Tuesday, October 13, 2026

Brindlewood Bay - Review


I love investigative games and a sprinkling of horror on top is like icing on a cake.

When I heard about Brindlewood Bay, I was skeptical. What type of mystery game is it when you find clues and just make up the solution and then roll dice to see if you are correct? It felt antithetical to every procedural investigative game ever. I wanted to avoid it like the plague. Then one of my friends played it and he loves investigative games and roleplaying. He loved it. He told me, "It's more about nosey old ladies getting into trouble." Hmmm. So, I got an opportunity to try it at a private gaming convention and I loved it also.

So, I purchased both Brindlewood Bay and Nephews in Peril! And it sat on my shelf. Then the designer KickStarted Public Access based on the same system Carved from Brindlewood (CfB) which in turn is based on Powered by the Apocalypse (PbtA). I had played PbtA a few times at conventions, but never GMed it. I was excited about running Public Access when it comes out at the end of 2026, but I wanted to grok how to run Carved from Brindlewood games.

I knew I had a learning curve. I watched a few episodes of live play of Brindlewood Bay GMed by Jason Cordova, the game designer. After running a few sessions, I watched another episode, looking to see how Jason navigated various issues I had while GMing. I didn't watch the whole series, 14 episodes, because they're about 2 hrs each and I don't really like watching live plays.

CfB dice mechanics: Roll 2d6 + ability modifier (-1 to +2, generally +1). 6- = failure. 7-9 partial success, 10-11 success, 12+ success with bonus. Disadvantage (conditions): roll 3d6, take the worst 2 dice. Advantage (cozy item): roll 3d6, take the best 2 dice. Disadvantages don't stack. Advantages don't stack. Disadvantages and Advantages cancel each other; for example 2 disads and 1 adv = 2d6 (neutral).

CfB basic moves: Meddling Move, find clues by snooping or chatting up NPCs. Day/Night Moves, basically do something that isn't Meddling that could be potentially dangerous such as sneaking into a location. Cozy Move (healing), remove a Condition and find a Clue. Theorize Move, solve the mystery. There are other Custom Moves (based on TV show characters) and a Golden Crown Mystery Move which is basically a get out of jail free card which can be used only once per mystery.

This is basically how the game works: There's a list of suspects (NPCs) and locations. Each NPC has a description and a few lines of canned dialog which you can read as is or adlib. Each location has a short evocative description and a Paint the Scene prompt for Players to add details. PCs Meddle, stick their nose into stuff by snooping or chatting up NPCs, looking for a Clue. Generally, the die roll is a partial success, so there's a Complication (more drama) plus a Clue (advancement to end of scenario condition). Once enough Clues are gathered, the PCs decide to Theorize (end game) and if successful the suspect(s) get arrested. If they partially succeed, there's some added tests as the suspect tries to get away or hurt the PCs. On failure, bad things happen (real suspect tries to hurt the PCs or kills their main suspect) and the mystery continues. Mechanically, the game isn't that interesting. Collect clues, find enough of them, mystery is solved. Solve enough mysteries (collect Void Clues) to unlock the finale, end of campaign.

How many Clues are enough? Complexity is how complicated the mystery is, from 6 to 8, generally 6. PCs must have at least half the Complexity level in Clues before they can Theorize. When they Theorize, roll 2d6 + Clues - Complexity. You want to get a 7+, but shoot for a 10+. In practice, the Players go for a total of +3 (or better) before they Theorize.

PC generation. Character generation is pretty fast. Most items are listed on a play sheet. Pick Name, life/clothing Style, Cozy Activity, +1 to one Ability (stat), and 1 Custom Move (this takes the longest time as people look over all the Custom Moves). Then invent a dead spouse, children or pets, and previous occupation before retirement. Afterwards, all the other Players get to add a Cozy Item to your home (this is the best part of PC creation).

Overall. Where the game shines is the PC interactions with NPCs and locations, the Meddling. The reward centers of the brain are activated when Clues are found. Interactions with another PC, the Cozy Move, also affords roleplaying. You still get an aha-moment when you Theorize and try to fit all the Clues together into a coherent story. Paint the Scene also lets your imagination run wild. Overall, a very satisfying roleplaying experience.

Cautions. Brindlewood Bay isn't for everyone. One of my Players dropped out after only a few sessions. Brindlewood Bay isn't about finding as many Clues as quickly as possible. It isn't a min-max game, trying to avoid consequences. If you analyze the system, you have to get a 10-12+ to get away scot-free without consequences. The game system is designed to give you consequences on most of your actions. At one point, the Player who quit, tried to Theorize that the murder was a suicide, assuming if the Theorize failed (or partial success), nothing bad would happen, as the killer was dead by suicide. I told him that wouldn't be the case, bad things would still happen. You can't game the system.



I ran two campaigns of Brindlewood Bay in parallel. One took 10 sessions (2 Players), the other 13 sessions (2-4 Players, number of Players varied between sessions). Each mystery took about two to three hours to complete. Session One (p.155) which included character creation, CATS, and explaining the system, took maybe an extra hour.

