We spun up our Forbidden Lands game last night, creating four characters and doing some simple map-wandering to start shaking the system out. I think it’s gonna be pretty fun!


We added a fourth player to our regular group. It’s so interesting to me to watch how the interpersonal dynamics change from things like this. I feel like we had built up some bad/acrimonious habits throughout 2018 and I’m still thinking about why, but one of my end of year takeaways was that I wanted to start the year with a party-oriented, everyone-against-the-world-together kind of game.

There are, broadly, two ways to make a Forbidden Lands character. One is to just go through the book and build a character. You get the stats you want, the skills you want, the talents. It’s all very hands-on and conventional. And then there’s the “Legends and Adventurers” supplement, a slender volume that semi-randomizes your PCs (and has tables for monsters and legends). The L&A version is nifty to me because it doesn’t provide perfect control over your character: you get to pick your kin and your profession, but in both cases you follow those decisions with rolls on tables. If you’re a child, you roll a childhood event for your kin choice (which sets your stats and skills). If you proceed to adult, you roll on the profession event table (which sets the second set of skills, your talent, and some gear). The result, I think, really puts everyone in a head of not knowing themselves or this strange world. Top marks, I recommend it.

I totally get that this also frustrates players who came to the table with a firm idea of what they wanted to play. The player who usually grates against systems like this – he hated King Arthur Pendragon for similar reasons – grated against his fighter result. He wanted to be a big brutish Conan-esque figure, but ended up a fast, twitchy horseback rider better suited to scouting and sniping.

One twist to Forbidden Lands characters I don’t love but is probably necessary is the character relationship choices. Every profession has three starter ideas for relationships with other PCs. You know, stuff like “I fear X is drawn to the dark arts and I must save them” type stuff. Way back in Mutant: Year Zero, this helped shape your Buddy choice, and was tied into the XP system. Here, it’s pure color and eminently ignorable. Like, I had to remind the players to go ahead and write down their relationship narratives. Literally nobody ever referenced these in play, and I guarantee they’ll just be gone in a session or two.

There’s some nifty stuff buried in character creation, and I’d love to just make a shitton of characters to try it all out. Two of the characters start the game with Mounts, so we went through the card supplement and they picked out rides with names and stats and backstories – neat! We already have two NPCs mentioned as a result. Two of the characters (the Halfling sorcerer and the Wolfkin druid) use magic, and that’s nifty. And, because advancing magical talents is super-duper slow without instruction, they’ve already got incentives to seek out NPC mentors in the world. The other two characters are an Elven hunter and a Human fighter. Oh! Additionally, the Halfling and the Elf chose to start as children, while the Wolfkin and Human are adults. Nobody went for “old” and I has a small sad, but it’s fine. Someone’s gonna die early. I can feel it.

20190116_092713The Hexcrawl

We decided to start the game literally the morning after the last of the “how we met” rolls. So like: the Elf was the one character who didn’t roll (it’s a rule that, I guess, means everyone kind of accretes around them). The Halfling had survived a shipwreck with the Elf, then got picked up by a caravan where the Human was working as a scout, then they all got drunk together with the Wolfkin who had just found item #66 – the highest and most valuable item on some treasure table or another, a completely ridiculous gigantic silver statue – on the “valuable finds” table he rolled on from the professional events. It worked out great, kind of gonzo and funny, and they were off to the races. I offered a spot on the map in the plains that dominate the center of the map, alongside a river.

The hexcrawl grind of Forbidden Lands is at the core of the play experience, very much like the dungeon grind is in Torchbearer. It’s lifted straight from Mutant: Year Zero,  with the difference that there is no home to go back to and recover in. If you want to recover, you either set camp out in the world or you find a settlement. But it’s all very wandering vagabond type action, exploring and foraging and poking around where you find places.

This early on in the game, there’s a lot of ugly form factor in my face. Honestly, the learning curve feels a lot like learning my way through Zone exploration in MYZ. I learned it there well enough that I was able to create Zone areas on the fly, which was fun for me and the players. The grind is a bit more detailed in FL, though. Like, there are 10 different terrain types and that impacts hunting, foraging, movement, and the encounter table you roll on every quarter day. Well, maybe not at night. I’m not sure! MYZ was equally fuzzy on that. Probably you do, honestly, which is why you need to have someone on guard (thereby making Resting an important consideration). Oh, and there’s also the seasons, and that tells you which quarter-days are light and dark. It’s fussy but I think 100% necessary to get it all nailed down. This is where the bulk of your wandering-around story stuff takes place.

