<rss xmlns:source="http://source.scripting.com/" version="2.0">
  <channel>
    <title>Neverending Pretending</title>
    <link>https://neverendingpretending.net/</link>
    <description></description>
    
    <language>en</language>
    
    <lastBuildDate>Tue, 17 Sep 2024 14:54:00 -0400</lastBuildDate>
    <item>
      <title>Put It on My Tab</title>
      <link>https://neverendingpretending.net/2024/09/17/put-it-on-my-tab.html</link>
      <pubDate>Tue, 17 Sep 2024 14:54:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2024/09/17/put-it-on-my-tab.html</guid>
      <description>&lt;p&gt;Just had what I thought was an interesting insight in the difference between skill checks and saves:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;p&gt;With skill checks, you pay cash to get the information or narrative advancement. No success, no info/advancement&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;With saves, you pay credit for it. You get the information, but need to determine whether you were seen, heard, left evidence of your own, dropped or broke a piece of equipment, &amp;amp;c&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
</description>
      <source:markdown>
Just had what I thought was an interesting insight in the difference between skill checks and saves:

- With skill checks, you pay cash to get the information or narrative advancement. No success, no info/advancement

- With saves, you pay credit for it. You get the information, but need to determine whether you were seen, heard, left evidence of your own, dropped or broke a piece of equipment, &amp;c
</source:markdown>
    </item>
    
    <item>
      <title>Mörk Hammare</title>
      <link>https://neverendingpretending.net/2024/07/28/mrk-hammare.html</link>
      <pubDate>Sun, 28 Jul 2024 12:20:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2024/07/28/mrk-hammare.html</guid>
      <description>&lt;p&gt;I hang out with some fine folks who enjoy &lt;em&gt;Warhammer Fantasy Roleplay&lt;/em&gt; a whole
bunch. Equally enthusiastic among its three editions: first, second, and fourth.
When Ben Tobbit announced a new Mörk Borg-derived system called &lt;em&gt;Black Power and
Brimstone&lt;/em&gt; with a &lt;a href=&#34;https://www.drivethrurpg.com/en/product/478497/Black-Powder-and-Brimstone-Quick-Start&#34;&gt;Free
Quickstart&lt;/a&gt;,
comparison to WFRP and The Old World was guaranteed to follow.&lt;/p&gt;
&lt;p&gt;Now, many of our conversations around WFRP center around how much are folks
playing WFRP &lt;em&gt;the system&lt;/em&gt; vs. how much are folks playing WFRP &lt;em&gt;the setting&lt;/em&gt; and
how much or little the two can or should be coupled.&lt;/p&gt;
&lt;p&gt;Many suggestions have been proffered for a system replacement for WFRP, and some
of them even present settings that are more closely aligned with the Grim World
of Perilous Adventure: &lt;em&gt;Kriegsmesser&lt;/em&gt;, &lt;em&gt;Warlock!&lt;/em&gt;, &lt;em&gt;Best Left Buried&lt;/em&gt;, &lt;em&gt;Shadow
of the Demon Lord&lt;/em&gt;. Even Mörk Borg itself ratchets up the camp and dreariness of
the most outlandish WFRP motifs. But Black Powder and Brimstone purports to
offer a world closer in tone, technology, and culture to that of The Old World.&lt;/p&gt;
&lt;p&gt;When one of my friends expressed a little dismay that if they were to go the
BP&amp;amp;B route, they’d be “playing WFRP with a d20”. So, recognizing that Mörk
Borg’s action resolution is pretty localized to one real page of rules (p. 26),
I came up with a drop-in replacement that uses percentile dice and
roll-under-or-equal-to, just like WFRP: &lt;a href=&#34;https://zacbir.itch.io/mork-hammare&#34;&gt;Mörk
Hammare&lt;/a&gt; (“Dark Hammer” in Swedish). And
because most Mörk Borg derivatives use the same resolution, it can easily be
ported to _CY_BORG, &lt;em&gt;Death in Space&lt;/em&gt;, &lt;em&gt;Pirate Borg&lt;/em&gt;, &lt;em&gt;Frontier Scum&lt;/em&gt;, &lt;em&gt;Cast
Away&lt;/em&gt;, &lt;em&gt;Farewell to Arms&lt;/em&gt;, and more.&lt;/p&gt;
&lt;p&gt;&lt;img src=&#34;https://neverendingpretending.net/uploads/2026/mork-hammare.png&#34; alt=&#34;Mörk Hammare&#34;&gt;&lt;/p&gt;
</description>
      <source:markdown>
I hang out with some fine folks who enjoy _Warhammer Fantasy Roleplay_ a whole
bunch. Equally enthusiastic among its three editions: first, second, and fourth.
When Ben Tobbit announced a new Mörk Borg-derived system called _Black Power and
Brimstone_ with a [Free
Quickstart](https://www.drivethrurpg.com/en/product/478497/Black-Powder-and-Brimstone-Quick-Start),
comparison to WFRP and The Old World was guaranteed to follow. 