This is what I learned:

0. Online Character Keeper. This is a great tool for online play. Everybody can look at all the Clues. Available here: Brindlewood Bay Character Keeper. For an in-person game, I'd use 3x5 cards for Clues; then when they Theorize, I can move the cards around (or rotate them 90 degrees).

1. Paint the Scene. Paint the Scene (p.37) is for all the Players, even those not in the location. This is part of the collaborative storytelling. And the more details are created, the more creative juices flow. I was confused about this until I watched the live play and re-read the rules. At first, I thought individual PCs only Paint the Scene when they entered a location, but I realized it wasn't right when only one PC entered a location, and then a different PC entered the location later who added another detail which the first PC should have noticed.

2. Complications. It takes a bit of work to get your head space into improvising Complications (p.41). The simple solution is to just Inflict a Condition. The problem is that this gets old fast, so as a GM, you want to come up with something different. Look at what the PC is doing and then run through various options on p.41. As a GM, you still have to improvise as to how this goes about. Over time, I got better at this, about 5 sessions in.

Chaining a required Day Move after a partial success on a Meddling Move is fun. You can gate keep a clue behind a Day Move as a Complication. An example is that they see a Clue in an inaccessible or dangerous place, requiring Day Move to retrieve. The fun bit is asking the Player what their PC would fear on a failure. (Again my min-maxing Player refused to roll, the reasoning was that there's no reason to endanger the PC as all Clues were equivalent. Best to just look for another clue elsewhere with just a Meddling Move -- see my note on Show a Maven being Killed).

3. Clues. Clues are a bit nebulous and they're built that way. As a GM, you can shape the Clue based on the situation or leave it nebulous. For instance, a legal document leaving someone out of a will (p.48). Well, the PCs definitely want to know who is left out because that leaves you with a prime suspect, but it also narrows down the list of suspects too soon. An out is that the name is scratched out or the document is partially destroyed, obscuring the name. If you do specify the name, then maybe the document is a red herring, a frame job, or the person named doesn't care about the inheritance, but the person's descendants do.

Specifying the name makes it harder for the Players. When I give a nebulous Clue, sometimes a Player wants to test it or make it more definite, like call up the lawyer's office. That's when I sometimes say, sure, we can do this, but it'll just make your life a bit harder when you Theorize. Right now, that name can be anybody's, but it'll be harder to rationalize the Clue if we set it in stone.

In one instance, the PCs talked to a lone lighthouse keeper, but when they exited, they overheard the lighthouse keeper argue with someone, this was a Clue. During Theorize, the Player explained that the lighthouse keeper was arguing with someone on a cell phone, something I didn't think of, but a brilliant theory.

Some of the Clues don't match the scenario. Sometimes there's a lot of physical clues, but few locations and lots of NPCs to talk to. So, it takes a bit of mental work to fit the Clue found into the action the PC does. So, I sometimes change the Clue into a NPC talking about the Clue, for instance, "I heard someone was cut out of the will." Or the NPC's action reveals the Clue, for instance, the PCs just bought an item from a shopkeeper and was chatting with him. The item was wrapped in an old newspaper with a pertinent story which was the Clue.

4. Published NPC Quotes. A number of NPC Quotes are their reactions to questions about the murder victim. This becomes problematic when some of the scenarios start before the murder and PCs are wandering around meeting the NPCs. I read the Quotes to figure out the NPC's attitude and made something up. I also let the PCs Meddle, finding Clues before the murder. Clues are Clues even before the murder. I just pick Clues that can be present before the murder.

5. Published Void Clues. The Void Clues (p.37) for each mystery is evocative and ties into the mystery they belong to, but they don't tie into each other between mysteries. A solution is the Guided Approach (p.68), but that means you have to revise all the Void Clues in the published scenarios, that's a lot of work. And by the 10th mystery, I had too many Void Clues, 20+ in both campaigns, and it was Void Clue salad. I think if I ran this again, I'd try to curate the Void Clues better and modify them on the fly to add subtle differences to have a cohesive theme. Right now, using the Void Clues as is has created a Greek Goddess pantheon cult connected with the sea.

6. TV Show. I enjoy the meta framing of the scenario as a TV episode. As the opening credits run, I like doing the Cozy Vignettes (p.18, I hate this name because my Players confuses this with the Cozy Move and want to remove a Condition, instead I like to call this A Day in the Life between Murders). Then I run the Title page (p.36) where the name of the episode and the Complexity is revealed. After the mystery is solved, XPs are awarded, and leveling up done, I run the end credits and the Stinger scene (p.161).

7. Cut to Commercial. I also learned when to Cut to Commercial (p.43). If you get tired of handing out Conditions from a partial success, or if the PC has a partial success and the clue is locked behind a Day Move and the PC got another partial success, I sometimes just Cut to Commercial. The rules say to use this to change a Failure to a Success, but I found it fun to do this even for a partial success. And when PCs had enough moves to mitigate damage or have enough Crowns to avoid failures, I preferred to leave failures as is since the consequences were more dramatic. Commercials are fun. I tell the Players, the commercials are not based on your PC or anything, it's just a commercial and you can put on any persona you want to do the commercial. We have a blast on this as the commercials are always over-the-top funny as they're off brand and feel like cheap late night ads. After the Player is done with the ad, I generally adlib a mocking disclaimer or tagline.