Anyway, that form factor. Forbidden Lands comes in two books, one for players and another for gamemasters. But marching-order rules (who leads, who is on lookout, etc.) and movement rules appear in the player book, while all the encounter stuff appears in the GM book. It’s a lot of two-book juggling. It won’t be forever, because next session I’m handing the player book over and they can figure out their own marching order stuff.

The point of our opening session was just to give the system a spin. They were 4 hexes away from the nearest village, which is great because they immediately discovered the map isn’t nearly as big as they thought it was – you cover 2 hexes through “easy” terrain on foot every quarter, which means you can probably get 6 hexes on foot each day. Happily the reality of the Blood Mist conceit, that you just fucking died if you were more than a day away from town, is reflected by the distribution of stuff on the map.

First quarter they did lots of foraging and scouty stuff. The Halfling learned all about the crafting rules, mostly discovering he doesn’t even have the tools necessary to make stuff! Which is just fine. He “discovered” he was a sorcerer maybe a week ago and washed ashore with almost nothing, so that’s great. The Elf and the Wolfkin both did the foraging and fishing thing, got to roll some dice, faced whether to push their rolls to start banking Willpower. We fumbled around looking for how to recover lost stat points, and I think it’s just a matter of resting or sleeping while not hungry, thirsty, or cold. So that’s a nice prompt to go ahead, what the heck, push a bit because it won’t be that hard to recover from that night. The hunter went poking around the hex they’d woken up in, and found a nice camping spot they probably should have settled in the night before, rather than partying around the only tree on the open plain.

But of course the next quarter of the day was more dangerous, and there were quite a few lowered stats they hadn’t had time to recover yet. Anything-grind games, I think, demand some real survivalist discipline. The lookout spotted a band of orcs hauling another orc tied to a pole, singing and bashing their shields with their swords. He tried to slip away but they noticed him and gave chase. He wanted to pull the whole warband away from his people, and I called that a Manipulation while he argued it was Riding. He missed that roll in any case, with half the warband splitting off to accost the Halfling and Elf kids and their Wolfkin grownup, and half the warband chasing the scout.

That gave us a chance to spool out the initiative system and experiment with conflicts. The orc warbands went first and closed distance from long to near, both against the kids and against the scout. The Elf tried to talk the orcs down but completely fucked it up. The Halfling just ghosted the whole thing, disappearing behind some nearby rocks. Finally, the Wolfkin offered their foraged fish if the orcs walked away, or death at the point of his spear if they didn’t. I liked that! And it fiddled with the Manipulate dice pool calculation enough that he ended up with a good-sized pool. He succeeded, the orcs failed their Insight resistance roll, so they took their fish and wandered off. It played out just fine, nice outcome, and it showed the players they can intermingle social and physical conflict in the same continuum. This is one of my favorite aspects of the MYZ engine, and I wish more games did this.

Hmm. Oh yeah, I had everyone roll Lore to know about the village just beyond the hills they were due to arrive at that evening. Everyone failed. The Halfling’s Pride was something like “I’ve read a lot of books” so he rolled his d12 on the push and failed that roll as well! So good. That means his Pride got erased and he’s going to have to write a new one, and go without his Pride next session. It also means he got an XP for using it.

There are a lot of character gewgaws to remember to use. The character sheets aren’t much help. Like, all your talents are on the back of the official character sheet. The Wolfkin remember to use Pathfinder while taking the lead, because that’s an easy +1d modification. But there were lots of other talents, both kin and professional, that nobody remembered.

Finally they arrived at The Hollows, a well built-out adventure location that is the notional start of the Raven’s Purge campaign. We stopped as they walked into town, reading the weird sign at the gate. I got to add the first map sticker!

You may also see in the picture that I’m adding a small ink dot to the corner of each hex they’ve been to. Going to hexes they’ve never been to is an XP, so it’s important they be able to track this. I really wish the hexes were numbered, too, so I could add notes about permanent features, like the old inn ruins they came across on that very first hex. That could be nice to remember in the future!


I’ve always liked the checklist style of XP distribution in the Mutant games. FL has a pretty long list! Then again, advancement is relatively slower in FL than Mutant. Thank goodness, I found my players had outrun the world within about 8 sessions of Mutant. Don’t see that happening in FL, not only because of the tweaked XP scheme but because it’s very sandboxy. There are challenges in the world you just don’t fuck around with, even after lots of advancement.

