WILD Kickstarter

I have been eagerly anticipating WILD: Dream Dive Training Simulation for several years. I started following the project after reading about it on Dave Chapman’s Autocratic blog in 2017. It has been interesting watching this project develop and to now come together for this Kickstarter campaign. The Kickstarter gives an excellent overview of Dave and Stoo’s backgrounds and why this project is in expert hands. So, what is the game about?

“WAKE · INITIATED · LUCID · DREAMING a roleplaying game using Tarot cards to explore the minds of dreamers”

Plus:

“The WILD: Dream Dive Training Simulation is a tabletop roleplaying game that can be played solo, or with a group of friends with or without one player taking on the role of the DreamMaster.”

The game draws inspirations from many sources, in particular Inception. Other references: Falling Water, Reverie, Paprika, The Cell. Jumping ahead slightly to the likely important query about death and dreams? You can ‘die’ in the dream, which will wake the user, but there is a chance of consequences; so this is closer to Inception than a Nightmare on Elm Street.

“The development of the ALIS dreamshare device has changed the world.”

The Kickstarter has unlocked the ALIS user manual. This extra level of detail should empower the players’ imaginations, enhancing the immersion level of a game. An important part of how the ALIS works is that the primary dreamer matters in regards to how their dreams can be affected. An imaginative person is more likely to accept ‘wilder’ aspects; how much a dream can be stretched. A bland person’s dreams are more likely to break if pushed a lot. So understanding a dreamer’s plausibility scale for each individual will be part of the puzzle.

Originally Dave had been working with dice mechanics he called: Rapid Die Movement. The design moved to using Tarot cards (using one shared deck); the Kickstarter has unlocked custom artwork and cards for the game.

Digital Tools have been unlocked, a Website and a Mobile App. There will be a virtual deck that will allow cards to be drawn from it; the tools will explain card meanings. Additionally a digital character sheet, plus there will also be help with a walkthrough of character creation.

WILD – Fusion Power/Bonus

I do not know of an RPG with this specific dream focus. There are of course games that include dream manipulation, such as Changeling: the Dreaming with Oneiromancy, or the Dream related Contracts in Changeling: The Lost. Cthulhu has the Dreamlands, etc. But those games do not explore the ideas in the same way, plus lack mechanical framework around such exploration. So besides looking forward to playing WILD, I also look forward to fusing WILD with other games. In particular Mage: the Ascension and the World of Darkness / Chronicles of Darkness games I have mostly focused on recently. I explored fusion ideas in my blog post for One Child’s Heart, a game about entering the memories of a child to help provide therapy via a CLERS device. One Child’s Heart is exploring different territory to WILD, but interestingly, I can see these games complimenting each other wonderfully.

A Tales From the Loop game is another fusion idea I have had. ALIS could have been created after studying technology gained via the Loop. Likewise, the ALIS should be easy to add to the Cypher System games of Numenera or The Strange.

I have also been imagining a fusion with Street Fighter. A chance for a training simulator, aka the Matrix? Likewise fights with Agents, but the Agents being the subconscious defending itself like Inception.

Besides modern day role-playing settings, I can imagine using WILD to provide Fantasy or hard Sci-fi with something a bit different. For example, I have a campaign (#FatefulMemories) that is a fusion of: D&D Planescape (FR) + Mage: the Ascension + Cthulhu. Currently, the party is trying to understand the nature of a person who has been split in two, with one half being in Sigil, the other one being in the Forgotten Realms; these beings communicate with each other via their dreams, so could a dream quest be a way to figure out how this occurred and how they can be re-merged? The ALIS could be an artefact utilising crystals from different Realms, or maybe something linked to the Sehanine Moonbow, the Lady of Dreams, or similar god.

Please go and check the WILD out. Watch the fabulous introductory video explaining the technology, which should seal the deal. There is also a Hardship Sleeper level, providing a backer the PDF for just £5; very generous of the team.

https://www.kickstarter.com/projects/stoo-goff/wild-dream-dive-training-simulation/description

The Dark Orb Meets WILD RPG Creators Stoo Goff & David F. Chapman

Effekt Interview: WILD Kickstarter

30 #RPGaDay2020 Portal

As someone that loves fusing games, portals are an easy tool to use, but a tool used badly can ruin things. Some of the multiverses of various comic settings are examples of things losing value/meaning when not handled with care; Marvel’s Incursion storyline, realities colliding and one being destroyed, can be considered a literal example of the danger of connecting two points that are not normally connected. The implications of Portals are explored in many popular settings, such as Farscape and Babylon 5 (in particular Thirdspace).