8. Show a Maven being Killed. It's ok to Show a Maven being Killed (p.42) early in a mystery. Even though it's strongly advised against without foreshadowing, but it works when the PCs have a lot of Crowns or a Move that negates the death (B.A. Baracus Move). I've also done this late in the campaign when the Midwives are aware of the Mavens and when the PCs haven't progressed to the Void Crowns yet. In the live play, Jason blew up a house early in the mystery without warning -- it was fun and dramatic, so it can be done.

Also it's a TV show. You gotta put your Mavens in danger every once in a while. Also when the PCs start collecting too many Clues, I start putting pressure on them to solve it as the murderer would want them dead. I try to kill them when they fail their die rolls. Players don't seem to mind that when they roll badly.

9. Occult Move. Don't let the PCs use the Gold Crown Mysteries Move (p.12) with the Occult Move (p.12). I let them do this once and then they repeatedly used this the same way. It was ok the first time, but then it started to feel like a cheat.

10. LGBTQ+. There's a sprinkling of LGBTQ+ material in some of the scenarios, mostly non-traditional relationships, so if you're not comfortable with that, the GM can quietly modify the sex (and name) of various partners. My group played the scenarios as is. In one scenario, there was a bit of BDSM material; I mentioned this to the GM who introduced me to Brindlewood Bay. His response, "Well, there are 20 clues, you didn't have to pick those." He was right, it's just that "Ball gag, handcuffs, and a riding crop" caught my eye. That scenario veered into theories of BDSM and autoerotic asphyxiation.

11. Player Count. Two to four Players is a good limit. In the two Player game, at the end of the 9th mystery, they were both out of Crown of the Queen and into Crown of the Void (p.17), so they were ready for the finale. My 2-4 Player group (head count varied each session) only had one PC (the Player who was in every session) just taking the first Void Crown at the end of the 11th mystery; we're ready to do the finale because there's no way I can push any of the other PCs in the Void Crowns without adding a lot more mysteries. I did find more Players really does add to Paint the Scene; the input of more Players makes it more interesting. Though, I think pace-wise, two Players ups the tension for the finale. So, maybe three Players is the sweet spot? 

12. Delayed Die Roll Results. Jason Cordova likes to have die rolls and then come back around with the consequences and clues later. It adds a cliffhanger vibe to the game and gives him more time to think about what to do. I love that he can do that, but I haven't tried doing this and would be afraid I'd lose the thread. Maybe some reminder tokens would work for me. This is so antithetical to my RPG training as a GM.

13. PC Conditions. I keep on forgetting to look at PC Conditions for die rolls. I think some sort of a table indicator if I ran this at a convention would be great (3x5 cards for an in-person game). I've been using the Online Character Keeper and it's great, but I tend to leave the spreadsheet on the Mysteries tab while GMing and forgetting to go back to see the PC's Conditions when asking for a die roll.

Players sometimes get tied up in the story and forget to monitor their Conditions, and then get their 4th condition before doing a Cozy Move. When that happens, they mark a Crown instead.

Once in a while, I remind them they can do the Cozy Move which removes a Condition and creates a Clue.

14. PCs splitting up. My PCs generally split up or go in pairs. The only time they stick together is when they want to benefit from the B.A. Baracus Move. My Players like to go to new locations and speak to different NPCs, so they're generally split up.

15. End of Session Questions. As each successful prompt gains an XP, they're roleplaying incentives. Players can change these incentives at the beginning of the session before the Title is revealed. Once in a while, I remind my Players to look at their prompts. It sucks to reach the end of a mystery and realize you didn't do any of your roleplaying incentives and only got 1 XP for solving the mystery.

16. Crown Markings. I wished the spreadsheet had a tri-state for marking Crowns. For in-person games, I'd recommend using a / when a Crown is used, and a X when the Crown Scene is completed. 

17. Published Scenarios. Since the books lacked a Table of Contents, I had to create a spreadsheet with the mystery titles, book, page number, complexity, prereqs/notes. The Sweeps Week Mysteries are separate from the campaign and they have no Void Clues. I also needed to keep track of which mysteries I've already run for each group. Not having a ToC was annoying. My Spreadsheet here.

18. The Village of Brindlewood Bay (Nephews in Peril! p.177). Slightly interesting, not very inspiring. Does add a few shop locations and NPCs. Additional Dark Conspirators (Brindlewood Bay, p.83) are more useful.

19. The Void Mystery (Brindlewood Bay, p.71). I took all the Dark Conspirators that were revealed as suspects, people who knew about the Midwives or were part of it. The locations would be where these people would be found and also some of the creepy locations such as the Whale Museum and the Doll Museum. For the Clues, I just took all the Void Clues that weren't revealed and put them in a list (I did drop some that I didn't like or didn't fit the theme of the previously revealed Void Clues), though during play, I did scan through the list to pick what was relevant, so I could have saved some prep time by not pre-pruning the list.