The Halfling bought the Chef talent, which is 100% in line with his background, being a Halfling, and what we discovered during the hexcrawl – you really need a chef to render raw food “units” (which you just eat and erase) into better food resource dice (which you roll and only reduce on a 1).

And that’s that. I think we played, for real, about two hours. Hopefully our sessions will run 3ish hours in the future.

Last First Thoughts

Forbidden Lands feels a lot like my favorite parts of Mutant, and that’s very reassuring to me. It also tells me it’ll be three or four sessions before I’m fluent with the rather long formal punch-list of this game’s grind: all the hexcrawl stuff, all the terrain modifications, eating/drinking/sleeping, all that. It’s more detailed than Mutant but there’s also no Ark aspect. Well there sort of is once they build a Stronghold, but that’s a good long ways away.

I don’t love how well the game apes the fantasy tradition of relationships not mattering. Not only is there nothing mechanical to try and incentivize relationships, but the hexcrawl itself demands a lot of bandwidth and discipline. In that way, it feels most like Torchbearer to me. But in Torchbearer¸ there was the Goal, Belief and Instinct areas where you could pursue interpersonal stuff. I’m thinking (hoping!) relationships will emerge via the Pride system, which looks a lot like Burning Wheel type Beliefs.

I was so busy grappling with the procedures that I spent literally no time at all thinking about the campaign stuff. I’m going to need to read up on The Hollows before they dig in next week. There’s also the fact that players start with a very, very blank page setting-wise. I have no idea where anyone’s from. I have no idea if they have families or friends or, like, anything they might tap into through play. Another place Torchbearer does it better.

I’m gonna put together my own hexcrawl cheat sheet so I don’t have to go between both books to get all the rules in one place. That is by far the most irritating handling bit of the game.

A lot of the pleasure of the MYZ games is the mechanical stuff. I won’t lie, the dice are fun! Leveraging talents and skills and Willpower and pushed rolls, all that stuff comes together in a really satisfying way. It requires my players learn and master their options. That’s funny inside my head because we’ve come off a string of PbtA style games where the best advice is often “just talk and I’ll tell you when you run into a move.”

I meant to do this before 12/31 but, well. Y’all have read plenty about my malware woes. It’s under control for now, but I’m looking at maybe, possibly reinstalling at wordpress.com and letting them deal with the server headaches.

Here’s what I played and my year-later takeaway, nice and short for potty reading:


Played, didn’t run. I really enjoyed it! But a couple things still jump out at me a year later:

As lovely as the friendship crystal mechanic works (short version: you give away your supply of tokens to other PCs when they act on the flags you’ve put on them during character creation, then either count them up when helping or spend them on the “moon magic” move), I still remember it being especially punishing for groups that aren’t great at paying attention to each other. Basically, you end up spending a lot of energy playing toward other folks’ flags but if they’re not paying attention, it’s easy to feel resentful about spending that energy. Given how my year played out, I very much think this is a phenomenon of my home group. I hope to address this more specifically in 2019.

I have no idea how the long game plays out. I chased advancement really hard and got to the next age. It’s fine. I did notice that advancement choices are pretty narrow. I feel like everyone’s playbook will end up looking like everyone else’s playbook across play groups and experiences.


Purposeful Play

No Thank You, Evil!

I played a good amount of this with my daughter early in the year but we haven’t played in months, now. Honestly, I’m kind of itchy to get her to try something with a little more mechanical complexity. That’s totally on me and if I’m being honest with myself, it’s probably not what she would enjoy. But I think about running NTYE and it bores me. The narrow, short formula absolutely works! But it’s a narrow, short formula for play.

Probably the next thing we’ll do with it is move her to the highest character sheet level. She graduated from triangle to square in January, and that might have been the last time we played.


No Thank You, Evil!

Burning Wheel

2018 has obviously been a long fucking year because I completely forgot we played Burning Wheel! I played, didn’t run. It was nice. I’m also clearly not the target demographic for this game any more. It’s just such a heavy load, both on the GM side and the player side. Lots to manage. We didn’t do a great job of really workshopping Beliefs, and our campaign reached a point where we’d just kind of…done what we came to do. Was that my short attention span? Maybe!


