Good Monday, Gamer!

āLife shrinks or expands in proportion to oneās courage.ā
ā AnaĆÆs Nin, Tome Knight
Bastionland Session 3 ā The Missing Highlord
Freeplay. Downtime. Missions.When I first saw these terms in Blades in the Dark, I rolled my eyes. John Harper had put words to what we were already doingābut now I'm thinking weāre gonna have to throw a parade every time we shift play modes. Sadly, Iāve seen tables lean into that fanfare⦠But Iāve come to appreciate the termsāfor sure. They give me language to talk about sessions, and as MC, they help me figure out where we are in play, even if I never say it out loud, even when Iām not playing Blades.
This third session of our second season in Mythic Bastionland was all downtime. Two hours flew by. We barely noticed we were streaming. It was the natural release valve after two āmissionā sessions: first dueling the Seeker Knights (who then joined our quest), then confronting the Scholar Knights and agreeing to escort one to the Highlordās palaceāby way of a battle with mythic wolves.
Now, out of armor, the roleplaying breathed.
My Vulture Knight, Kelwyn, donned robes, lifted a chalice, and drifted into games of chance with the folk who gather around those games. A player choiceābecause I wanted to see who and what lived in that space.
My Brother-Knight, Velamonte, the Horde Knight (Thomas), dug for answers about the missing Highlordābecause he, the player, was chasing that mystery.
We came back together at the councilās dinner tableā¦specifically to throw our Scholar Knight companion straight under the bus āthough wily and silver-tongued they were! Fun, delicious roleplay. Our next āmissionā emerged right from these choices. So weāre headed to confront the Elf in the Forest. I couldnāt have told you that before the session. And regardless of what Judd has written down, it feels like we, the players, carved that path ourselvesāthrough downtime. And thatās some great Mojo.
Appendix MJ
I missed the Appendix N Blogwagon event, but hereās my own list anyway. These are the stories, comics, games, and shows that I return to when Iām thinking about RPGsātouchstones that set the tone for how I play these games. Aspirations, dreams, and wishes.
West Marches (Ars Ludi) Ben Robbinsā classic blog series on running an open-table, exploration-driven campaign. The DNA of all my West Marches experiments and a model for any persistent sandbox game. West Marches 4Evar! There are MANY posts and threads on this topic. Start here.
Glen Cookās Dread Empire(not Black Company)Messy, political, and sprawling. Itās about what happens when empires rot from within. Fantastic ideas for faction play and shifting alliances, characters, artifactsā¦LORE. When I want to get out of āVanillaā fantasyā¦I think about the Dread Empire.
William Gibsonās Sprawl Trilogy. The foundation of cyberpunk: console cowboys, BAMA, street samurai. This reminds me itās not about the missions, gear, or the tech. It is Characters under duress trying to make it to a tomorrow.
Jonathan Hickman runs of House of X/Powers of X, The Manhattan Projects, East of West.Hickmanās sprawling conspiracies and mythic worldbuilding feed directly into how I think about supers and epic-scale campaigns. These are my favorites. And a list of his Greatest Hits.
ā 1990s X-Titles. Overstuffed, melodramatic, too many crossoversāand perfect inspiration for juggling factions, soap-opera drama, and sprawling worlds. Superhero comics at their finest.
John Crichton. Trauma-bonded family in space, alien weirdness, sudden tonal shifts from comedy to heartbreak. The main characters are not the same from season one to the end. Neither should the PCs be, IMHO. No spoilers on the ending, please. I have not watched it, and I probably wonāt. Not willing to say goodbye yet.
Smokinā AcesA bounty-heist template: everyone converging on one target. Iāve used this structure for one-shots and PvP-tinged scenarios, and when I come up short, anywhere.
ā¤ļø Hav PlentyAn indie rom-com drama. A reminder that slice-of-life and messy relationships matter in games as much as saving the world.
Elden RingExploration as mystery. Worlds that donāt explain themselves but beg to be pieced together. And one Tough Boss donāt stop the showā¦
Anthem. More than just mecha-hardsuits. Anthem felt like I could run the missions how I wanted to. Explore the landscape as I wanted to. This game reminds me of what that feels like, and I aim to design sessions that are open to player choices and actions.
Ars Magica. Troupe play, wizards, companions, grogs. Itās about legacy and community ā and Immortality if you play enough sessions!
Dorohedoro. What a chaotic, grotesque, and funny world. It's high weirdness and WtF?!! It is my target for urban fantasy or weird magic campaigns.
Blame! (Tsutomu Nihei). Endless megastructures, isolation, and small communities surviving in a hostile architecture. The best touchstone I know for dungeon-crawl scale in sci-fi.
Tower Dungeon. The archetypal āclimb the impossible towerā setup. Each level is its own world, its own rules. Great ideas. Incredible world-building.
Witch Hunter Robin. IMHO, the best episodic magical supers monster hunting mixed with conspiracy arcs.
Whatās in your Appendix N? What media keeps finding its way back into your games?
ICYMI
IndieRPG Newsletter on Expressionist Playā¦and APPENDIX N!! š¤š¾
Sarah DOOM! on Process and Tools
Thanks for reading, playing, and supporting the strange stuff.