I wasn't sure how to present the mystery, so I watched the last two episodes of the live play and stole some of Jason's ideas.

I titled the finale "Something Fishy This Way Comes."

I set the season to winter and had an offshore storm approach Brindlewood Bay, an excuse for high winds, crashing waves, dark clouds, thunderstorms.

In the 4 PC game:

I had a NPC approach the Mavens and tell them the Ladies of Liberty from Fudge, Jury, and Executioner (Nephews in Peril! p.48) have been murdered and she was the last surviving member. Each died with a hole through the front and back of their chests. She feared for her life and knew the Midwives of the Fragrant Void were completing some ritual and the Mavens had to find out when, where, and what the ritual was, and stop them. Then a commotion happened downstairs in the bookshop and a unicorn (this had shown up in an earlier mystery) charges up the stairs and impales the last Lady of Liberty. PCs then had to do Night Moves to get out of danger.

The Players solved the final mystery and decided the ritual was at 1am (13 o'clock), at a ritual rock at the base of the Mucky Point Lighthouse, and it was the birth of a demi-god, Poseidon's child.

At the ritual, I added multiple layers of obstacles, so each Maven had to do Night Moves, to win the day (actually night). I added the residents of Mucky Point, a unicorn standing guard (actually a narwhal with enchanted legs, sort of like how a mermaid gets legs on land), the Midwives in robes and masks chanting, a champion of the Midwives challenging the PCs (Tobias, the sword swallower, who pulls out two swords from his throat so he can dual wield), Perserpina (NPC) giving birth to a demi-god, and the tentacle-y crab god Poseidon swimming to shore to receive his son.

It was quite action packed and the PCs saved the world. Then I let each Maven do their epilogue.

With 4 PCs, I felt putting multiple obstacles in the way made the finale challenging. I didn't have to hold back and when the PCs won, it was satisfying and epic.

In the 2 PC game:

Deputy Anderson warns the PCs that they were in danger and they needed to figure out when, where, and what ritual the Midwives were doing. At one point, the PCs go to Aubertin's Antiques and find one of the murderers they had arrested was working at the shop. Leigh tells them that she's on bail, could she help them with something?

It was a lot tougher with just 2 PCs. When they theorized, they got a partial success, but one PC was already on The Pomegranate Kernel, the other was on The Pallid Mask, so they couldn't both spend a Void Crown to get a full success.

The ritual was at dusk, at a rock inside the basement of the Brindlewood Bay lighthouse, to bring back the transformed Captain and crew of the Dark Reaver. I told them they're correct, but the storm had come in, threatening to blow them away (complication from the partial success). Things were blowing horizontally. PCs used a Gold Crown Move to steal an ATV to get to the lighthouse.

Since they were so close to spending their last crown, and there was only 2 PCs, I only put the Midwives performing the ritual as a barrier inside the lighthouse, including all the people the Mavens had gotten arrested for murder. Outside, a giant crab and other creatures that brayed like a donkey were heading to shore. Instead of fighting the Midwives, the PCs decided to pull down the lighthouse (using their 2nd Gold Crown Move from the Thomas Magnum Move from the spreadsheet, but the Move is different from the one in the book. I think a 2nd Gold Crown Move is a bit overpowered, but the Thomas Magnum Move in the book is underpowered, and sometimes the PCs never used their Gold Crown Move, so on balance, maybe a 2nd Gold Crown Move is ok). They stole a tugboat and pulled down the lighthouse which crushed the giant crab. The falling masonry and backwash of sea water took care of the remaining Midwives. The storm died down and sunlight broke through the clouds. Mavens did their epilogue.

I felt 2 PCs wasn't quite enough. The Players were of the same mind, they thought that another Maven would have helped load balance Conditions.

Monday, September 21, 2026

Morgan's Pelicon 2026 Excellent Adventures


An online convention featuring the GUMSHOE system, trying to show case GUMSHOE 2e. My two favorite games were Fire From Heaven and The Collector (but only if you're ok with body horror). Of the two, I'd give The Collector the edge due to the ick factor.

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Sat Sept 19, 7-11am (4 hrs)

Fire From Heaven
System: Fall of Delta Green
GM: SamuraiHaiku (section9)
5 Players: Casper D (as Cpl Joe "Coyote" Wiley), GrayShire (Gemma as Bill Chance - CIA), Joe L (as Cpt Carter), Morgan Hua (as Buchanan - RAND/Linguist)

Operation HUCKLEBERRY: Locate and destroy an ancient temple in the "Riverless Land" of Vietnam. A previous team was assigned and failed. The few survivors reported the presence of a suspected sorcerer. It's up to you now. Recover traces of the first mission, eliminate the sorcerer, destroy the temple.

Safety Tools: X-Card
Content Warnings: Wartime violence; Lovecraftian horror

I play tested a scenario in the core book a long time ago, but it didn't have that much shooting in it. I also played in a convention scenario, but I think the GM didn't do Lethality properly, automatic weapons were weak sauce. We did this time and it worked very well. 1L weapons means roll 1d6 for damage, if you roll a 1, the target is dead; if you 2 or more, it's the die roll +5 damage. 2L weapons means roll 1d6 for damage, if you roll a 1 or 2, the target is dead; if you roll a 3 or more, it's the die roll +10 for damage which will probably kill whatever you're shooting at.