In a recent session of Mage the Ascension, (WoD: Sliders) a player that has slowly been learning the setting, is playing an Orphan trying to get to grips with their awakening. The Chronicle is a complex beast, the players’ clue file is currently up to 30 pages of notes, but they have learned that events in the area are connecting different times, spaces and possibly realities in strange ways. One day the party are talking with Hermetics, discussing clues and the Orphan’s visions about ancient Egyptian Gods, the next they have stepped through a Stargate and arrived upon a Technocractic space station. The player was giggling with joy at the vast differences in paradigms and realities, from the ancient world to being in the distant future. Then things got weirder, they were uploaded to the Digital Web, a sector with a Tron aesthetic. They are heading to the Spy’s Demise in tonight’s session. 🙂

All in all I had been worried it would result in genre whiplash, but the player said they loved it; the veteran Mage player did as well, but it’s all normal to them. 😉 I think it was helped by things having been foreshadowed, plus other weirdness building up. Another key factor was that ‘dynamic reality’ was one of the things discussed before even session 0. Likewise with my Fateful Memories D&D PBEM game I’m running, when preparing the game the player was happy to do something a bit different. The character is currently in Sigil. 🙂

Street Fighter RPG

Of course SFRPG already has teleporting ninjas, plus Warrior’s Fist Special 5 (Punho do Guerreiro 5) introduced a Portal Warp power. An empowered version of Elemental Stride, allowing for a team to pass through. 🙂

For my chronicle that was inspired by Mortal Kombat: Conquest, the PCs never developed access to reality portal generation, that power was kept with the Gods and a few divinely empowered items. I didn’t play a ton of Palladium Rifts, as a teenager it was a zany and Mega-Cool (yes, pun intended) game. The player that was introducing me to it was explaining about his plan to play a Juicer that was going to steal a Glitter Boy suit. That is the sort of thing I wanted to avoid with SFRPG game, well unless a group really wanted to play a game that allowed for Mechas performing Dragon Punches. Nope, I have too many games on the go to entertain this! 😉

Other Peoples’ Answers

Charles Etheridge-Nunn @charlie_en

https://fakedtales.com/2020/08/30/rpg-a-day-2020-part-thirty-fun-with-portals/

Anthony Boyd @Runeslinger

https://castingshadowsblog.com/2020/08/30/rpgaday2020-day-30-portal/

Bob Freeman @OccultDetective

https://bordermengames.wordpress.com/2020/08/30/rpgaday2020-day-30-portal/

Sue Savage @SavageSpiel

https://savagespiel.blogspot.com/2020/08/rpgaday-portal.html

Craig Oxbrow @CraigOxbrow

https://thewatchhouserpg.blogspot.com/2020/08/rpgaday2020-30-portal.html

https://thewatchhouserpg.blogspot.com/2020/08/rpgaday2020-buffy-30b-portal.html

Melestrua @Melestrua

https://melestrua.net/2020/08/30/rpgaday2020-day-30-portal/

Geek-Life Balance @cybogoblin

https://geeklifebalance.wordpress.com/2020/08/30/rpgaday-2020-portal/

This is a non-exhaustive list; I still have many posts to read today, so I might be adding more links. I’d recommend searching the hashtag and judge those great answers for yourself: #RPGaDay2020, some people use #RPGaDay.

RPG Impact 10

Continuing with RPG Impact. For my tenth RPG, I’ve chosen Pendragon. I recall seeing this game at my local games shop when I was still at school. No one I knew played Pendragon, and I thought the idea of King Arthur was boring compared to all the other games, so I didn’t discover this gem for a few years. As I mentioned in my Call of Cthulhu post for RPG Impact 6, I finally played some Chaosium when I was 18, and then was taught a bit about the company and Greg Stafford in particular.

I was impressed when I first read the book, but due to all the other games I was playing, it got put on to a list of games, and for years it was never chosen. When I did return to Pendragon was I surprised at myself, how had I not prioritised this game?

Like many growing up in the UK I’d read and seen lots of Arthurian legends over the years, so I had a basic grasp of variation on the tales. Whilst I still thought as the Knights of Camelot as interesting, but I’d mostly been playing games about super powered entities (Vampires, Changelings, Mages, Supes, Cyborgs, mystic Samurai, etc.), in some cases radically changing society or even reality. I recognise that so many games, such as Middle Earth or Changeling the Dreaming, have Arthurian legends at their core, so to an extent I did get to explore some common themes and character arcs. When we played something more mundane, it was modern day or near future.