Now, many of our conversations around WFRP center around how much are folks
playing WFRP _the system_ vs. how much are folks playing WFRP _the setting_ and
how much or little the two can or should be coupled.

Many suggestions have been proffered for a system replacement for WFRP, and some
of them even present settings that are more closely aligned with the Grim World
of Perilous Adventure: _Kriegsmesser_, _Warlock!_, _Best Left Buried_, _Shadow
of the Demon Lord_. Even Mörk Borg itself ratchets up the camp and dreariness of
the most outlandish WFRP motifs. But Black Powder and Brimstone purports to
offer a world closer in tone, technology, and culture to that of The Old World.

When one of my friends expressed a little dismay that if they were to go the
BP&amp;B route, they’d be “playing WFRP with a d20”. So, recognizing that Mörk
Borg’s action resolution is pretty localized to one real page of rules (p. 26),
I came up with a drop-in replacement that uses percentile dice and
roll-under-or-equal-to, just like WFRP: [Mörk
Hammare](https://zacbir.itch.io/mork-hammare) (“Dark Hammer” in Swedish). And
because most Mörk Borg derivatives use the same resolution, it can easily be
ported to _CY\_BORG, _Death in Space_, _Pirate Borg_, _Frontier Scum_, _Cast
Away_, _Farewell to Arms_, and more.

![Mörk Hammare](/uploads/2026/mork-hammare.png)
</source:markdown>
    </item>
    
    <item>
      <title>Just Use Luck</title>
      <link>https://neverendingpretending.net/2024/07/23/just-use-luck.html</link>
      <pubDate>Tue, 23 Jul 2024 08:40:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2024/07/23/just-use-luck.html</guid>
      <description>&lt;p&gt;Every game provides a mechanism to determine the success or failure of a
character’s actions. Whether testing abilities, skills, saves, attacks,
dodges, or senses, all these boil down to:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;ldquo;Do I have better, worse, or indifferent odds of accomplishing what I’m trying
to do here?&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;And so, every roll in a game is a Luck roll. All that changes from situation to
situation is the fictional positioning of the character &lt;em&gt;(Luck favors the
prepared, after all)&lt;/em&gt;. If no roll is being made, Luck isn’t being courted. The
action is either impossible or it’s a &lt;em&gt;fait accompli&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;I wanted this to be the heart of the way Journeyman works. The aspects of a
character neither offer an inherent benefit, nor impose an inherent penalty.
They merely describe the character and offer affordances for the referee in the
moment to determine whether or not they affect the situation. Fezzik&amp;rsquo;s gigantism
provides ample advantage when it comes to intimidating a portcullis guard, gives
him even odds when wrestling a white ape of Barsoom, but would work against him
if he were attempting to squeeze through a narrow cave fissure deep in the Great
Underground Empire.&lt;/p&gt;
&lt;p&gt;None of this removes the suspense of not knowing the outcome of an action, and
none of it removes player or referee agency. So the next time you&amp;rsquo;re in a
position to adjudicate a situation, see if you can’t reframe the action to
answer a simple question: &lt;em&gt;Who has Luck&amp;rsquo;s favor?&lt;/em&gt;&lt;/p&gt;
</description>
      <source:markdown>
Every game provides a mechanism to determine the success or failure of a
character’s actions. Whether testing abilities, skills, saves, attacks,
dodges, or senses, all these boil down to:

&gt; &#34;Do I have better, worse, or indifferent odds of accomplishing what I’m trying
&gt; to do here?&#34;

And so, every roll in a game is a Luck roll. All that changes from situation to
situation is the fictional positioning of the character _(Luck favors the
prepared, after all)_. If no roll is being made, Luck isn’t being courted. The
action is either impossible or it’s a _fait accompli_.

I wanted this to be the heart of the way Journeyman works. The aspects of a
character neither offer an inherent benefit, nor impose an inherent penalty.
They merely describe the character and offer affordances for the referee in the
moment to determine whether or not they affect the situation. Fezzik&#39;s gigantism
provides ample advantage when it comes to intimidating a portcullis guard, gives
him even odds when wrestling a white ape of Barsoom, but would work against him
if he were attempting to squeeze through a narrow cave fissure deep in the Great
Underground Empire.

None of this removes the suspense of not knowing the outcome of an action, and
none of it removes player or referee agency. So the next time you&#39;re in a
position to adjudicate a situation, see if you can’t reframe the action to
answer a simple question: _Who has Luck&#39;s favor?_
</source:markdown>
    </item>
    