Excellent GM who was very good with succinct descriptions of Vietnam War era details. Good table of Players. Scenario was a lot of fun which tied in to our back stories.




Sat Sept 19, 12-4pm (4 hrs)

The Gadget
System: TimeWatch
GM: markk
5 Players: Theo R (as Kelfala a starship captain), Martin E (as Skegg a psychic dinosaur), Morgan Hua (as Vidvhansaka-5 a T-1000)

When TimeWatch agents are sent back to 1945 New Mexico contain a rogue woolly mammoth, a seemingly routine mission uncovers stakes far higher than any of them expected.

Safety Tools: Lines & Veils; X-Card
Content Warnings: None specified

I rarely get to play TimeWatch, so it was great to get a chance to play. It was only at the very end that I realized I had run this scenario before. But I still had fun. The other two players had never played TimeWatch before.




Sat Sept 19, 5-9pm (4 hrs)

Hammer of the Gods
System: Trail of Cthulhu 2e
GM: Zack H
5 Players: Joe L (as Lenfield - archaeologist), Casper D (as Dashwood - PI), Jason (as Tobbet - parapsychologist), Thomas B (as Witzenger - scientist), Morgan Hua (as Morrow - journalist)

Stop the Nazis from reaching a primordial artifact in this Pulp scenario.

Safety Tools: X-Card; Lines & Veils
Content Warnings: None specified

PCs started off in Boston 1937.

We had a good GM and table. The scenario was a bit difficult for a 4 hr slot. We ended in a TPK at the very end. I enjoyed this. We had that one Player who never played ToC and thought this was CoC 2e. I don't think he ever really got it, even though we explained ToC to him.




Sun Sept 20, 7-11am (4 hrs)

The Collector
System: Fear Itself 2e
GM: Scott Carss
5 Players: Martin E (as Terrence Kennedy - retired cop), Gareth A (as Marcus Bradley - unemployed), Morgan Hua (as Megan Kwan - air traffic controller)

In the wrong place at the wrong time. The investigators must decipher the desires of an inhuman force if they want any hope of survival. In a race against time they must dig up secrets long hidden and decide what they're willing to do for freedom.

Safety Tools: X-Card; Lines & Veils discussion
Content Warnings: Body horror; gore; violence

Excellent GM, good table of Players. The details in the clue trails were pretty amazing. The scenario is from The Ocean Game, very creepy, highly recommended. Some extreme body horror that sqwicked me out, but in a good way. I watch a lot of horror movies and it takes a lot to make me squeamish. GM did this without pictures and without long graphic descriptions. As I said, Excellent!




Sun Sept 20, 12-4pm (4 hrs)

Kill the Dead
System: Night's Black Agents
GM: Zack H
5 Players: David J (as Nazar the Gorilla - wetworker), Kitty (as Dr Lena Meyhew), Morgan Hua (as Orizio Stolo - Vatican Banker)

You're professional assassins, specialising in an obscure but extremely profitable niche of that grisly business. You kill the targets who can't be killed, the one who shrug off sniper bullets and smile as they swallow poison. You're vampire slayers for hire - have stake, will travel.

And it's time to go to work.

Safety Tools: X-Card; Lines & Veils
Content Warnings: None specified

Good GM and good table of Players. Scenario was interesting with a new variant of Vampire. Zack ran Hammer of the Gods earlier, but this time, his pacing during the final fight was a bit lacking, somehow I felt the final fight ran at the pace of molasses. The clue gatherings scenes were all excellent.




Sun Sept 20, 5-9pm (4 hrs)

Blue on Blue
System: Mutant City Blues 2e
GM: David Graham
5 Players: Zack H (as Liam Hawthorne - spatial/teleport), Jerod L (as Milo Ashton - tech/cognition), patrick j (as Travis Blake - superman), Morgan Hua (as Emily Clark - touch/phasing)

When the mutant detectives of the Heightened Crimes Investigation Unit respond to a demonstration gone awry, the investigation leads them to the death of the first mutant cop in the city's history. Can the detectives solve the mystery, or will they become a killer's next victims?

Safety Tools: X/N/O Card; Luxton Technique, including DM/whisper
Content Warnings: TV-14 equivalent; mentions of suicide

GM was a bit long winded taking a bit too much time explaining things; I asked some basic questions which took the GM several paragraphs to answer instead of a single sentence. A good table of Players and a good scenario from the core book. The game did feel very much like a police procedural.




Sunday, August 23, 2026

Morgan's CypherCon 2026 Excellent Adventures


Another free online convention. Monte Cook's Cypher system.

I'm sort of lukewarm on the Cypher system, but I wanted to play more of it with different GMs.

I played in Old Gods which was still the older Cypher system. Three games which were using the new Evolved Cypher system. Six-Gun Doomsday was based on the older Cypher system.