I’m one of the many role-players that enjoy research, experimentation, buying new games just to read them. The indie scene is fabulous and rich with new ideas and tweaks. With Chaosium I am reminded of the old games company Looking Glass Studios, makers of many amazing and innovative games, in particular System Shock, which led to the epic Deus Ex and also less impressive but still great Bioshock, as well as the fabulous Thief series. Another quick PC game comparison, Planescape: Torment, which for years was a niche gem, but reviews by the likes of PC Gamer had the score go up every few years. For me Pendragon is like this. An RPG gem that many know about, but sadly most role-players don’t.

Pendragon had a big impact upon me for a few reasons. One being the winter season downtime system, not only is it different from most role-playing games, it is also something that easily fits a Play-by-Email style. The game’s focus on family and lineage is great, plus ties in with the game’s troupe style play. After completing my psychology and writing degree, I also gained a new perspective on the brilliance of Pendragon, specifically in regards to the personality mechanics. It is common for games to build upon the ideas of Freud or Jung, but less common to build upon the more complex science like the Big 5 personality traits, I think Pendragon’s personality traits are sublime. I appreciate that some players hate those sorts of things, feeling they are the tools of punishment by bad GMs, etc., but for any doubters, trust me with Pendragon it works wonderfully, empowering characters, supporting the themes.

There are a few videos about this RPG, such as:

Bleak Spirit: Lost Lore + Adversaries

At the time of writing the RPG Kickstarter for Bleak Spirit has just over two days left to go. It is already funded, demonstrating the game has a market. I have several ideas about this game, both by itself, but also as an aid to other games. Before I talk about my plans, here is a quick overview:

Bleak Spirit is a tabletop roleplaying game inspired by the empty, haunted worlds of video games like Dark Souls, Hollow Knight, and Salt and Sanctuary. Using a rotating role system, two or more players collaborate to create the story of how a wanderer comes to a strange place, and leaves it forever changed in their wake.”

The game follows in the style of the collaborative storytelling game Lovecraftesque, a game that is inspired by Stealing Cthulhu (single player writing RPG). As noted in the quote above, players take in turns to play:

  1. The World describes the scene, which can be a danger, interaction, or feature scene. The tone of the game is that of melancholy, mystery, and faded glory. Lore is introduced, which in addition to providing a chance to explore the setting, also can be building towards the final Adversary.
  2. The Wanderer explores the scene, decides what action to take, uncovering lore as they travel. The person playing the Wanderer that turn chooses their actions, taking care to avoid describing the wanderer’s internal monologue.
  3. If there are more than 2 players than there is also a Chorus supporting the World. The Chorus can elaborate on events, suggest prices during danger scenes, or play a character that has been introduced.

The game is broken down into 3 sections (part 1 of 5 scenes, part 2 of between 1 to 3 scenes), allowing the wanderer to find lore and building the game towards part 3 and the story’s main Adversary. There are a set number of scenes classed as Interaction, Danger and Feature. The game has special cards that can be played altering the course of a scene. The cards do more than just mix things up, they can also add extra tension. You can read more about mechanics at the Kickstarter, such as why Leaping to Conclusions is part of the fun of the game 🙂

Bleak Spirit Card Samples

The wanderer is a stranger in a strange land, generally visiting bleak, run down locations. Other characters are eccentric, elusive and cryptic. Bleak Spirits approach allows for players to discover depth and complexity, without preloading the world, capturing for example how Dark Souls series achieves this. I think the method of alternating roles supports the game’s intent.

Bleak Spirit also strips away many of the common RPG mechanics and tropes, allowing for freer flowing storytelling. Also the power of a veteran Dark Soul’s player shines, with the exception of the final Adversary, the Wanderer can survive most encounters without issue. The interesting aspect is how the Wanderer moves forward/survives, what price is paid?

After a game, players may wish to discuss things about what occurred, their plans and Conclusion Leaps; maybe even add extra context. During play, the lack of information should be embraced. More gaming session could be set in the same story world, building up the setting lore. A long campaign could result in a very detailed world, so keeping things vague is likely the best way to proceed after each game.