Burning Wheel

Burning Wheel

Indie Game Reading Club Live™️! Here in Tempe with Paul Beakley. We’re Duel-of-Wits-ing the heck out of some BW.

Bluebeard’s Bride

Played this at NewMexicon 2018 and it blew my mind. It’s super weird, very arty-farty, not at all a conventional RPG in terms of agency and bildungsroman and long meaningful campaign play. It’s a one-shot featuring a series of horrific vignettes, everyone plays an aspect of a single character and takes turns in the driver’s seat, and it’s so squicky and weird that it’s just impossible (or perhaps just in poor taste) to try and describe actual play. Very high on my list of best games of the year.


New Mexicon Recap

New Mexicon

Sagas of the Icelanders

Another NewMexicon 2018 game. I ran this, because I always run it. SotI is on my very short list of games I’m so good at, I can make the game do anything I want. It is a lovely experience every time.

This particular game was a “spotlight GM” event that I ran. I remember it being funnier and more Fiasco-y than it usually is. Worked great and I’m adding that mode to my quiver for future runs.


New Mexicon Recap

Look at that big beautiful relationship map.


My first run at Masks and it was super fun. My buddy Kit ran it at New Mexicon, and he is to Masks what I am to Sagas. The game does some really interesting stuff about supers relationships and completely dispenses with Champions style physics modeling. It’s terrific, loved it, want to run it here in 2019.

I had another opportunity to play Masks later in the year, at Rincon 2018 with Jason Corley running it. I played a more conventional character and it was a more conventional experience, which is great because you don’t have to push the envelope every time.


New Mexicon Recap

And I finally, finally got Kit La Touche to run me an excellent session of Masks. Supers are not my regular jam but…

Golden Sky Stories

Actually a fantasy adventure hack called Fantasy Friends. GSS is cute but not my jam: it’s heartwarming and affirming, you basically bid points to get things done and then do heartwarming and affirming things to get those points back. I mean it’s nice! And Nick Hopkins did a really good job running it. I was just ehh on the whole model of play afterward.


New Mexicon Recap

Playing Golden Sky Stories.


Coriolis was my only real heartbreak of 2018. I adore, absolutely love Mutant: Year Zero from Fria Ligan, and Coriolis is built on the same engine. The game is packed with interesting history and social context, the setting is super interesting, characters look neat. I mean just on reading the text, I was all in. But the game has a huge glaring problem at the center of it: a GM-facing economy called Darkness Points.

What I discovered was that I grind against the DP economy in every imaginable way. First off, there’s a huge list of bad shit the GM is “allowed” (?) to launch at the players by spending DP. I read that to strongly imply, or mandate really, that nothing on that list is in my toolbox without spending those points. Then what really killed me was that I can effectively earn and keep unlimited DPs, and the players can’t do shit about it. Even playing hard toward the intent of the system, this is I think intentional! So there’s no meaningful decision making, no tension, nothing. It’s a list of things I feel like I can’t do but actually can do because I’m spending an effectively unlimited number of points.

I will say, though, that Coriolis has an extremely nifty spaceship combat system. Each player takes on a specific on-board role and everyone’s contribution matters. It’s great.

Otherwise, the game left me restless and irritated. What a shame, because it’s so very beautiful. And it appears I only ran three sessions of it? Ye gawds.


Coriolis Wednesdays

Coriolis Wednesdays

Coriolis Wednesdays

Coriolis Is Over

The Veil

I tried to run The Veil but it catastrophically failed for us within an hour of the first session. When I had read the rules, the playbooks stood out as weird and very specific and I thought “oh wow, everyone is so strange!” And they are. But once you figure out where each playbook comes from, escaping the tropes and references becomes nearly impossible.

For us, I think, we worked hard at not doing that. But the moves, oh the moves. Designer Fraser Simons made a fairly lengthy argument explaining his approach, which was to build the moves in a very broad way. I like the idea in principle, but lordy in practice we just couldn’t get a handle on how anything was supposed to work or how any given move’s outcome was supposed to look in the fiction. The whole thing felt very abstract and it wore everyone out in about an hour.

But! But but but: I think The Veil may be best in class for how you create your cyberpunk setting. Each playbook has a very specific set of questions and inputs, so that any given playbook mix produces a wildly different and unique setting. We really liked this. The Veil produced a setting I’d be very happy to play in! Just with a different game.