I was impressed by the variety of settings, each using Cypher. Definitely easier to use than GURPS. The new Evolved Edition did clean up a number of issues I had with the old Cypher system. Gone is the required order of Recoveries, you can use any Recovery in any order. Though a number of the experienced GMs said everybody house ruled this, now it's an official rule. Instead of the pools being your HPs, you have 3 new wound tracks; this worked a lot better, but did make the PCs fairly unkillable, or at least in the games I played in. With the original system of HPs equal to your pools, the death spiral was too steep. I did like the changes.

I felt Tier 2 PCs were much more powerful than Tier 1 (starting) PCs. Though powerful Cyphers in The Neon Saint Remembers and Gnash Their Terrible Teeth made the PCs distinctly more powerful. The most powerful PCs was in Neon Saints with lots of tech and heavy weaponry. It's Only Magic was the next with magic abilities. Then Puffypants Playhouse with all the gags we picked up (they didn't count as Cyphers for our carrying limit). Then Six-Gun Doomsday with our abilities and Cyphers. Finally, Old Gods as we were mostly normal people with a few Cyphers.

I look forward to the next Cypher convention as the variety of settings is amazing and the system plays better than before (but still not my favorite system due to the Task Difficulty 3x math for Target Numbers).

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Friday, August 21, 2026 1:00 PM - 4:30 PM

Monsters Among Us
System: Cypher - Old Gods of Appalachia
GM: Crazy_Weasel994 (Devon)
5 Players (Tier 1 PCs): lgibeau8652 (Laurie as JC Harris - rebellious explorer), NewsNerd (as Hazel Jackson - sharp-eyed protector), charlie9640 (as Creed Nguyen - curious sage), Dean304 (as Stanford Reyes - charming speaker), Morgan Hua (as Lulie Estevez - skittish explorer)

Descendants of a town's founding families must perform a ritual to bind the Blackbrook beast, a creature their ancestors made a bargain with - and betrayed.

Physical or digital dice welcome
Beginner and Established Player Friendly

Overall, a good adventure. A good table of Players.




Friday, August 21, 2026 5:00 PM - 8:30 PM

Proffessor Puffypants Playhouse
System: Cypher - The Strange
GM: mathews65
5 Players (Tier 2 PCs, 2 dropped out): dmkacey (Kimberley as Quinn Sullivan - fast scoundrel), Morgan Hua (as Pheonix Ward - jovial diplomat), Kilted_DM (as Jamie Cross - guarded soldier)

Five children have vanished without a trace, and the only clue is a hit animated show leaving young viewers in unstoppable, hypnotic laughter. The Estate is sending your team undercover as Netflix corporate lawyers to investigate. But the moment you arrive on-site, the investigation spirals into a cartoon nightmare.

Standard physics unravels and logic breaks down as you navigate a reality-bending gauntlet. Can you outmaneuver Professor PuffyPants and rescue the kids before the final credits roll?

No experience required (can be an introduction to Cypher)
Safety Tools: red light check + preamble questions
Trigger Warnings: cartoon violence

This was a great game. Lots of Toon fun. Very imaginative scenario.

My favorite game of the convention. Good Players, Good GM.




Saturday, August 22, 2026 5:00 PM - 8:30 PM

The Neon Saint Remembers
System: Cypher Core Rulebook & Neon Rain
GM: Gilfander (Jay)
5 Players (Tier 2 PCs, 1 dropped out):  horikor (as Nyx - Hot Shot - stealthy operative), shaneb7906 (as Vex - Netrunner - intelligent engineer), trulyevilbob (as Rook - Solo - tough soldier), Morgan Hua (as Sloane - Fixer - charming diplomat)

A cyberpunk crew is hired to steal a predictive AI worshiped as a digital saint. The job should be simple: infiltrate the corporate cathedral, extract the AI, and escape. But once inside, the Saint begins returning memories the crew did not know were stolen and every recovered memory suggests this is not the first time they have tried to kill God.

The game is beginner friendly.
Content/Trigger Warnings: Cyberpunk violence, Strong language, Religious themes, Artificial intelligence, Memory manipulation, and difficult moral choices.

The netrunning system worked pretty cleanly because it was simple and used the same mechanics as everything else. Though it was still a 2-step process. Hack in (roll dice). Affect a system (roll dice). Whereas if a PC wanted to just attack something or affect something with a skill, they just rolled once.

Game was ok. Sneak in, eventually screw up, then bring out the violence, and more violence. PCs are pretty powerful. GM had lovely illustrations of various locations. Players were good tactical Players which was needed for this game.




Sunday, August 23, 2026 9:00 AM - 12:30 PM

Gnash Their Terrible Teeth — It's Only Magic
System: Cypher
GM: ZealZaddy
5 Players (Tier 1 PCs): NicholasTerry (Nick as Axl Kihn - clumsy creative adept), solarpggames (Tom as Nell Wunch - appealing intelligent speaker), ElMagioso (as JJ "Medium" Bach - empathic adept who shepherds), dmkacey (Kimberley as Kitt Watts - dishonorable graceful explorer), Morgan Hua (as Fenix Purdy - impulsive brash adept)

A family friendly adventure taking place where wild things roam. The school has a sinkhole that everyone has been warned to stay away from—but at night you can hear sounds coming up from below. Forest sounds, and animal growls, and the gnashing of teeth. One of everyone’s best friend’s (Rowan) said they saw an eye peering up from below. Then they disappeared. So ‘somebody’ has to investigate.

