Showing posts with label TTRPGs. Show all posts
Showing posts with label TTRPGs. Show all posts

Friday, August 14, 2026

Lost and the Living Story

 

I think this image sums up my theory, my philosophy on the Living Story.  Don't know what I'm talking about?  Here you go.

Even before the writers knew what the show was going to be like, the nuts and bolts, they had an idea, a foundation, a go-to grab-bag of concepts that infused and inspired the show, influencing its direction in strange and straightforward ways.  

I've been watching YouTube videos on Lost as I've just started rewatching the show.  This is, I think, my 4th time watching it all the way from the beginning.  You can learn a lot about gaming by watching Lost.  I remember a short-lived discussion I had with that Grognardia guy.

In all ten-thousand of his blog posts, there's one thing they have in common - none of them have anything about me (including my OSR work) or the show Lost.  I can't remember exactly why he refused to watch it.  Some unconscious or apocryphal hesitancy and then force of habit + stubbornness.

As I told him then, I'll tell you now, it's definitely worth watching for many reasons.  One of them being its push, its drive towards something both clear and nebulous, vibes and specific moments that move things along in a certain direction.  

The Living Story is not a screenplay or novel, it's an outline that keeps the GM mindful of what's happening now and what's likely to happen in the future, regarding conflict, agendas, passion, aesthetics, milieu, etc.  Plot-points keep the story undefined enough so what unfolds is character-driven.  

The interplay between the world, story, and characters provide the most freedom without throwing the baby into a void of chaos.  "Go anywhere, do anything" is not a solution; it's tyranny of the blank canvas come to life.

Two sides, one light, the other dark.  From the very first episodes, there was a theme which laid the groundwork and carried the show's narrative resonance until the end.  This blueprint shows that a Game Master, like a writer or showrunner, can have aspects of a story in mind as events, outside the GM's intention, are fully realized in play.

If you would like your campaign (or one-shot) to have narrative resonance, provide it.  Prepare for it, introduce it, explore it, harness it, nurture it, exercise it, and close with it.  All those moments where there's a pause in the game, that's opportunity.  Insert those blank spaces with whatever your theme is, built upon the aesthetic-keys and milieu-nodes that underpin the campaign setting.  

Of course, there's something worse than blank spaces - filling them with THE MESSAGE.  Whatever you do, don't do that.  The woke agenda effectively killed Dungeons & Dragons, RIP 2024.  Luckily, no one from Wizards of the Bro can determine how your own individual game is played... cue tightening grip and star systems slipping through fingers.

As I'm watching Lost again (currently on episode 7 or 8), if anyone wants to chat about it here, on X (the Kult of Kort'thalis TTRPG group on X should have been shut down, but somehow still exists), or wherever, let me know.  Watching Lost is a fun and informative challenge, but it can suck to do it all on your own.  Let's watch Lost together!

Got something to say?  Comment down below, hoss. 

Enjoy,

VS

p.s. Want some hardcover Cha'alt?  Here's how (and they're currently on sale!)!!  I'll do a big announcement when I have all the promotional images, but I'm excited to announce that VENGER CON VI: Belief is Reality will be happening next year (June 25th - 27th) in Madison, WI. 


Wednesday, May 20, 2026

The Mission

 

Holy crap-balls!  This is blog post one-thousand, hoss!!!  Thanks to everyone who's been reading, commenting, and supporting me over these last 13+ years.

I've got a lot of things going on right now... end of school for kids, my upcoming book is going through last minute revision, I'm running my face-to-face, 4-year long, every other week (with 6 weeks off around the holidays) Cha'alt campaign; a monthly Cha'alt PG-rated half-session that includes my one kid who still loves playing; and an even more truncated weekly Roll20 Cha'alt campaign that's only 90-minutes. Plus, you know, life.  

Oh yeah, and my TTRPG convention VENGER CON V: The Will To Power happening in Madison, WI this July.  Grab your weekend badge now, and JOIN US!!!!!

So yeah, lots of stuff.  However, I wanted to wrap-up the soul-searching and deep-dive social media discussions about what's become most important to me in the roleplaying game hobby.  That thing which I consider both foundational and transformative when it comes to my subjective understanding of what we do.  

What's my personal philosophy?  What is... the mission?

In a word: PSYCHOCOSM.

Without using fancy jargon and extensive argumentation, let me break it down.  We participate in RPGs because it allows us an immersive experience.  But now that you're immersed, what then?  

What comes next is PSYCHOCOSM.  You identify, you believe, you create, you search for meaning, self-actualization; you do things that make you happy, that make your character's life (played by you) worth living, memorable, larger than life, fascinating, epic, awesome, or special in some way.

As the players' experience heightens, the campaign deepens, widens... until the created world improves the Game Mastering, which then increases player satisfaction, leading to renewed immersion as the continuous improvement circle turns.

As a GM, one of the myriad ways I connect with the campaign setting is to not only pay attention to the Living World, but also the Living Story (if you're interested in reading more about this, I have an article about story emulation right over here).  It's not scripted, there's no predetermined ending, and the GM is not writing a novel.  

