Latest from the Creator
PROJECT UPDATE
Project Update: 12 hours to go! GM Screen Unlocked! Gimme a solo gameeeee
Hey folx,
12 hours to go! We unlocked the GM Screen yesterday, so you can find it as an add-on here
Johan is making it, and we're basing it on this horrid piece of art:
You can now add it to your pledge here, and we're calling it THE CACOPHONY OF DEATH.
I want my solo game so much, gang. Please let me hire Elliot to write THE MOURNING AFTER.
I've written so much bloody copy for this game, so I'm just going to post the doc that Elliot sent me about what THE MOURNING AFTER is going to be.
At a glance: Where The Wanderer was the zoomed-out pov of an Orbital Blues character, Mourning After is the all-the-way zoomed-in look at a sad gay vampire’s bad fucking night. With a RED marker or pen in hand, you will literally paint the town red as you recover your disastrous memories of the night before.
12 hours to go! We unlocked the GM Screen yesterday, so you can find it as an add-on here
Johan is making it, and we're basing it on this horrid piece of art:
You can now add it to your pledge here, and we're calling it THE CACOPHONY OF DEATH.
I want my solo game so much, gang. Please let me hire Elliot to write THE MOURNING AFTER.
I've written so much bloody copy for this game, so I'm just going to post the doc that Elliot sent me about what THE MOURNING AFTER is going to be.
At a glance: Where The Wanderer was the zoomed-out pov of an Orbital Blues character, Mourning After is the all-the-way zoomed-in look at a sad gay vampire’s bad fucking night. With a RED marker or pen in hand, you will literally paint the town red as you recover your disastrous memories of the night before.
Inspirations: In the tradition of map-making and labeling games like Beak, Feather & Bone and The Quiet Year.
Mechanics: Much like The Wanderer, Mourning After will lean on the mechanics of Paint the Town Red while adding map-labeling and prompt-responding typical of solo play.
- Flashback to the previous night and deal with consequences in the present
- Create Hollows, Lurks, and Contacts as you play
- Playable with any city map from any era
Big Picture Goal: A playthrough of Mourning After will do one of the following:
- Teach a new player the mechanics of Paint the Town Red
- Give a player the opportunity to flesh out a character before or after a typical game of PtTR
- Help potential game masters build out a new city for their next game of Paint the Town Red
Yeah, so there's going to be a big focus on maps and mapmaking, and helping you make your own city and write your own adventures! Does that sound fun? Good, so back the dang game! Add the GM screen and update your pledges to add dice, more envelopes and whatnot.
Also, it's the third episode of IT NEVER SLEEPS from My First Dungeon. Doesn't that sound like fun too? Give it a listen if you haven't already for some god-forsaken-reason.
Thanks,
Zach
PROJECT UPDATE
Project Update: Woah! We hit it!
Thank you so very very much! We hit the solo game goal and will be adding it as a physical add-on to the Backerkit pledge manager when that goes live soon.
It's been a hell of a month for everyone, so I appreciate you sticking with us on this project and pledging your support to our weird little game.
I'm going to look into doing the marbled covers as an add-on/upgrade to the mainbook that you can pledge for during the pledge manager if it peaks your fancy. Upgrading it for everyone is going to be very expensive so simply isn't plausible at current funding levels, but we can make a few lovely books.
Thank you for reading, and I hope you will soon enjoy this thing we made together!
Yours,
Zach/Jelly
PS: If you want to support another queer RPG, I would encourage you to head on over to Confluence: The Living Archive. Our friends at Publishing Goblin make some tremendous art, and this is another project that needs just a touch more support to get it over the finish line. It's a genre-blending TTRPG of fantasy, sci-fi and horror built with love and attention by a diverse team. Give them support and tell 'em SoulMuppet sent you.
It's been a hell of a month for everyone, so I appreciate you sticking with us on this project and pledging your support to our weird little game.
I'm going to look into doing the marbled covers as an add-on/upgrade to the mainbook that you can pledge for during the pledge manager if it peaks your fancy. Upgrading it for everyone is going to be very expensive so simply isn't plausible at current funding levels, but we can make a few lovely books.
Thank you for reading, and I hope you will soon enjoy this thing we made together!
Yours,
Zach/Jelly
PS: If you want to support another queer RPG, I would encourage you to head on over to Confluence: The Living Archive. Our friends at Publishing Goblin make some tremendous art, and this is another project that needs just a touch more support to get it over the finish line. It's a genre-blending TTRPG of fantasy, sci-fi and horror built with love and attention by a diverse team. Give them support and tell 'em SoulMuppet sent you.
Cheers to the other sad vamps keeping this train alive!!
PROJECT UPDATE
Project Update: 48 Hours Left! Lore and How I Do It! More Actual Plays And Interviews
One of my favourite expansion to the PTTR full book is the lore section. I say 'lore section', it's actual title is:
Early draft of a manuscript entitled “Diaspora of the Dead: A History of Undead Migration through Centuries and Millennia”
That's write. I wrote a faux-academic paper by an in-world academic in the field of parapsychology. It's about 7000 words long, so chunky but not too chunky, and it follows Dr Xiuying Yu of the Bureau of Perceptual Studies at the the University of Tolouse, as she interviews three very old vampires about their lives and movement's through history.
