The changes started subtly: cravings and intrusive thoughts. But they soon built into noticeable physical changes, followed by a complete change in perception. It isn’t clear what you will become, but you can no longer deny that you are becoming something.
Do you fight the change? Embrace it? In either case, there is no stopping the transformation. Whatever you are becoming, it is inevitable. At best, you might be able to wrest enough control over yourself to spare those around you.
Transformation is a Kafkaesque, body-horror, solo RPG. Take on the role of an unfortunate soul whose body and mind are becoming something they cannot yet imagine. As the game progresses, you will change, taking on both physical and mental monstrous changes. You’ll journal about the changes as you struggle to understand what’s happening and relate your understanding to those around you.
Hey everyone, please consider buying the 2024 itch.io Palestinian Relief Bundle- it's 373 games, game-making assets, tabletop roleplaying games, zines, and comics for a minimum of just 8 USD! They have a goal of 100,000 USD, and as of the time I'm writing this post, they have 8 more days to reach it.
The Werewolf in PSYCHODUNGEON is maybe my favourite playbook. It's lycanthropy as a chronic pain allegory, which the playbook's struggle is in trying to learn to listen to their body.
Is it also a light puppy girl playbook? I'll never tell
Review: So You Want To Be A Game Master by Justin Alexander
I was reading Justin Alexander’s book So You Want To Be a Game Master this week and something very obvious sneaked up on me. When someone says a book is for “new GMs”, they’re going to have to imagine some kind of person when they say that. When you say “new GMs”, what do you imagine to be their past experiences, their wants, their needs?
Now this book has an answer to that question. But it’s answer that is inherited, rather than made. Because the book is essentially a kind of transmutation of the Alexandrian blog, from pixel to print, the intended reader of the book has to be pretty close to the blog’s primary readership. Which turns out to be primarily, people running D&D 5e, secondarily, people running similar trad games, and tertiaririrally, anyone else.
But the model of the GM that D&D 5e and similar-ish trad games propose is a specific one. You know the model but it’s worth expanding: world-creator, NPC-actor, story-starter, story-ender, rules-teacher, player-manager, pseudo-computer, and so on, and so on. I’m not a fan of this model. For one thing, I think it is too much. I don’t think anyone dreams of doing this much labour.
Ever since the hobby began, people have been trying to solve it. The two broad solutions have been: adventure modules and highly specific games. Adventure modules say, “We got you, boss. Here’s a bunch of work done already. Focus on the other stuff.” Highly specific games say, “We’re world, scenario, rules, everything, all wound up and ready to go. Just follow instructions. Add salt to taste.”
Even as the Alexandrian has a lot of content about “fixing” D&D modules like Descent into Avernus, neither of these two solutions are to be found in So You Want To Be A Game Master. Instead, the book primarily gives you two things: techniques and procedures for running specific modes of play (dungeons have a dungeon turn, raids have raid turns, mysteries have the node structure and the three clue rule) and advice on how to write and create your own play materials (creating dungeons, hexcrawls, and so on). I have no doubt a need is being met here. But focusing on these things presupposes that our conceptual new GM won’t be using the previously mentioned two solutions – modules or specific games. Why?
Maybe it’s because this imagined new GM really wants to write their own adventure material. Fair enough. I’m one of those people. Or I was, when I played 5e a lot. (Nowadays, I’ll do anything to avoid doing anything.) But this isn’t a book about writing per se – as in, it’s not about the act of imagination where your mind goes away and comes back with words. It’s mostly about how to structure the results of that creative act. It’s mostly giving you formats to follow.
So I think we come to the answer finally: This book imagines a new GM is someone who is running D&D 5e or some other un-opinionated game and wants structures to follow when they write their own adventures. There is other good stuff in there for other people but it’s limited: this is who will get the most out of this book.
It's my birthday today! 🎉 In honour of that, I'm running a sale on a bunch of my games on Itchio for the next seven days! It's 36% off because that's how old I'm turning this year.
Pick up a game about witches, journeys, lesser gods or dying cities - or buy them all at once!