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https://www.modernmythology.net/articles/rules-in-practice-part-4-storygame-indie-rpgs?fbclid=IwdGRjcAOTpjdjbGNrA5Ok-GV4...
26/11/2025

https://www.modernmythology.net/articles/rules-in-practice-part-4-storygame-indie-rpgs?fbclid=IwdGRjcAOTpjdjbGNrA5Ok-GV4dG4DYWVtAjExAHNydGMGYXBwX2lkDDM1MDY4NTUzMTcyOAABHh-FvqiTgpNNLfZ8N4SMYMBgBdxDinEoM4bSpIjAXUrr_0Y7FeO-qPQmqz3l_aem_2s94ygPEj1quAMTANuWZ2Q

Find out more about the influential history of The Forge and the Story Games revolution. From Ron Edwards’ GNS Theory to the rise of Apocalypse World, discover how the “System Does Matter” ethos challenged traditional design and reshaped modern tabletop roleplaying forever. Part of an ongoing ...

24/11/2025

These are a bit addictive. Book Four is coming along well. I still think that the AI in these overviews doesn't grasp some of the concepts and tension in the system, but it is not too bad. Sort of like a person who reads a set of rules and thinks they know how it plays until they try it at the table and the little nuances of dice and probability make a not-so-subtle shift in the outcome.

21/11/2025

AI is an incredible design assistant on such a massive and complicated project as I have seemed to create over the last 20 years. I find it really valuable the ways that it will mis-understand because it is weighted with the expectations grounded in what has come before.

Look at what happens when I unleash it against the texts so that I can cross-compare an aspect of the game to see if I am on target. I love the few throwaway lines when it has inconsistent talent counts. I can go back and go "crap, I changed this ten years ago but there is still refences to it in some of the material."

THE FOUR BOOKS COMPARED

A quick philosophical anchor before we dive: all four books share the same verbal-action model — talents are verbs, effects are verbs, and checks resolve action → effect → consequence. But each book embodies that philosophy differently.

Think of it like the same melody played in four styles: classical, folk, percussion-heavy, and stripped-down acoustic.

BOOK ONE: THE RAW ENGINE (Complex, Modular)
Talents

Book One defines talents as seven core talents (MOVE, STRIKE, TARGET, PUSH, HARM, CHARM, TRICK) plus resistances. They are expressed as scores, not dice.
【turn1file1†BRAG-BK1-CoreSystem-2021-05.docx†L244-L263】

Scores

Scores are numeric values (5, 7, 9, 11…) translated into two dice whose size is one less than the score (e.g., Score 7 → 2d6).
【turn1file1†BRAG-BK1-CoreSystem-2021-05.docx†L215-L233】

This is the origin of the “Score → Dice” mapping the whole system derives from.

Check Mechanism

A check sums:

Talent → base dice

Tools → shift dice up or down

Conditions → bonus/penalty dice (extra dice rolled; major conditions change count of dice summed)
【turn1file1†BRAG-BK1-CoreSystem-2021-05.docx†L122-L184】

Every check is the same one rule:
Action → Reaction, then Effect → Resistance
【turn1file1†BRAG-BK1-CoreSystem-2021-05.docx†L185-L213】

Book 1 is the most “physics-like.” Talent score + tool + conditions + effort = Result. Every setting grafts onto this.

BOOK TWO: DRUMS OF WAR (Most Simulationist)

Book Two explicitly says it is “the most complicated setting” with more rules and more detail.
【turn2file0†BRAG-BK2-DrumsOfWarSetting.docx†L8-L11】

Talents

BIG shift:

Fourteen core talents (15 mandatory + 2 optional).

Every talent is a line of five scores (columns A–E) representing different tool categories.
【turn2file4†BRAG-BK2-DrumsOfWarSetting.docx†L3-L7】

So MOVE isn’t one score — it’s five, depending on tool quality.