Truth & Ambiguity

I’ll emphasis what is intriguing to me is that quintessentially Bleak Spirit, that it seeks to avoid setting clarity; there is no TruthTM, even about the Wanderer themselves. Whilst there are many RPGs that are easy for new players to access, particularly games set in modern day real world, many RPGs have a lot to learn upfront, particularly for the DM/GM. Even the massively popular D&D settings like Forgotten Realms have a lot of maps, lore and proper nouns to learn. Granted you can ignore everything, but I think a big part of what makes characters interesting in RPGs is figuring out how they fit in their world, as well as exploring social implications. Movie amnesia is one work around, but I think the fact Bleak Spirit intentionally integrates the lack of knowledge is great, the character’s lack of memory is not important. I think this further helps support the setting’s tone of faded glory.

This year I’ve blogged about two other Kickstarters that explore the subject of characters and memory, One Child’s Heart and Afterlife: Wandering Souls. I’ve been working on my own RPG settings and different fiction that explore my long-time obsession with memories and identity, as well as what those mean to characters in RPGs. Bleak Spirit is taking a different approach to those games, as well as my own, so I was very pleased to come across this project.

Aiding other games & #RPGMentalToolkit

I like to mention expanding my RPG Mental Toolkit in several of my RPG posts, so please indulge my thought process with this. Since I think Bleak Spirit manages to capture an important dilemma in RPGs: creating collaborative eerie cryptic complexity, without a lot of reading or preparation. Therefore I think it can be switched to as a mini-session for other games, when something unusual needs to be created, Bleak Spirit could be a more surreal and esoteric way to do so.

As a veteran gamer of many systems, I am aware that no matter the game system, a group of good players can discuss things, set a tone and embrace hidden depth. Whilst some role-players take the idea of a DMGM/Storyteller/etc. as meaning only they can decide what a setting’s contents are, plenty of other gamers allow any players to contribute. In addition players can use the Blue-booking or Play-by-mail (PBM/PBeM) methods to explore/build something away from a table session, but not everyone uses those methods.

Imagine one of the many RPGs that are out there, gaining from having a mini-session of Bleak Spirit. I think the mystery and melancholy of this game will excel when players want to explore something personal in an esoteric way in another game/setting. Particularly with any game that has weird lore (civilisations, magic, dreams, etc.). Here is a non-exhaustive list of games that includes a strange aspect to its reality, from different planes of existence to ways of altering/exploring mental states:

Any Cthulhu game, particularly if the Dreamlands are involved. The various different types of Umbra in the World of Darkness (in particular Mage, but also Wraith, Changeling, Werewolf, Vampire), similarly the Chronicles of Darkness, Unknown Armies, Kult, Exalted, D&D (explore more exotic places/planes and unknown societies in: Planescape, Scarred Lands, Ravenloft, Dark Sun, Forgotten Realms, Spell Jammer, etc.), Legend of the 5 Rings, GURPS, Warhammer Fantasy or 40k, et cetera.

Bleak Spirit could also be a way for a group to help players learn how to take the lead in a scene. An important baby step towards learning to be a GM and to gain confidence. Other collaborative storytelling games like Fiasco are worth exploring for this reason.

I had arranged a playtest game, but due to my ill health and busy friends those plans fell through. My plan was to offer either a totally unknown setting, the default for Bleak Spirit, or to explore a Realms of Chaos Champion within the Warhammer setting. However, you can check out another blog post about Bleak Spirit that also has an actual play:

https://allthethings123.blogspot.com/2019/06/bleak-spirit.html

https://allthethings123.blogspot.com/2019/07/the-war-sessions-zero-and-one.html

Check out the Kickstarter at https://www.kickstarter.com/projects/179941520/bleak-spirit/

Kickstarter Sigmata RPG p2

This follows on from Kickstarter Sigmata RPG.

I am currently playing about with campaign ideas for this game, as well as future ideas merging with other games. Chad’s previous game Cryptomancer included a suggestion about a mechanical bolt on approach for other games, hence my thinking along this line for Sigmata. If you’ve not checked out the Sigmata Kickstarter page yet, here is a quick overview. The game is linking together serious and silly ideas, drawing upon numerous political ideas, people movements like the Arab Spring, as well as 80s pop culture. Major influences include things like Synthwave, plus films like Akira along with Saturday morning cartoons like Transformers and G.I. Joe.

Sigmata is an RPG in the Cyberpunk genre of games, joining the likes of famous RPGs like Shadowrun and Cyberpunk. For a few people defining Cyberpunk is an almost religious process. My simple take on the subject is that Cyberpunk is a broad encapsulating term that includes all sorts of products; I agree with the following genre overview:

Cyberpunk is a subgenre of science fiction in a futuristic setting that tends to focus on “a combination of low life and high tech” [1] featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order.[2]

Sigmata allows players to play as Cybernetic badasses, who have access to diverse and interesting capabilities. Players (receivers) receive their powers via hearing signals, which are broadcast via radio towers. When the players have access to a very strong signal they are akin to superheroes in power level. The game includes a campaign tracking system, which in particular intrigues me.