What makes good lore? I think it's three things to watch out for.
If there is a lot of lore, it needs to be optional. For previous SoulMuppet games, I've not written dedicated lore or world-building sections, preferring to use my characters or mechanics to tell the stories I need to. You don't NEED to read this section to play Paint The Town Red. You can get by literally just using the Player's Guide at the start of the game, which tells you everything you need to know in five bullet points.
It needs to be interesting to read. If we're asking our GMs and veteran players to opt into reading this, there needs to be a reward. The lore cannot feel encylopedic. For Diaspore, I've presented it a novel way, specifically an in-world artifact. I did everything I could to make it entertaining to read: a clear sense of voice, multiple perspectives from different interview subjects, secrets woven into the paragraphs, weave in easter eggs from all the adventures and hidden meanings to certain sections.
It needs to be incomplete. You cannot hope to present every aspect of an RPG world inside a book, however large that book is. You job is to provide information that allows future storytelling to bloom out of what it leaves behind in the readers skull. The role of lore is to provide answers but also to ask more questions of the reader. It needs to both allow and demand play. Lore should be empowering, not deabilitating.
Our three vampires are The Meliphonist, a Iberian Gaul who claims to have invented beekeeper, Alicia Fortwith, an Ancient Greek inventor turned businesswoman, and Kwizera Alderon, an impossibly old African(?) vampire with a variety of guises and roles. We follow them through antiquity, the birth of the first Necropolis in Rome, the abandonment of Europe in the "Dark Ages", then the medieval period and renaissance, and finally explain how vampires exist in modern times.
What makes good lore? I think it's three things to watch out for.
If there is a lot of lore, it needs to be optional. For previous SoulMuppet games, I've not written dedicated lore or world-building sections, preferring to use my characters or mechanics to tell the stories I need to. You don't NEED to read this section to play Paint The Town Red. You can get by literally just using the Player's Guide at the start of the game, which tells you everything you need to know in five bullet points.
It needs to be interesting to read. If we're asking our GMs and veteran players to opt into reading this, there needs to be a reward. The lore cannot feel encylopedic. For Diaspore, I've presented it a novel way, specifically an in-world artifact. I did everything I could to make it entertaining to read: a clear sense of voice, multiple perspectives from different interview subjects, secrets woven into the paragraphs, weave in easter eggs from all the adventures and hidden meanings to certain sections.
It needs to be incomplete. You cannot hope to present every aspect of an RPG world inside a book, however large that book is. You job is to provide information that allows future storytelling to bloom out of what it leaves behind in the readers skull. The role of lore is to provide answers but also to ask more questions of the reader. It needs to both allow and demand play. Lore should be empowering, not deabilitating.
Our three vampires are The Meliphonist, a Iberian Gaul who claims to have invented beekeeper, Alicia Fortwith, an Ancient Greek inventor turned businesswoman, and Kwizera Alderon, an impossibly old African(?) vampire with a variety of guises and roles. We follow them through antiquity, the birth of the first Necropolis in Rome, the abandonment of Europe in the "Dark Ages", then the medieval period and renaissance, and finally explain how vampires exist in modern times.
Interviews
What else is happening in PTTR land? Well, I did a whole load of interviews.
I sat down with Science and Sorcery for their A Moment Of Awesome series, and talked about setting games in the real world, good use of lore and much more. If you enjoyed the update above, then this is the interview to listen to.
I had a mammoth hour and 44 minute interview on Weird Games and Weirder People. I spoke with Diogo about how we make games, influences on my games design from wargaming (and vice versa), manuscript information theory and tarot cards. This is the longest interview I've ever done and we go into the freakin' WEEDS. I'll recommend checking it out if you like your interviews LONG.
I also appeared on NotD&D with Jess from ENWorld. It's been my third or fourth time on the show, and Jess is a great interview with a really good insight on making games. Give it a listen too!
I sat down with Science and Sorcery for their A Moment Of Awesome series, and talked about setting games in the real world, good use of lore and much more. If you enjoyed the update above, then this is the interview to listen to.
I had a mammoth hour and 44 minute interview on Weird Games and Weirder People. I spoke with Diogo about how we make games, influences on my games design from wargaming (and vice versa), manuscript information theory and tarot cards. This is the longest interview I've ever done and we go into the freakin' WEEDS. I'll recommend checking it out if you like your interviews LONG.
I also appeared on NotD&D with Jess from ENWorld. It's been my third or fourth time on the show, and Jess is a great interview with a really good insight on making games. Give it a listen too!
Actual Play
Episode 3 of OneShot, Paint The Town Red came out yesterday! The thrilling finale of the series is avaliable wherever you get your podcasts. Bad news is, their actions are finally about to catch up with them. It can only go downhill from here.
Just 2 days left on the project? That means 2 days until our next episode of IT NEVER SLEEPS from MyFirstDungeon. Keep your eyes peeled for when it comes out on Thursday.
Just 2 days left on the project? That means 2 days until our next episode of IT NEVER SLEEPS from MyFirstDungeon. Keep your eyes peeled for when it comes out on Thursday.
Signing Off
We're nearly nearly done with this project. Thank you so so much for your support, we really appreciate it. Please share the project far and wide across the internet so we can blast through those final goals and finish on a high note.
Thanks
Zach
Thanks
Zach