Also, talents are broken into active + defensive halves → 16 paired core talents.
【turn2file7†BRAG-BK2-DrumsOfWarSetting.docx†L7-L8】

Scores

Scores are found by:
Talent row × Tool column → exact score.
Tools shift column, rather than upgrade/downgrade dice.
【turn2file7†BRAG-BK2-DrumsOfWarSetting.docx†L5-L6】

This is a huge departure from Book One.

Check Mechanism

Book Two:

Uses the column grid instead of dice-tier shifts.

Rolls are capped at two dice, everything else becomes bonus dice.
【turn2file7†BRAG-BK2-DrumsOfWarSetting.docx†L9-L10】

It maintains action vs. reaction and effect vs. resistance, but overlays extra layers like:

Instincts

Special Maneuvers

Hit locations

Emotional wounds

Tool proficiency rewrites column definitions
【turn2file6†BRAG-BK2-DrumsOfWarSetting.docx†L23-L33】

Book Two is the most granular and most “archaeological”—your character sheet is essentially a matrix.

BOOK THREE: CROWN OF STONE (Unified Score System: +x → Die)

Book Three simplifies everything into a clean “scores become dice” model.

Talents

Book Three uses the full 16 core talents (Actions, Reactions, Effects, Resistances).
【turn2file1†BRAG-BK3-The crown of Stone.docx†L23-L28】

Scores

Scores =
Talent modifier + Skill modifier + Tool modifier + Racial modifier
→ Simple integer (+0 to +10 etc.)
【turn2file13†BRAG-BK3-The crown of Stone.docx†L32-L43】

Score maps to a paired-dice combo:
Score 9 → d8/d8
Score 7 → d6/d6
【turn2file13†BRAG-BK3-The crown of Stone.docx†L52-L88】

This preserves Book One’s spirit but vastly collapses the math.

Check Mechanism

Book Three is:

Spend effort → roll 1/2/3 dice of your score-type

Beat difficulty → Success
【turn2file1†BRAG-BK3-The crown of Stone.docx†L31-L36】

No tool die. No asymptotic formula. Just one die type per action.

This is the most table-friendly tactical version—simple rolls, tactical choices from effort, and full maneuver lists.

Think “Book One without the gears showing.”

BOOK FOUR: FIRE AND FANG (Talent Die + Tool Die)

Book Four makes the hard pivot to two parallel dice that never merge:

Talents

Eight talents (four actions + four reactions) plus four effects + four resistances = 16 total.
【turn2file2†BRAG-BK4-Fire and Fang.docx†L24-L35】

Scores → Dice

Each talent has a fixed die (d4 → d6 → d8 → …).
Tools also have fixed dice.

A check always rolls:
1 Talent Die + 1 Tool Die
【turn2file2†BRAG-BK4-Fire and Fang.docx†L26-L34】

Boost = roll two dice for one side and keep the best — but only if proficient.
【turn2file2†BRAG-BK4-Fire and Fang.docx†L9-L15】

Talent Pair Advancement

Talents advance as pairs:
Strike/Parry, Move/Balance, Target/Hide, Finesse/Twitch, Harm/Push, Charm/Trick, Shrug/Stay, Defy/Solve
【turn2file3†BRAG-BK4-Fire and Fang.docx†L38-L39】

This is unique to Book Four.

Check Mechanism

Action vs. Reaction:
Sum Talent Die + Tool Die.
If Action wins → Effect roll.

Effect vs. Resistance:
Roll based on STARS:

1 star → 1 lower-die

2 stars → 2 lower-dice

3 stars → 2 lower + 1 higher
【turn2file2†BRAG-BK4-Fire and Fang.docx†L1-L25】

Book Four is the fastest and most cinematic of all the models — lowest overhead, strongest clarity, clearest identity.

SUMMARY: THE FOUR PHASES OF THE ENGINE
BOOK ONE

Philosophical core. Score-driven. Modular. Detailed. Universal.
Talents = single score.
Tools = shift score.
Checks = 2 dice from score ± conditions.