It is the decisions of the players' characters, living in that world, which allow narratives to unfold.  The story part of TTRPGs is not anathema to the game part.  Occasionally congruent, at other times opposed, these two concepts, story and game, are complimentary, and worth more together than separate.

One of the best things about TTRPGs is that they're both game and story, combined!  Story-creation is the game; the game is story-creation.  The point of playing is to create a story with moment-to-moment input from all participants, players and GM alike, and immerse ourselves in it.  Fiddling with numbers and rolling dice are merely procedures for adjudicating unknowns, managing risk vs reward, and testing the law of averages.  

So, the mission is PSYCHOCOSM.  And how we get there is by opening ourselves up to immersion and beyond... submerging ourselves in the characters, world and story; actively moving towards them, seizing opportunities, going after moments that transcend the make-believe, as we pretend to be wizards and fighters, clerics and rogues, skulking around in the darkness, slaying monsters and seeking treasure. 

My good friend and colleague, Roger, suggested that I include a link to my very first blog post.  He's right, of course.  That's where it all began, and while short, I think it points in the very direction I went.  Read with caution, hoss ... prophecies can be dangerous things. 

Thanks for reading, and feel free to comment below with whatever you want to say!


VS


p.s.  Yes, weekend badges are now available for July 2026's VENGER CON V: The Will To Power.  Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  


Thursday, June 5, 2025

Cult Classic Influence: Heathers

 

For a long while, I've been using this blog for either session reports or announcements... product releases, crowdfunding, conventions, culture war politics, etc.  Which means I've been slacking on the gaming content front.  

Well, I came up with something to boost my blogging output and heighten its appeal - while also giving me yet another reason (aside from introducing vintage media to my kids) to revisit such cult classics as Blade Runner, Zardoz, Flash Gordon, Revenge of the Nerds, and Highlander, to name but a few.  

As long as I'm enjoying all the foundational cult classics that have inspired me over the years (including Cha'alt and other products), why not dig deep, deriving (even more, in some cases) campaign setting bits and pieces to make the world come alive?  Not just lore that adds a hint of color, but something tangible, mechanical, or substantive that is directly inspired by what I just watched... something that makes a difference to the players, that the GM can use, not just describe.

My goal is to put out one of these each week (and some weeks I might blog a TV show write-up).  While that might not be realistic, I'm going to try and keep to that schedule.  I'll be on a family vacation next week, so that's already shot, but don't worry, I won't give up!  

Want to motivate me?  I love feedback - especially when folks tell me how they used it in-game.  Last night, I watched Heathers (again) with my oldest, and so without further ado...



Cult Classic Influence #1: Heathers

"The extreme always seems to make an impression."

Anytime the PCs come into contact with (hearing about, setting foot inside, staying there for a little while, and perhaps exiting) a matriarchal society - like the city-state of Ja'alette or Chud-Letha'az, the gilded mauve dark-elf city - or any culture where women are at least equal to or above men, the GM is obliged to come up with a feminine scheme.

Generally speaking, this feminine scheme comes directly from the "Queen Bee" herself, but possibly her subordinates... and on the rarest of occasions, the female drones rebel against her royal highness, either toppling her jeweled crown or their failed attempt merely incites deadly retaliation - "Off with their heads!"

Most importantly, the feminine scheme must show strength, be cruel in nature, and include an aspect of humiliation and/or degradation.  

For example, the Golden Goddess forces her least productive handmaids to fully inhale the magenta lotus which temporarily turns them into "free-use" sluts who will do anything with anyone, anywhere.  As the masculine slaves ravage them, the Golden Goddess and her Priestesses watch from their ivory balconies.  

Now that we have the what, how could this be incorporated into one's game?  I have some ideas...

Maybe the PCs hear a rumor of what will eventually go down, what's already taken place, or happening right now... are the PCs participating?  Perhaps they see the results for themselves or a feminine scheme fugitive runs away, falling into the arms of the reluctant adventurers?  What if the PCs get swept up in the scheme, or one of their friends?  What if it doesn't directly affect the PCs at all, but it goes to show (rather than tell) how messed up their society really is?  How does this alter their relationship with their neighboring city, settlement, or realm?  If everyone's distracted, will they take the opportunity to attack?  Steal that coveted artifact?  Will this stunning and brave display of feminized degeneracy make them less likely to interfere in female-dominated politics?  Going an alternative route, is it possible that bend-over-backwards kindness results in suicidal empathy, leading to the downfall of their civilization?

__________

Ok, if you enjoyed that, let me know.  I probably won't blog again until after I get back from vacation, so comment down below if you want to make a suggestion.  And thanks for tuning-in, hoss!

Enjoy,

VS

p.s. Want the hardcover Cha'alt trilogy?  Here's how (and they're currently on sale!)!!  Want to join the Kort'thalis mailing list to stay up-to-date on what's going on in the skinematic Vengerverse?  This is it!!  Last but not least, I'm organizing a based-as-fuck RPG convention in Madison, WI this July (Sandy Petersen will be joining us as VENGER CON's Guest of Honor).  Grab your weekend badge for VENGER CON IV: Post-Modern Apocalypse!!!