I plan on running Sigmata by itself first, so I can get a good appreciation for the game and the practical experience of the rules. Additionally the Sigmata Kickstarter already has many goals unlocked, which includes alternate time periods to play in. This alone should keep the majority of gamers engaged for years to come. Lots of game options at launch, most impressive.

Merging with other RPGs

Whilst Sigmata is much more than just resistance tracking and signal towers giving powers, but these two ideas in particular are what I am very keen on exploring in other games. Following on from my previous post and my habit of mentioning RPG mental tool kit/belt, I’ll provide a list of ideas, like I wrote for my Changeling Kickstarter blog.

I love the idea of adding the Signal to a fantasy game, whether a high fantasy setting like D&D’s: Forgotten Realms, Ravenloft, Planescape, etc., or a grim-dark setting like Warhammer. Part of my thinking is that Sigmata could provide Avatar-like potential, as well as an extra level of campaign goals, but with mechanics of how to track such things. Whilst I have run very politically and rebellion focused campaigns in D&D previously, it was a long-time ago, and I didn’t make any mechanics for tracking resistance movements.

Consider how many fantasy settings have tyrannical rulers, but not just mortal monarchs, but also Magocracy or Theocracy, etc. Many magical settings include abilities empowering communication, speed of travel, as well as divination, all of which would really mix things up. However, what if magic cannot be trusted, and the party has to travel to hand deliver importance evidence, trying to avoid a scrying government, relying more on individual power, charm and guile. In a world of rare powerful magic the Signal could provide the party a much needed edge. Whether playing Rokugan with the Legend of the 5 Rings system, or the D20 system, there is interesting potential for Sigmata crossover.


Cthulhu mythos could take the Sigmata into dimensional territory, as well as paranoia and insanity. Imagine a game with cults having infiltrated tyrannical governments, so not only do the players need to resist things, but the fate of the world is at stake. Players (receivers) wondering where the signal comes from, and whether their newfound power cost something like sanity, or worse!


The World of Darkness is a game setting has all sorts of potential. The Signal could be related to any one of the existing supernatural groups, or something new. A Changeling campaign based in the Dreaming could have tyrannical Sidhe ruling commoners with an ‘iron’ fist, maybe the Signal allows a commoner to overcome the increased power of their innate nobility that Sidhe have in the Dreaming. A Werewolf game could have Garou being empowered by the Signal, which could be a new techno-spirit, providing new tools in the fight against the Wyrm. The same applies to a Mage centric game, but the metaphysical debates and paranoia regarding the Signal would be what I would want to focus on. An interesting twist to the Jyhad, such as Anarch vampires fighting Camarilla Elders, or Hunters avoiding Kindred. This could also work with the Chronicle of Darkness games.


Although the Trinity Continuum is about to be relaunched in the near future, the Trinity, Aberrant, Adventure settings of old included a powerful signal altering people. I am currently running Trinity and will be for a while yet, so I may start including things.


GURPS Riverworld, this setting is based upon a great sci-fi novel, which has its own sort of towers and effects on the world. I will avoid spoilers here; I guess most of those that have read it will appreciate where I am going with my thoughts. For me the wonderful GURPS reference books epitomise the RPG mental tool kit, so there is easily infinite scope regarding Sigmata ideas added into the GURPS system.


Shadowrun or R. Talsorian’s Cyberpunk games should be quite easy to merge with Sigmata due to the genre closeness and the typical adversarial nature of Corporations. Since powerful cybernetics already exist in these games, imagine if they were further empowered, which radically alters things. The magic in Shadowrun could also be enhanced, maybe in a way like with the D&D ideas I mention above.


I hope I’ve convinced you to at least check out the Kickstarter page for more information. Join in and #RepeatTheSignal.

Spirit Game – Secret Rage

This continues on from PBM Thanks & Secret Rage.

I developed the Secret Rage idea by changing the player character from that of following a lineage of Garou, to that of playing a powerful spirit. Making the game about a powerful spirit, something effectively immortal, which can guide Garou, who the player can also play, gave me the idea: “A chronicle to prevent the Apocalypse”. This idea links to the forthcoming new World of Darkness that is in development, which builds upon the old World of Darkness (oWoD), but the end days (Gehenna, Apocalypse, or Ascension) never happened.