    <item>
      <title>Journeyman: Reborn</title>
      <link>https://neverendingpretending.net/2023/08/26/journeyman-reborn.html</link>
      <pubDate>Sat, 26 Aug 2023 18:30:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2023/08/26/journeyman-reborn.html</guid>
      <description>&lt;p&gt;&lt;img src=&#34;https://neverendingpretending.micro.blog/uploads/2026/journeyman-hero-image.png&#34; alt=&#34;Journeyman Minimalist Roleplaying&#34;&gt;&lt;/p&gt;
&lt;p&gt;After stewing on the previous incarnation of Journeyman, I decided to strip it
down to the bone and build it back up to something I think is a light,
extensible, and expressive framework that can support any number of settings and
genres.&lt;/p&gt;
&lt;p&gt;I had a few guiding principles. It needed:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A consistent way to resolve tasks when randomness is needed.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I wanted to avoid minigames and multiple, sometimes inconsistent, subsystems
for different aspects of the game. &amp;ldquo;2d6, roll high&amp;rdquo; is an extremely simple
concept to keep in mind for task resolution.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;As little character quantification as possible.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I enjoy games that take a more literary approach to character design, and I
wanted to see what players could come up with in an unbounded playing field.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;No power bloat.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The protagonists in stories I enjoy rarely get tremendously more powerful as
time goes on. Typically, they improve by getting new equipment or gaining
allies. I wanted to have a game that explored that kind of growth without such
a focus on increasing numbers on the character sheet.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;No reliance on any dice beyond d6.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Admittedly, this is a purely stylistic stance. I collect all sorts of dice,
and enjoy chucking them when I can, but I relish the simplicity of the d6 and
wanted to hew close to the Traveller roots.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;[I love you, too, d12, we all know you&amp;rsquo;re the perfect polyhedral die.]&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;So, I&amp;rsquo;ve released its new incarnation, and you can download it on my &lt;a href=&#34;https://zacbir.itch.io/journeyman-pocket-edition&#34;&gt;itch.io
page&lt;/a&gt;&lt;/p&gt;
</description>
      <source:markdown>
![Journeyman Minimalist Roleplaying](https://neverendingpretending.micro.blog/uploads/2026/journeyman-hero-image.png)

After stewing on the previous incarnation of Journeyman, I decided to strip it
down to the bone and build it back up to something I think is a light,
extensible, and expressive framework that can support any number of settings and
genres.

I had a few guiding principles. It needed:

**A consistent way to resolve tasks when randomness is needed.**

I wanted to avoid minigames and multiple, sometimes inconsistent, subsystems
for different aspects of the game. &#34;2d6, roll high&#34; is an extremely simple
concept to keep in mind for task resolution.

**As little character quantification as possible.**

I enjoy games that take a more literary approach to character design, and I
wanted to see what players could come up with in an unbounded playing field.

**No power bloat.**

The protagonists in stories I enjoy rarely get tremendously more powerful as
time goes on. Typically, they improve by getting new equipment or gaining
allies. I wanted to have a game that explored that kind of growth without such
a focus on increasing numbers on the character sheet.

**No reliance on any dice beyond d6.**

Admittedly, this is a purely stylistic stance. I collect all sorts of dice,
and enjoy chucking them when I can, but I relish the simplicity of the d6 and
wanted to hew close to the Traveller roots.

*[I love you, too, d12, we all know you&#39;re the perfect polyhedral die.]*

So, I&#39;ve released its new incarnation, and you can download it on my [itch.io
page](https://zacbir.itch.io/journeyman-pocket-edition)
</source:markdown>
    </item>
    