BOOK TWO

Deep simulation. Matrix-grid talents. Tool columns.
Talents = 5 scores each.
Tools = change column.
Checks = 2-dice cap + extremely granular context.

BOOK THREE

Unified, tactical, elegant.
Talents = modifiers.
Score = talent+tool+skill → die type.
Checks = 1–3 dice of same type.

BOOK FOUR

Fast-play, cinematic, expressive.
Talents = talent die.
Tools = tool die.
Checks = Two-die system (Talent + Tool).
Effects = STAR-based dice escalation.
Talents advance in paired tracks.

Does your design vision match the text?

Yes — almost perfectly.

Your high-level statements about the differences between the books are absolutely validated by the source material. The texts themselves show:

The same core action/effect structure in all books.

Four clearly distinct mathematical engines.

A steady simplification trend from Book 1 → 4.

Increasing thematic specificity (Book Two gritty, Book Four high-magic).

Increasing structural clarity culminating in Book Four’s Talent/Tool dichotomy.

Nothing contradicts your design vision. The documents reinforce it.

If you'd like, I can turn this into a sidebar, a designer’s note, or a front-of-book spread for the published version so that readers understand the relationship between the four books immediately.

20/11/2025

I don't know how the last one ended up as a reel instead of as a post. I guess I'm confused by Facebook. Perhaps I failed my SOLVE check. That's okay, this AI interview fails its SOLVE check on how some things work in Book Four, but that's okay.

Yes, that is an AI jingle to start.

20/11/2025

Sure, AI gets a few things wrong as always; but it is interesting to see the analysis. Go on and give a comment with which spellcasting tradition sounds the best to you.

The AI bots don't understand the there is a difference between a magical creature and a spellcaster; which I think shapes some of their decisions. Especially as it relates to building a character who is great against the arcane, but might be in for a rude awakening facing down two thugs with clubs in a dark alley. "I'm going to turn your inborn magic against you" may be a hollow threat to Doug and Ugh. :)

02/11/2025

At the edges of the Milesian valley humanity's cousins delve deep into the Wetwoods by practicing the old lore. Lore that thwarts the "six terrors." It is not just the predators: snakes, large cats, dire wolves, and the king stoats that make this region deadly.
"Humans are not welcome," is the message. Will you heed it?

04/10/2025

Human verses, AI music. I think that is a useful combo at the table. What resources are other DMs /GMs using?

01/10/2025

So, I uploaded the 5 books into NotebookLM and asked it to summarise what we are doing. The result was interesting. Some of the examples were a bit off, but overall, it did an interesting job. It almost got that the dark and gritty option had spellcasters as the core playable magical characters, and that these casters were constantly searching for magical sources to "tap" for magical power. The high fantasy setting adds the mystics and chanellers. The chanellers are just other characters, but can be used as sources of magic for the casters -- providing reliable access to power all through the setting. Just like putting unicorns into the setting, casters get magic. They also get their nightmare --> the mystics who can warp their powers. It is never all sunshine and rainbows, but the inclusion of the other powers escalates things.

For those not keeping up, the core book is the framework of how to make a game -- and then I have three example rule systems that leverage it; and finally, a moderator's guide for the deeper context on the setting and adventures.

Anyways, development is still coming along and I hope to have book three ready for the next round of test play, figuring that staring "in media res" would be the right way to go.

29/08/2025

More work going on behind the scenes. I've been improving the test play scenarios and refining the differences between the source books. In the meantime, with nothing ready to share, I give you some AI slop.
I quite enjoy making images with AI, but it is more a diversion when I am working on other things. There can be the odd inspiring glitch. If I could, or had any inclination to, edit this video, I'd have a tuft of hair fly off in the opening exchange.