The Veil

Scum&VillainyScum & Villainy

My surprise hit of the year was Scum & Villainy, a sci-fi take on Blades in the Dark. I’d had the pleasure of playing once before at a private con earlier in the year, but I was so exhausted that the playbook felt like an incomprehensible wall of jet fighter controls.

I gotta say, now that I fully grasp how the GM-player transaction works in Bitd/S&V, it might be my favorite. Even more favorite than Burning Wheel! I really like how the negotiation bounces back and forth: how well positioned are you? How difficult is the thing? How hard do you want to try? Are you willing to take an additional consequence? Love it to pieces.

Our run at Scum petered out because everyone advanced to a point where there was really no more mechanical tension to the game. This is something I was worried about in Blades as well: the Resistance mechanism (short version: if you suffer consequences you don’t like, you can resist them at a cost to your stress) is such that eventually you can just do anything and everything and practically never suffer for it. I don’t love the realization that so much of the play juice was coming from the mechanisms, but in S&V it did for us.

It did get me thinking about versions of Blades where maybe you don’t get better, but the scope of your action just gets broader. Dunno. It was a good experience, very fun, just ran its course.

Oh and I ran it at RinCon 2018 and completely forgot! Pitched it, explained it, ran it, easy as pie. S&V is definitely on my short list of pickup one-shot games I’m happy to run without any prep.


Scum & Villainy

Scumday Wednesday

Scumday Tuesdays

Scum Day Recap

Scum Night!

Scum Day!

The King is DeadThe King is Dead

This is Vincent Baker’s diceless, GMless game of fantasy intrigue built on the PbtA framework. I absolutely love this! And it may be my favorite of his games, even more than Apocalypse World itself.

The core of the game is that everyone gets a copy of the same rules book. You sketch out sexy young princes and princesses in a Game of Thrones-ish setting. And then you start picking little mini-games to play out scenes. You start with a game called “muster and intrigue,” which adds a little fictional context to the setting and gives you a card. The ostensible object of the game is to win the crown by any means necessary. You do that by building a good hand of cards, with more and better face cards worth more than numbered cards.

I’ve played this game twice now. The first time, we just rolled with the minigames and didn’t worry much about the underlying card game. It was really fun that way! But the second time, when I ran it again at Rincon in Tucson, I really charged hard at the card game. It was even more fun that way, because it forced me to play really strategically and think bigger-picture. My game basically shifted from playing Arya to playing Cersei.

Highest recommendation.


The King Is Dead


Okay, I pretty much never brag on myself but I’m going to now: I am super proud of my Game Chef submission this year, a little time travel game called Palimpsest. The premise is that three different time travelers converge on a small but vital moment in history, and try to make events conform to their wishes before uncertainty collapses and that moment is forever set.

I’ve run it twice, it was fun twice. It could stand a bit of polish and definitely some art direction, but this was the first time I’ve ever submitted a Game Chef and thought to myself “oh heck yeah, this fucker has legs.” I’m gonna publish it in some form down the road. But for now, here it is:

Download here


Oh boy. The last game I ran this year.

It did not end well.

It started with such promise: a game about generations passing through time. A game about building up communities, rather than scrabbling for short-term wins.

It ended for a lot of reasons. Some had to do with the game itself: Mechanically, Legacy was overwhelming to everyone. There are move sets for your character and your family and the common moves and the story moves and and and. There are multiple economies. There is room for really unpleasant coercion via the game’s debts system. But beyond that, Legacy demanded everyone walk away from deeply ingrained habits of character monogamy, agency, and campaign continuity.

It was just too hard. It ended on a really sour note and we haven’t run a game since. That was early December, I think? It’s been a month.

It did, however, give me a lot to talk about.


Legacy Tuesdays!

Legacy 2e

Zero Sum Games and the Magic Circle

Missing Words

Legacy Tuesday!

As you have probably seen by now, the Indie Game Reading Club started life with nearly a thousand posts. I imported literally everything from my Google+ collection, and that’s a lot of stuff. Lots of it is now contextless content, particularly for folks who are new to my writing.

So! It’s time to start, from the very beginning, to categorize and tag the work.

I think categories will be things like Essays, AP, Reviews. I’ll have to think more on what I’ve ever written that wasn’t one of those things. Lots of silly filler posts, which I may delete.

Tags I think I will reserve for specific games, so like #kingarthurpendragon or #mutantyearzero. That seems useful.