Novices preferred and those who want a cozier experience.
safety tools: MCGs Consent in Gaming.
Trigger warnings: none

The setting is really Hogwarts and the PCs are The Holdovers during school break. That wasn't really indicated in the game description. All the PCs do magic. A good table of Players and a good scenario. We were up to some hijinks before we went into the sinkhole.




Sunday, August 23, 2026 1:00 PM - 4:30 PM

Let us, Prey—a Six-Gun Doomsday adventure
System: Cypher - Six-Gun Doomsday
GM: Shadomain (Jason C)
5 Players (Tier 1 PCs, 1 dropped out): Lolly3838 (as Elias Thornwind the shaman), qinqin0133 (Ibrahim as preacher Father Ripley), rainidae (bitterbudd as Selene the hunter), Morgan Hua (Mad Mack as graceful eccentric inventor)

The heroes begin desperately trying to escape a pursuing fiendish horror. The heroes meet as they attempt to escape, soon realizing that none will survive without working together. They flee through the ruins of a strange steam train which changes as they move through it.

The heroes are survivors of the weird western/horror apocalypse of the Six-Gun Doomsday setting.
List any specific book(s) being used: Six-Gun Doomsday. Players will have access to the Six-Gun Doomsday Players’ Guide PDF. Note that Six-Gun Doomsday was written using the CSRD 1, but makes several important rule changes to enable simpler and more dramatic play. It doesn't use the CSR ability pool damage system of the CYPHER wounds system, but a simpler “5 strikes and you’re out—probably?” system.

Pre-gen character sheets provided. Note that character sheets use the Six-Gun Doomsday character template system, which allows players to quickly customize their character’s abilities by answering three questions about their character.
Experience level required: beginner
Safety tools: MCG Consent in gaming PDF (PG 13 rating)
Trigger warnings: Gothic Horror, sometimes itching into a character’s past for horror. Potentially claustrophobia, although this can be veiled.

Pretty much railroady, but that was how it was described in the description, though we're really fleeing through train tunnels and we're not on the train. Scenario was run by the designer. Thought the scenario was ok and I enjoyed it. There was some good roleplaying, especially the annoying preacher. What's more annoying than a holier than thou preacher, a holier than thou preacher during the apocalypse (because he's right).




Thursday, July 23, 2026

A-Paw-Calypse Meow - RPG game design process

Title: A-Paw-Calyse Meow
System: Year Zero Engine (YZE SRD - click here for pdf).
5 PCs: Byrd, KFC, Snoop Catt, Tinkerbell, Wild Thang.
Runtime: 4 hrs

Description: You play Jackie Chan's Squirrel, Samuel Jackson's Parrot, Snoop Dogg's Cat, Paris Hilton's Chihuahua, and Gary Busey's Dog. Your human is at some charity event and they abandon you at the hospitality suite. As the world spirals into collapse, you must work together to survive and travel to your wormiest heart of darkness.

Tone: Darkly Humorous (Dale & Tucker vs Evil, Evil Dead 2, Shaun of the Dead, Animal Farm)
Content Tags: Horror Tropes, Apocalyptic, Cannibalism, Harm to Animals, Drug Use (light), Political Satire (definite), Fowl Language (possibly)

Warning: Everything beneath this are spoilers.


PC portraits and other pictures are found below.



The idea came to me for this when I learned about Gunther IV, a German Shepard, the richest animal in the world with $500 million. I also found there were other animals (Olivia Benson, Nala Cat) worth millions of dollars. At first I was going to build a game based on that, but then I realized it's not a big enough hook for roleplaying. (Sadly, it has been revealed that Gunther IV was a hoax created to cheat on taxes.)

So, what if I made a game about Pets of the Rich and Famous instead? Aha!

I scoured the internet for pictures of movie stars and their pets. I also wanted various animals and movies stars. So, I wound up with only two pictures of famous people with their pets: Paris Hilton and Snoop Dogg. I wound up photo-editing the other pictures. I had Wild Thang the ugliest dog in the world and since its been said that married couples start to look like each other (especially in choice of clothing and facial expression), I figured people and their pets would be the same, so Wild Thang reminded me of Gary Busey. I had a picture of a squirrel in a Kung Fu pose, so I immediately thought of Jackie Chan. I wanted a fowl-mouthed parrot (yes, a pun) and I immediately thought of Samuel Jackson. The only real animal names were Wild Thang and Tinkerbell, Paris Hilton's dog. Since Snoop Dogg likes to say D O double-G, I decided his cat was C A double-T.

So this was my line up: Byrd & Samuel Jackson, KFC (Kung Fu Chopstix) & Jackie Chan, Snoop Catt & Snoop Dogg, Tinkerbell & Paris Hilton, Wild Thang & Gary Busey.