The scale of this spirit game is even bigger than my old Vampire Methuselah and Elder PBM games, more like the professional games I ran at KJC Games. Whilst the spirit has vast powers and epic plans, the key is to treat the character like any other, to be propelled by motivations and personal drama. An added benefit with this project is it also allows me to playtest ideas from a commercial PBM project that I’ve been working on for years: Elemental Masters. This game is about the building blocks of reality and the plots of pantheons; I seriously need a better name than this working title, meh.

A few RPGs go in to some detail about spirits, particularly several of the World of Darkness (old WoD & Chronicles) as well GURPS Spirits. Sadly despite the numerous details they present, I still wanted more depth. To be fair to those books, I do tend to go overboard with my ideas, plus the Spirit label is so all-encompassing, so it is no surprise that a collection of predominately enigmatic entities are described in vague terms. One of the strengths of the WoD books is how many ideas they present, whilst not creating a rigid structure to limit possibility. As normal for any GURPS book, GURPS Spirits is filled with a plethora of thought provoking ideas, and plenty of rules options, plus plug-ins to such a powerful system.

When I first read the Werewolf I was reminded of how the game brilliantly compares with Dungeons & Dragons; I’ll justify that statement another time. Manual of the Planes was my favourite D&D book, and Planescape is my favourite setting, so it is no surprise to reveal that Umbra is my favourite WoD book, my second favourite is the Mage Book of Madness.

Spirit Scale

Given the cosmological scale of any spirit world to its setting, any decision made can have far reaching impacts upon said setting. It is common to declare that the ephemeral nature of spirits makes them mysterious to mortals/beings of flesh, which is understandable given that Spirits are not player characters (PCs). The three tiered Umbra (High, Middle and Low) in the old World of Darkness effectively contains every idea and its spiritual impact, so detailing literally everything would be an impossible task. It is up to each group as to the scale of any Umbral impact they want to explore, there is certainly enough information for any Storyteller to launch all manner of games.

Given how many different games I’ve played for extended periods, I’ve gotten to explore the core setting of each game. This is another reason for my obsession with all RPG cosmologies, to explore. For example a very long running game of Legend of the 5 Rings slowly became about the setting’s cosmology; I am quite looking forward to the forthcoming 5th Edition and to see what more they add. As a Star Trek fan, I did consider another name for this campaign:

Tellurian Trek!

Spirit Courts

Another important consideration is the complexity of any Spirit Courts, powerful gatherings that surely would have connections to each other. A design dilemma is how best to present such entities, especially if they are long-lived, and thus would have many ancient relationships to work out; never mind the historical events they could discuss.  The Dungeons & Dragons setting Planescape went in to a lot of detail about the Blood War, which I think really added depth to the D&D cosmology; the machinations of ludicrously powerful entities and Gods is better presented in that setting. Werewolf did a good job of summarising many Spirit Totems and their relationships, and the setting itself is based around the Triat and Gaia.

I believe the vast cosmological scale of is one of the key reasons so many players of the World of Darkness setting preferred Vampire over Werewolf or Mage, and to a lesser extent Wraith, Changeling and Demon. Vampire is a rich enough game; it has plenty of characters, depth and history, without needing the Umbra to be brought out of the shadows. When Dirty Secrets of the Black Hand came out, a few players I chatted with explained that they didn’t like the new layers of plots, and some said they disliked the Umbral tie-ins; there were of course forum posts debating this point. Several players I’ve chatted with who love Werewolf or Mage typically list the vast cosmology as a reason why they do. Of course plenty of players, like myself, appreciate the different games for different reasons.

Spirit Psychology

Years ago I had written a collection of ideas about spirits for Elemental Masters setting, but I had not fleshed my ideas out enough. Typically for me I had avoided finalising ideas due to constantly feeling that I needed to research more. Finally with years of research and this idea for Secret Rage I was able to finalise ideas. I had been working on detailing the psychology of different types of spirits, also drawing upon computing and philosophical ideas. Exploring ideas such as compartmentalised minds, how an Incarna’s brood relationship works, how I think slumber works, more about a spirit’s relationship with Gnosis, Gaia, etc. My spirit work is not ready for public release, but things are at a good playtesting stage, which Richie and I will explore.

I’ve considered whether to develop this work in to a commercial product, so it is interesting to note that the new White Wolf have the Storytellers Vault.

Next time I go over the spirit choice for the game.