Thoughts? I’m also thinking about how folks might help me out, but that’ll involve adding user accounts here and that’s not where I’m at (yet).

Oh boy, I just noticed WordPress didn’t actually post the contents of this post. I’m still learning my way around, sorry sorry.

Anyway: I’m working my way through the glossary of terms. I just finished “A”. My goal is to do a letter a day, every day, until I get through it.

Comments are open if you’re looking for clarification of how I use these terms. Let me also note that I’m not claiming to have invented any of these, I try to give credit when I can, and I am definitely not an authoritative source. On that note, if you want to argue with me that I’m using a term “wrong” because of some authoritative source, well. Please think about why you want to do that. This is just here so you can understand where I’m coming from, and it might help you through indiegame/storygame conversations you find elsewhere. 

Okay, it’s high time I get this logo contest kicked off.

The Contest: A logo for the Indie Game Reading Club’s new website, which I will use at indiegamereadingclub.com and possibly future promotions.

The Prize: A phat stack of games from my collection that needs a new home. You won’t know what you’re getting! But I guarantee it’ll be worth well more than $100. Probably a lot more. +Andi Carrison did exactly this for me at the dawn of the Club, gifting me with tons of games, all interesting, some garbage, some indispensable. You will obviously need to provide a mailing address if you find you’ve won this box of kindling amazing loot.

Also eternal glory will be yours! I will sing your praises far and wide. In fact everyone who submits a design will get to show off their stuff here on the Plus. Yes, this is the exposure part of the contest.

Sorry about the no money thing. So far I’ve scored US$1.00 in donations on the website (thank you +Brian Kurtz!). Hopefully when the site stabilizes and I start posting more exclusive content there, folks will step up. But I’m already $120 in the hole.


  • You will submit a .png file at least 1000px square. Yes, this strongly implies I’m looking for something square-ish, or at least a similar width to height.
  • Email submissions to pbeakley at gmail dot com.
  • Set the background to transparent.
  • Don’t violate anyone’s copyright, trademark or other legal protections.
  • And finally: the winner agrees to grant me all possible rights to use the logo.

Deadline for submissions is January 15, 2019, midnight. I and a blue ribbon panel of influencers will make our final decision by January 20, 2019.


I’m closing in on my own post-Plus solution. It’s looking like the Indie Game Reading Club will be its own blog, and I’ll use the tools available to me to syndicate when I post to wherever I can. Mark Delsing posted about Indieweb recently, and that has some promise.

Anyway! Where are you going? I know these aren’t aaaaalll the choices. I left out Twitter because fuck Twitter. I just heard about ETER9 as of this morning. I do cute meme things occasionally but not enough to justify moving to Instagram. The ones with money angles, like Minds, Medium and Steemit give me a weird creep up the back of my neck. Patreon seems like a good tool to have in my toolkit for other reasons, but as a distribution platform for my work…ehhhh maybe not.

I promise I’ve been thinking about it! And the new April deadline has brought some needed focus to my efforts.

Wish List

Been thinking about what I’d like to run in 2019. Because kids, I’m having a tough time dredging up genuine enthusiasm right now. End of year blues I guess.

I think my aspirational list goes, in no particular order other than what pops into mind:

* Invisible Sun (many thanks to the patronage of Lester Ward)
* Mechat*R*on
* Masks
* Forbidden Lands (maybe, the setting book is seriously bumming me out)
* Ars Magica (for reals!)
* The Sword, the Crown, and the Unspeakable Power (if we can find our way back to healthy melodrama)
* Würm, maybe? Looks trad but also very weird and interesting.
* Paladin, if I can wrap my head around what a campaign would look like.
* Maybe straight up Blades in the Dark, but I really need to nail down a better handle on how the downtime game drives the rest of play. I’m just thinking I really did enjoy running Scum & Villainy.

Stuff recently read but not on my list, sitting on my shelf, watching, judging:

* Kult (that whole book bums me out)
* Prince Valiant, doesn’t seem like there’s much there there. Maybe I’ll bring it to a con as a lark, pick a scenario out of the book at random or something.
* Wrath of the Autarch, because Legacy showed me that lack of character monogamy/investment is really hard on my folks. :-/
* … actually this list is disturbingly long and it makes me sad so I’ll stop here.

I dunno, just writing all that tired me out. Might be time to hide in my chrysalis for a while.