    <item>
      <title>Introducing the Journeyman Engine</title>
      <link>https://neverendingpretending.net/2023/01/25/introducing-the-journeyman-engine.html</link>
      <pubDate>Wed, 25 Jan 2023 19:47:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2023/01/25/introducing-the-journeyman-engine.html</guid>
      <description>&lt;p&gt;I’d like to introduce you to a homebrew system I’ve been working on recently. I
call it &lt;em&gt;the Journeyman Engine&lt;/em&gt;, and it &lt;strike&gt;comprises elements&lt;/strike&gt;
steals liberally from some of my favorite Odd Borg Hack games.&lt;/p&gt;
&lt;p&gt;I was hoping to create a lightweight system that supported rich and flavorful
character concepts with enough knobs, buttons, and levers that interacting with
the world would be fun but not a burden.&lt;/p&gt;
&lt;h3 id=&#34;resolving-risky-actions&#34;&gt;Resolving risky actions&lt;/h3&gt;
&lt;p&gt;Any time your character is going to try to do something risky, you’ll roll two
dice, applying any appropriate modifiers, and compare the total against a range
of outcomes:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Roll&lt;/th&gt;
&lt;th&gt;Outcome&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;6 or less&lt;/td&gt;
&lt;td&gt;Failure (2 might be a Fumble)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;7 - 9&lt;/td&gt;
&lt;td&gt;Success at a cost&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;10 or more&lt;/td&gt;
&lt;td&gt;Success (12 or more might be a Critical)&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id=&#34;die-ranks&#34;&gt;Die ranks&lt;/h3&gt;
&lt;p&gt;One die comes from your character’s Ability (Strength, Agility, Wits, Empathy)
and one die comes from your character’s Skill. The dice you use depend on the
rank of each:&lt;/p&gt;
&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Die&lt;/th&gt;
&lt;th&gt;Ability&lt;/th&gt;
&lt;th&gt;Skill&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;d4&lt;/td&gt;
&lt;td&gt;Weak&lt;/td&gt;
&lt;td&gt;Unskilled&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d6&lt;/td&gt;
&lt;td&gt;Average&lt;/td&gt;
&lt;td&gt;Apprentice&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d8&lt;/td&gt;
&lt;td&gt;Strong&lt;/td&gt;
&lt;td&gt;Journeyman&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;d10&lt;/td&gt;
&lt;td&gt;Elite&lt;/td&gt;
&lt;td&gt;Master&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id=&#34;example&#34;&gt;Example&lt;/h3&gt;
&lt;p&gt;With this, it’s easy to see that Magdalene, a stoic swordsman with weak Empathy
(d4) and unskilled in Manipulation (d4) can only hope to succeed at a cost when
trying to persuade the noble into acquiescing to her request. That is, at least,
without aid from equipment or ficitonal positioning. Were she to supply the
noble with enough wine or present the signet ring of the noble’s husband, she
might get a +1 or +2 to her roll, opening up the possibility of an outright
success.&lt;/p&gt;
&lt;h3 id=&#34;pushing-a-roll&#34;&gt;Pushing a roll&lt;/h3&gt;
&lt;p&gt;Were she to fail, she could attempt to push the roll, giving her one final
chance to succceed, at the expense of rolling her Ability die to see if it is
reduced. On a 1 or 2, her Ability die would be degraded one step on the Dice Chain.&lt;/p&gt;
&lt;h3 id=&#34;dice-chain&#34;&gt;Dice chain&lt;/h3&gt;
&lt;p&gt;d10 -&amp;gt; d8 -&amp;gt; d6 -&amp;gt; d4 -&amp;gt; Broken!&lt;/p&gt;
&lt;h3 id=&#34;broken&#34;&gt;Broken!&lt;/h3&gt;
&lt;p&gt;When an Ability reaches Broken, the character takes on a condition, appropriate
to the Ability. Physical failures result in Damage while Mental failures result
in Stress.&lt;/p&gt;
</description>
      <source:markdown>
I’d like to introduce you to a homebrew system I’ve been working on recently. I
call it *the Journeyman Engine*, and it &lt;strike&gt;comprises elements&lt;/strike&gt;
steals liberally from some of my favorite Odd Borg Hack games.

I was hoping to create a lightweight system that supported rich and flavorful
character concepts with enough knobs, buttons, and levers that interacting with
the world would be fun but not a burden.

### Resolving risky actions

Any time your character is going to try to do something risky, you’ll roll two
dice, applying any appropriate modifiers, and compare the total against a range
of outcomes:

| Roll       | Outcome                                  |
|------------|------------------------------------------|
| 6 or less  | Failure (2 might be a Fumble)            |
| 7 - 9      | Success at a cost                        |
| 10 or more | Success (12 or more might be a Critical) |

### Die ranks

One die comes from your character’s Ability (Strength, Agility, Wits, Empathy)
and one die comes from your character’s Skill. The dice you use depend on the
rank of each:

| Die | Ability | Skill      |
|-----|---------|------------|
| d4  | Weak    | Unskilled  |
| d6  | Average | Apprentice |
| d8  | Strong  | Journeyman |
| d10 | Elite   | Master     |

### Example

With this, it’s easy to see that Magdalene, a stoic swordsman with weak Empathy
(d4) and unskilled in Manipulation (d4) can only hope to succeed at a cost when
trying to persuade the noble into acquiescing to her request. That is, at least,
without aid from equipment or ficitonal positioning. Were she to supply the
noble with enough wine or present the signet ring of the noble’s husband, she
might get a +1 or +2 to her roll, opening up the possibility of an outright
success.

### Pushing a roll

Were she to fail, she could attempt to push the roll, giving her one final
chance to succceed, at the expense of rolling her Ability die to see if it is
reduced. On a 1 or 2, her Ability die would be degraded one step on the Dice Chain.

### Dice chain

d10 -&gt; d8 -&gt; d6 -&gt; d4 -&gt; Broken!

### Broken!

When an Ability reaches Broken, the character takes on a condition, appropriate
to the Ability. Physical failures result in Damage while Mental failures result
in Stress.
</source:markdown>
    </item>
    
    <item>
      <title>The Fae Queen’s Grief</title>
      <link>https://neverendingpretending.net/2022/12/12/the-fae-queens-grief.html</link>
      <pubDate>Mon, 12 Dec 2022 11:39:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2022/12/12/the-fae-queens-grief.html</guid>
      <description>&lt;p&gt;&lt;img src=&#34;https://neverendingpretending.micro.blog/uploads/2026/the-fae-queens-grief-cover.png&#34; alt=&#34;Cover image of The Fae Queen’s Grief&#34;&gt;&lt;/p&gt;
&lt;p&gt;In June of 2020 a group of folks gathered to produce and sell a &lt;a href=&#34;https://shop.tuesdayknightgames.com/products/dissident-whispers&#34;&gt;book of single-spread adventures&lt;/a&gt; with the intention of sending proceeds to support a bail fund for protesters targeted and jailed in the wake of the murder of George Floyd.&lt;/p&gt;
&lt;p&gt;My son Lex and I wrote an adventure, and I’m releasing it now on &lt;a href=&#34;https://zacbir.itch.io/the-fae-queens-grief&#34;&gt;itch&lt;/a&gt; as Pay-What-You-Want.&lt;/p&gt;
&lt;p&gt;It’s a short dungeon crawl through an ancient holding taken over by mysterious verdant growth.&lt;/p&gt;
</description>
      <source:markdown>
![Cover image of The Fae Queen’s Grief](https://neverendingpretending.micro.blog/uploads/2026/the-fae-queens-grief-cover.png)

