we know we’re on the right track?”).
Return to Goblin Manor