By making the PCs the animals, the Players can do whatever they want with the PC, but the owner is just for inspiration. They didn't have to act like their human and it was up to interpretation.

Next up was what did I want to do with these PCs. Since all of the PCs are spoiled animals, conflict must come from adversity. What if the pampered animals are faced with survival? What if their world comes crashing down and they must figure out how to survive? What if it's not just their world, but the WHOLE world is crashing down. An apocalypse.

What challenges do they have to face? I listed them. What skills do they have? What system should I use? Recently, I had been running Alien RPG and Vaesen. Both use the Year Zero Engine (YZE). I decided it would work, system light, easy to learn, hard to kill or injure the PC.

I pared down the skill list and renamed some skills to be more animal-like: Fetch Stuff (gross motor skills), I Know This (figure out human tech), Find Food and Shelter (survival), Lick Wounds (healing).

Each Physical or Mental Condition reduces a PC's dice pool by one die in the respective skill, min of 1d6. For NPCs/Threats, I just have a general dice pool, each Success removes one d6 from their dice pool. Threats are defeated when their dice pools drop to zero. Players love watching the dice pools drop.

I didn't want Byrd to just fly away and leave the party, so I clipped Byrd's wings. I thought it would be funny if Tinkerbell had access to a lot of things, but she wouldn't be able to reach the RFID readers without help. Snoop Catt has through 1st and 2nd hand contact taken a lot of drugs and have seen a lot of real and imaginary things. He's chill. Wild Thang doesn't look like a dog and is fuggly. KFC needed an archnemesis, like all good Kung Fu movies.

I then built out their skills and character sheets: Player Character pre-gens (click here for pdf)

All the animals speak a common language called "Animal," and human speech is more or less like adults speaking in the Peanuts cartoons, "Wa Wa Wa Na Wa." The PCs through experience know various spoken human words such as their name, fetch, sit, walkies.

I wanted the Players to get into the mindset of their PCs, so I added individual questions on their character sheets. After Players picked their PCs, I had them write down answers to their individual questions and then I asked each Player what their answers were at the table, so everyone can hear their answers. This also sets the tone of the game.

Next where do the PCs start, I decided what made sense was a Charity Event where the Rich and Famous attend, but they have to drop off their pets at an animal hospitality suite. This also takes the animal owners out of the picture.

Again, I wanted the Players to get into the head of their PCs, so I had another set of general questions that every PC had to answer about their attitude towards their situation and their owner. This was a great hit amongst the Players as they made up pretty funny stories and lines about their life with the Rich and Famous.

I then needed to get the human help out of the hospitality suite and leave the animals alone, at some point they'll figure out they'll have to work together to escape the hospitality room. Once out, they'll have to face the great outdoors without human help.

I then started listing various obstacles and encounters to test the PCs. I also wanted humans to get out of the way and make this more about the animals. I wanted an apocalypse. What came to mind was "They're eating the dogs, eating the cats, eating pets." What would make people do this? Bingo! Zombie Apocalypse.

I decided to lean into the MAGA-verse. 

I put a few NPCs in the hospitality room: Porky Pig (Mike Lindell's) and Butkus (Sylester Stallone's).
Porky and Human


Stallone and Butkus

I wanted the NPCs to refuse to leave the hospitality suite because the game is about the PCs. Porky will tell the PCs that the only safe place is in the hospitality suite until his human comes to pick him up as he was told that "They're eating the dogs, eating the cats, eating the pets." Butkus (Butt-Kiss) refuses to leave because he's totally obedient to Stallone. He was told to sit and he obeys until told otherwise. I have Butkus stubbornly refuse to move from the spot Stallone told him to sit at.

I listed various encounters: Sewer Alligator, Cocaine Bear, ALF (eats cats), RFK Jr (eats roadkill), crazy cat lady (Taylor Swift), and of course, Trump at the White House Ballroom, and mind control alien toupees.

I tied it all together with Tail Swift handing out quests to the PCs. She's making the PCs do all the dirty work with minimal effort. She holds the magic wand of can opening inside her court of CostCo warehouse.

In the end, the PCs can rescue their owners from cryostasis in the underground bunker beneath the White House Ballroom.

Here's my scenario game notes: Scenario Outline (click here for pdf)

After I built the game, I titled it A-Paw-Calypse Meow. The original working title was Pets of the Rich and Famous. When I told Sean N about the game, he told me I already won because the title has two puns in it. 😊

Pictures:
ALF and cat sandwich

Cocaine Bear

Floating Log

Log in Shelter with Eyes


Tail Swift and her crew

Optional picture of Tail Swift

Pig Slaughter House Machinery

More machinery

Players don't want to see this, so I skip this

Factory Floor

RFK Jr eating a Possum

RFK Jr.

Roadkill


Stuffed Kung Fu Panda

Questionable Taxidermy





Zombie Butkus

Zombies in DC

Zombies outside of WH

Oval Office with stuff to knock down


Oval Office

Janitor Trump in Ballroom



Alien Toupee

Finale Escape