In June of 2020 a group of folks gathered to produce and sell a [book of single-spread adventures](https://shop.tuesdayknightgames.com/products/dissident-whispers) with the intention of sending proceeds to support a bail fund for protesters targeted and jailed in the wake of the murder of George Floyd.

My son Lex and I wrote an adventure, and I’m releasing it now on [itch](https://zacbir.itch.io/the-fae-queens-grief) as Pay-What-You-Want.

It’s a short dungeon crawl through an ancient holding taken over by mysterious verdant growth.
</source:markdown>
    </item>
    
    <item>
      <title>Family Ties - Session 0: Character Creation</title>
      <link>https://neverendingpretending.net/2022/05/12/family-ties-session-character-creation.html</link>
      <pubDate>Thu, 12 May 2022 19:30:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2022/05/12/family-ties-session-character-creation.html</guid>
      <description>&lt;p&gt;I recently started getting more interested in &lt;a href=&#34;https://ironswornrpg.com&#34;&gt;Ironsworn&lt;/a&gt; as the engine for some solo roleplaying. But instead of running in the quasi-Medieval Ironlands setting, I wanted to try a modern urban horror game. Based on some recommendations and feedback, I chose to use the new &lt;a href=&#34;https://www.ironswornrpg.com/product-ironsworn-starforged&#34;&gt;Starforged&lt;/a&gt; system, just removing the starship and exploration aspects, and modifying some of the assets and tables in play.&lt;/p&gt;
&lt;p&gt;For setting and mood, I chose the modern world of &lt;a href=&#34;https://kultdivinitylost.com&#34;&gt;Kult: Divinity Lost&lt;/a&gt; &lt;sup id=&#34;fnref:1&#34;&gt;&lt;a href=&#34;#fn:1&#34; class=&#34;footnote-ref&#34; role=&#34;doc-noteref&#34;&gt;1&lt;/a&gt;&lt;/sup&gt; and set my story in a fictionalized version of Richmond, Virginia. For the purposes of a solo game, I felt it would be best to play as a Sleeper character, slowly coming to the realization that the world around him is an illusion, and occasionally gaining glimpses past the Veil.&lt;/p&gt;
&lt;p&gt;Some of the themes I wanted to explore in this game are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Family duty versus personal autonomy&lt;/li&gt;
&lt;li&gt;Fate versus self direction&lt;/li&gt;
&lt;li&gt;The &lt;em&gt;id&lt;/em&gt;, the &lt;em&gt;ego&lt;/em&gt;, and the &lt;em&gt;super-ego&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Coupled with all of that, I’ve been binging various horror and personal drama media over the past few months that I felt certain would inform and guide some of the situations I’d run into.&lt;/p&gt;
&lt;p&gt;I started to develop a character, Simon Brinkman, who’d be a thinker and a helper. Not too old with a few close contacts he could rely on. The idea of a large family came to mind. Many of the dramas I’ve been watching lately deal with the intrigues of family life. The phrase &lt;em&gt;&amp;ldquo;the seventh son of a seventh son&amp;rdquo;&lt;/em&gt; tugged at me. To keep things mysterious, Simon would be the unwitting seventh son. His grandfather Llewellyn Brinkman sired six sons with his wife Miriam before she died. His father Matthew might not actually be his father… &lt;sup id=&#34;fnref:2&#34;&gt;&lt;a href=&#34;#fn:2&#34; class=&#34;footnote-ref&#34; role=&#34;doc-noteref&#34;&gt;2&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;
&lt;p&gt;For his stat spread, I gave him 1 in Edge and Iron, 2 in Shadow and Wits, and 3 in Heart. He’s always been good at finding things, so I made him a Sleuth, and he unknowingly relies on his natural Empath abilities. Soon, his Haunted nature will make itself known.&lt;/p&gt;
&lt;p&gt;We create one Bond, his good friend Liz Tollier. She’s a resident in the ER at VCU Medical Center. Simon has known her since high school, and apart from a very brief, very awkward period of dating, they’ve maintained a strong friendship ever since. &lt;sup id=&#34;fnref:3&#34;&gt;&lt;a href=&#34;#fn:3&#34; class=&#34;footnote-ref&#34; role=&#34;doc-noteref&#34;&gt;3&lt;/a&gt;&lt;/sup&gt;&lt;/p&gt;
&lt;p&gt;The last step to getting this story started is an inciting event. In Simon’s case, it consists of two voice mails:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;ldquo;Hey, Simon. It’s your dad. Say, listen. Any chance you’re free this week? There’s… there’s something I need to tell you. And it should be in person. It’s not… nothing… nothing &lt;em&gt;bad&lt;/em&gt;, heh. Always that way, right? But best not over the phone, and certainly not on a voice mail. Call me back and let’s grab dinner. Your choice, my treat. Love you.&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;ldquo;Mister Simon Brinkman? This is Sergeant Dennis Beauchamp with the Virginia State Police. This call is in regards to a Matthew Brinkman. Please call at your earliest convenience. Day or night. Thank you.&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;In the next session, we’ll witness Simon’s father’s funeral, and see how he handles family he hasn’t seen in years.&lt;/p&gt;
&lt;section class=&#34;footnotes&#34; role=&#34;doc-endnotes&#34;&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id=&#34;fn:1&#34; role=&#34;doc-endnote&#34;&gt;
&lt;p&gt;Kult relies heavily on many themes and ideas found in Gnostic traditions. The world we inhabit and navigate is an illusory construct. We humans have been blindered to our own divinity, trapped in a material cage. A quasi-religious Matrix, if you will.&amp;#160;&lt;a href=&#34;#fnref:1&#34; class=&#34;footnote-backref&#34; role=&#34;doc-backlink&#34;&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn:2&#34; role=&#34;doc-endnote&#34;&gt;
&lt;p&gt;Kult also explores mature topics and uses graphic imagery in its depiction of the world and the inhabitants therein. Throughout my Family Ties posts, I’ll include &lt;strong&gt;Content Warnings&lt;/strong&gt; at the start should these topics and descriptions come into play.&amp;#160;&lt;a href=&#34;#fnref:2&#34; class=&#34;footnote-backref&#34; role=&#34;doc-backlink&#34;&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li id=&#34;fn:3&#34; role=&#34;doc-endnote&#34;&gt;
&lt;p&gt;Since she’s an initial Bond, we’ll make her Formidable (1 box per progression), and she’ll impart a +3 to any roll where they act in concert towards something.&amp;#160;&lt;a href=&#34;#fnref:3&#34; class=&#34;footnote-backref&#34; role=&#34;doc-backlink&#34;&gt;&amp;#x21a9;&amp;#xfe0e;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/section&gt;
</description>
      <source:markdown>
I recently started getting more interested in [Ironsworn](https://ironswornrpg.com) as the engine for some solo roleplaying. But instead of running in the quasi-Medieval Ironlands setting, I wanted to try a modern urban horror game. Based on some recommendations and feedback, I chose to use the new [Starforged](https://www.ironswornrpg.com/product-ironsworn-starforged) system, just removing the starship and exploration aspects, and modifying some of the assets and tables in play.