Let's call this Barabus -- the barber of Tammsridge. LOL

12/08/2025

So, according to ChatGPT, my initial text requires the trimming of polemics to reduce the confrontational nature of my prose, and my tendency to alienate. I think that my diatribes may be a bit like that -- contentious and in-your-face about what I see as deficiencies in the gaming culture. I can't argue that its version is much friendlier and approachable. Can I enlist you on weighing in? I'm not going to use the AI version; I intend on writing my own writing. However, I am considering revising my tone. Here are the two:

My diatribe:

"Setting difficulties
One of the tasks that the moderator is called on most frequently to do is to determine the difficulty of an action.
Gamebreakers – lack of immersion
When the players are not invested in the action and don’t know what is going on around them, it is hard to have fun, meaningful experiences at the table. There are many types of players who come to the table without the talent for accurately generating strong mental images from abstract and broken conversations. During the discourse and distraction of gaming, and the management of statistics and rules, it is easy for both players and the moderator to lose the thread of the scenario and the objectives of overarching plots. The moderator will be distracted and can easily overlook giving the players clear motivations, accurate descriptions, and relevant context.
This problem, identified early on, has spawned numerous editions, offshoot games, and thousands of attempts to rectify it. Not everyone shows up to the table with the perfect ability to distil discourse into a shared narrative world. Various tools have been deployed to address this suite of issues. There is nothing inherently wrong with these tools, just in how players, GMs, and rule designers have implemented them.
Battlemat and miniatures. Moving the game from a theatre of the mind to a tabletop was an early attempt to bridge this gulf, but if used carelessly, it can reduce the game and experience to nothing more than a board game with complicated rules and persistent characters.
Skill checks. Having players make skill checks for their characters using their in-world abilities can reduce the nuance of role-playing to rolling dice. While a character may have diplomacy and investigation skills, that should not rob players of their agency to make good decisions and experience the world. Here, slapdash rule systems and lazy GM’s allow the roll of dice to interfere with the promise of the RPG – that decisions matter, and the dice are there to plausibly return random results based on those decisions.
Giving the player a flat target, that is a target number on a die that they must exceed in order to talk their way past a guard, recall a crucial piece of information, or find a hidden object, is the final insanity that has ruined gaming and fractured the hobby into “Old School” and “New School.”

Our solution to this is the task system that allows players to peel back the onion of the adventure, still with the use of dice (character agency), but with value placed on decision-making (player agency). A player who is not good at oration can play a character who is, by identifying the “weak spots” of a targets emotional armor, gathering the right tools and events, and presenting them with the valuable context required to make decisions in a world that is not their own. Presenting players with their character’s in-world knowledge and skills, without robbing them of the role-playing is essential. "

Chat GPT's version:

"Setting Difficulties
One of the moderator’s most frequent jobs is setting the difficulty of an action. The number should follow the fiction: what’s happening, what matters, what the risks are, and how prepared the characters are. When players don’t have that picture—clear stakes, motives, and sensory context—immersion drops and choices feel arbitrary.

Common failure modes (it’s the usage, not the tool)
Battlemats & minis clarify space, but if they replace goals, stakes, or description, the experience flattens into a board game.

Skill checks are great when they resolve uncertainty after a decision. Used as a shortcut for thinking or talking, they can steal agency.

Flat target numbers that ignore approach, leverage, or evidence drift away from the fiction, making results feel disconnected.

Our stance
Dice are for uncertainty—decisions are for players. The moderator supplies vivid, relevant context and options; players choose; characters bring capabilities. No one’s agency gets sidelined.

The task system (how difficulty actually gets set)
Our task system lets players improve their position before they roll: uncover a guard’s “weak spots,” assemble the right tools or events, and bring in character knowledge without replacing role-play. Start from a fiction-based base difficulty, then adjust for approach (smart vs. clumsy), leverage/evidence (what you’ve learned or prepared), and risk/exposure (what happens on a miss). This keeps numbers tied to the world and rewards good decisions as much as good stats."

27/12/2024

Magic versus muscle.

22/12/2024

Working on some of the mechanics of the Karchenese Arcanists.

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