For setting and mood, I chose the modern world of [Kult: Divinity Lost](https://kultdivinitylost.com) [^1] and set my story in a fictionalized version of Richmond, Virginia. For the purposes of a solo game, I felt it would be best to play as a Sleeper character, slowly coming to the realization that the world around him is an illusion, and occasionally gaining glimpses past the Veil.

Some of the themes I wanted to explore in this game are:

  * Family duty versus personal autonomy
  * Fate versus self direction
  * The _id_, the _ego_, and the _super-ego_ 

Coupled with all of that, I’ve been binging various horror and personal drama media over the past few months that I felt certain would inform and guide some of the situations I’d run into.

I started to develop a character, Simon Brinkman, who’d be a thinker and a helper. Not too old with a few close contacts he could rely on. The idea of a large family came to mind. Many of the dramas I’ve been watching lately deal with the intrigues of family life. The phrase _&#34;the seventh son of a seventh son&#34;_ tugged at me. To keep things mysterious, Simon would be the unwitting seventh son. His grandfather Llewellyn Brinkman sired six sons with his wife Miriam before she died. His father Matthew might not actually be his father… [^2]

For his stat spread, I gave him 1 in Edge and Iron, 2 in Shadow and Wits, and 3 in Heart. He’s always been good at finding things, so I made him a Sleuth, and he unknowingly relies on his natural Empath abilities. Soon, his Haunted nature will make itself known.

We create one Bond, his good friend Liz Tollier. She’s a resident in the ER at VCU Medical Center. Simon has known her since high school, and apart from a very brief, very awkward period of dating, they’ve maintained a strong friendship ever since. [^3]

The last step to getting this story started is an inciting event. In Simon’s case, it consists of two voice mails:

&gt; &#34;Hey, Simon. It’s your dad. Say, listen. Any chance you’re free this week? There’s… there’s something I need to tell you. And it should be in person. It’s not… nothing… nothing _bad_, heh. Always that way, right? But best not over the phone, and certainly not on a voice mail. Call me back and let’s grab dinner. Your choice, my treat. Love you.&#34;

&gt; &#34;Mister Simon Brinkman? This is Sergeant Dennis Beauchamp with the Virginia State Police. This call is in regards to a Matthew Brinkman. Please call at your earliest convenience. Day or night. Thank you.&#34;

In the next session, we’ll witness Simon’s father’s funeral, and see how he handles family he hasn’t seen in years.

[^1]: Kult relies heavily on many themes and ideas found in Gnostic traditions. The world we inhabit and navigate is an illusory construct. We humans have been blindered to our own divinity, trapped in a material cage. A quasi-religious Matrix, if you will.
[^2]: Kult also explores mature topics and uses graphic imagery in its depiction of the world and the inhabitants therein. Throughout my Family Ties posts, I’ll include **Content Warnings** at the start should these topics and descriptions come into play.
[^3]: Since she’s an initial Bond, we’ll make her Formidable (1 box per progression), and she’ll impart a +3 to any roll where they act in concert towards something.
</source:markdown>
    </item>
    
    <item>
      <title>What I Ran or Played in 2021</title>
      <link>https://neverendingpretending.net/2022/01/04/what-i-ran-or-played.html</link>
      <pubDate>Tue, 04 Jan 2022 12:39:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2022/01/04/what-i-ran-or-played.html</guid>
      <description>&lt;p&gt;In preparation for this blog, I thought it might be wise to talk about some of
the games I ran or played in 2021. The year started off strong as we were still
in the throes of COVID’s first lockdown and vaccines weren’t yet available. I
was playing RPGs roughly five nights a week with a good mix as GM and as player.
As summer approached and the world seemed to be waking up a bit, sessions
dropped to three or fewer times per week. In that time, I ran or played the
following systems/settings:&lt;/p&gt;
&lt;h2 id=&#34;ran&#34;&gt;Ran&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;UVG&lt;/strong&gt; - One of my longest running campaigns, this group has been playing
pretty steady since mid-2020. We started using FATE Accelerated, then moved to
Tiny D6, before settling on my own hack of Troika! for the system.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Troika!&lt;/strong&gt; - I ran weekly sessions for my teenager and his friends for a
while. They chased an evil Sorceror across multiple spheres and got into a
variety of misadventures along the way.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mutant Year Zero&lt;/strong&gt; - My regular Saturday evening group spent a good long
while exploring the wastes around a future London and dealing with troubles
and intrigues within the Ark.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Vaesen&lt;/strong&gt; - Ran the same Saturday evening crew through the adventure included
in the core rule book.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Warpstar!&lt;/strong&gt; - Ran half a dozen sessions of A Pound of Flesh using Warpstar!
as the system before it petered out.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Dungeon Crawl Classics&lt;/strong&gt; - I ran The Portal Under the Stars as a one-shot
for a group between regular sessions.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Barbarians of the Ruined Earth&lt;/strong&gt; - This was my Tuesday group for a good
spell. Trailing and dealing with a marauding sorcerous warlord and his beastly
horde.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cthulhu Deep Green&lt;/strong&gt; - Ran a few sessions of Operation: Fulminate late in
the year. We haven’t finished it yet.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&#34;played&#34;&gt;Played&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Call of Cthulhu&lt;/strong&gt; - Playing in a series of playtest sessions for a friend’s
new adventure/sourcebook that’s been really intriguing.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cthulhu Dark&lt;/strong&gt; - Joined the Miskatonic University Podcast crew in a playtest
session as a teenage painter touched (or cursed) with insight into the
eldritch.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sunset Kills&lt;/strong&gt; - A Buffyish group of high school misfits battling werewolves
and a bizarre carnival.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Trophy Gold&lt;/strong&gt; - Played Evlyn Moreau’s &lt;em&gt;Where the Wheat Grows Tall&lt;/em&gt; over
several sessions.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Electric Bastionland&lt;/strong&gt; - Played a one-shot with the Miskatonic University
Podcast crew.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Custom Year Zero Engine games&lt;/strong&gt; - Played in a group that started off as a
Knave hack running a pseudo-Bronze Age Mesopotamian world, but we were all
enamored with the YZE and the GM started to craft a custom set of skills and a
magic system that fit the world.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Knave&lt;/strong&gt; - Began as an OSE adventure, we eventually switched over to Knave.
The world our GM created was clever. A Westworld-style amusement planet
focused on fantasy. The park had long been abandoned and the AIs governing the
system had gone insane long ago. We played as autonomous hosts, still fully
grounded in the make-believe world.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Dungeons &amp;amp; Dragons 5th Edition&lt;/strong&gt; - For a few sessions this summer, when we
could sit outside and socialize in person, my local group got together to run
one of the Candlekeep Mysteries adventures. I played an apprentice wizard
emloyed as a docent of the keep.&lt;/li&gt;
&lt;/ul&gt;
</description>
      <source:markdown>
In preparation for this blog, I thought it might be wise to talk about some of
the games I ran or played in 2021. The year started off strong as we were still
in the throes of COVID’s first lockdown and vaccines weren’t yet available. I
was playing RPGs roughly five nights a week with a good mix as GM and as player.
As summer approached and the world seemed to be waking up a bit, sessions
dropped to three or fewer times per week. In that time, I ran or played the
following systems/settings:

## Ran
* **UVG** - One of my longest running campaigns, this group has been playing
  pretty steady since mid-2020. We started using FATE Accelerated, then moved to
  Tiny D6, before settling on my own hack of Troika! for the system.
* **Troika!** - I ran weekly sessions for my teenager and his friends for a
  while. They chased an evil Sorceror across multiple spheres and got into a
  variety of misadventures along the way.
* **Mutant Year Zero** - My regular Saturday evening group spent a good long
  while exploring the wastes around a future London and dealing with troubles
  and intrigues within the Ark.
* **Vaesen** - Ran the same Saturday evening crew through the adventure included
  in the core rule book.
* **Warpstar!** - Ran half a dozen sessions of A Pound of Flesh using Warpstar!
  as the system before it petered out.
* **Dungeon Crawl Classics** - I ran The Portal Under the Stars as a one-shot
  for a group between regular sessions.
* **Barbarians of the Ruined Earth** - This was my Tuesday group for a good
  spell. Trailing and dealing with a marauding sorcerous warlord and his beastly
  horde.
* **Cthulhu Deep Green** - Ran a few sessions of Operation: Fulminate late in
  the year. We haven’t finished it yet.

## Played
* **Call of Cthulhu** - Playing in a series of playtest sessions for a friend’s
  new adventure/sourcebook that’s been really intriguing.
* **Cthulhu Dark** - Joined the Miskatonic University Podcast crew in a playtest
  session as a teenage painter touched (or cursed) with insight into the
  eldritch.
* **Sunset Kills** - A Buffyish group of high school misfits battling werewolves
  and a bizarre carnival.
* **Trophy Gold** - Played Evlyn Moreau’s _Where the Wheat Grows Tall_ over
  several sessions.
* **Electric Bastionland** - Played a one-shot with the Miskatonic University
  Podcast crew.
* **Custom Year Zero Engine games** - Played in a group that started off as a
  Knave hack running a pseudo-Bronze Age Mesopotamian world, but we were all
  enamored with the YZE and the GM started to craft a custom set of skills and a
  magic system that fit the world.
* **Knave** - Began as an OSE adventure, we eventually switched over to Knave.
  The world our GM created was clever. A Westworld-style amusement planet
  focused on fantasy. The park had long been abandoned and the AIs governing the
  system had gone insane long ago. We played as autonomous hosts, still fully
  grounded in the make-believe world.
* **Dungeons &amp; Dragons 5th Edition** - For a few sessions this summer, when we
  could sit outside and socialize in person, my local group got together to run
  one of the Candlekeep Mysteries adventures. I played an apprentice wizard
  emloyed as a docent of the keep. 
</source:markdown>
    </item>
    
    <item>
      <title>Welcome to Neverending Pretending</title>
      <link>https://neverendingpretending.net/2022/01/01/welcome-to-neverending-pretending.html</link>
      <pubDate>Sat, 01 Jan 2022 06:15:00 -0400</pubDate>
      
      <guid>http://neverendingpretending.micro.blog/2022/01/01/welcome-to-neverending-pretending.html</guid>
      <description>&lt;h2 id=&#34;new-year-new-blog&#34;&gt;New Year, New Blog&lt;/h2&gt;
&lt;blockquote&gt;
&lt;p&gt;“The beginning is the most important part of the work.” - Plato&lt;/p&gt;
&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;p&gt;“Now is better than never.” - The Zen of Python&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I know in my work life as in my private life, I’ve caused myself a lot of
suffering by overanalyzing the beginning of something. Over the course of 2020
and 2021, my RPG hobby resurrected in a big way. I’ve spent a lot of time over
the past two years thinking about what makes gaming fun for me and hopefully for
the people at my table. I’ve spoken about a lot of it with folks in voice chats,
but never properly put thought to word.&lt;/p&gt;
&lt;p&gt;Until now.&lt;/p&gt;
&lt;p&gt;My number one intention for this blog is to act as a repository for what I hope
to be a useful resource for folks who want to tackle settings and adventures for
crunchier systems in a more minimalist way.&lt;/p&gt;
&lt;p&gt;Welcome to Neverending Pretending!&lt;/p&gt;
</description>
      <source:markdown>
## New Year, New Blog
&gt; “The beginning is the most important part of the work.” - Plato

&gt; “Now is better than never.” - The Zen of Python

I know in my work life as in my private life, I’ve caused myself a lot of
suffering by overanalyzing the beginning of something. Over the course of 2020
and 2021, my RPG hobby resurrected in a big way. I’ve spent a lot of time over
the past two years thinking about what makes gaming fun for me and hopefully for
the people at my table. I’ve spoken about a lot of it with folks in voice chats,
but never properly put thought to word. 

Until now.

My number one intention for this blog is to act as a repository for what I hope
to be a useful resource for folks who want to tackle settings and adventures for
crunchier systems in a more minimalist way.

Welcome to Neverending Pretending!
</source:markdown>
    </item>
    
  </channel>
</rss>
