Oxenfree is a neat little indie horror adventure game that I’ve bought on a sale for, like, two bucks. I’m not entirely sure it’s worth the full price, but as it is, it was enjoyable.
Author Archives: illhousen
Dresden Files AAAA Wizardry
I want in on the DF trainwreck, and this short story was published in the DF RPG Vol.2, so I feel entitled to snatch it from Farla. There are miscellaneous minor spoilers for future books, including one regarding Harry’s new position in the Council. So, all the three of you who care about it, you’ve been warned.
Without farther ado, let’s begin.
VA-11 Hall-A: A Cybercozy Story
Time to get drunk and rant at you!
Middens, or What If Chara Were a Gun

Middens is a freeware RPGMaker game that can be found here. If you like Yume Nikki and collage art, you’ll probably like it, so go get it now. I’ll wait.
Pony Island
Well, the game was a mess and not in a way it wanted to be.
Quick Recommendations III
A bunch of unrelated good stuff I wanted to discuss but didn’t have much to say about.
Fate/Extra: Extra Clothes Are Not Included
Fate/Extra is an RPG taking place in a world alternative to the canon Nasuverse where mana has disappeared from Earth somewhere in 70s. As a result, magecraft has died out and former magi families reinvented themselves as spiritual hackers, people capable of using their magic circuits to “digitize their souls” and enter virtual worlds wholly rather than interacting with them through an interface. It’s kinda unclear what they normally do with that ability aside from playing virtual LARP games as the game takes place in a very special setting that probably doesn’t have an analog on Earth.
Specifically, we find ourselves on the Moon. There is an ancient computer beneath the surface built by unknown hands. From the dawn of humanity it recorded all information about Earth from the movement of tectonic plates to lives of ameba to thoughts and ideal of every single person. Its purpose is unknown, but what is known is that it hosts a modified version of the Holy Grail War to which all spiritual hackers who can find their way in are invited. Hundreds of magi would fight in an elimination tournament, and the last one standing would get their wish, any wish granted.
You are one of these magi. Prepare to get flashed.
DragonRaid: Righteously Mingling With Evil, Part 9 + Conclusion
Alright, folks, let’s finish it.
DragonRaid: Righteously Mingling With Evil, Part 8
Continuing with the AM Manual.
DragonRaid: Righteously Mingling With Evil, Part 7
Alright, kids. Today we’re starting on the AM Manual.
(AM is actually a fitting title for certain GMs, though probably not what the game was going for. Still, amusing.)
DragonRaid: Righteously Mingling With Evil, Part 6
So, are you prepared for a motherfucking miracle?
Here it is: the fighting rules don’t suck.
It’s just one section out of many, I know, but at this point I’ll take what I can get.
DragonRaid: Righteously Mingling With Evil, Part 5
Alright, kids, fluff is over. It’s time for crunch. Today we’re starting on the DragonRaid rulebook. I hope you like math because, hoo-boy, do I have a lot of it for you.
DragonRaid: Righteously Mingling With Evil, Part 4
World-building is something you can do endlessly. Dozens of books can be written about pretty much any given setting – and dozens of books were written. Descriptions of entire continents or individual cities, important locations that served as sites of grand battles or arcane rituals, various organizations ruling the world from shadows, important people and signature characters – all of these and more were crafted by creative people to enhance the illusion of a living world, to make a fantasy just a bit more real. History, politics, geography, culture, economics – all of these topics and more warrant some attention, for they can provide plot hooks for your games or serve as background flavor to enhance your game experience.
But, of course, there are practical limitations on the amount of world-building that’s actually done. There is only so much information players would be willing to absorb in preparation to a game and there is only so much information that’s actually needed for the game to function. In urban fantasy, for example, while you can spend your pages just describing a given city and its notorious landmarks, it’s not really necessary. The information is available for those who want to know it, so it’s more productive to focus on differences from our reality: supernatural elements lurking in the shadows. In regular fantasy, you do generally need to describe the world at large, but you generally don’t need to, say, describe every local holiday and associated traditions. That would just bloat the book and probably won’t be all that useful for most GMs.
Then, of course, there are physical limitations. If you’re publishing your book, you may afford only so many pages to print before the price would go too high to hope for profits. If you have only 50 pages to spend describing your world, you probably shouldn’t spend them on details of local trade routes.
Ultimately, what is and isn’t described about a setting should depend primary on the focus of the game. A game focusing on adventures in exotic places should, of course, include descriptions of said places, while PCs’ home towns may be left relatively abstract since they’re here only for the PCs to rest to buy supplies. A game focusing on court intrigue would need to focus on politics and economy, various factions and their agendas, while stuff like old dungeons with ancient evil inside would probably be just distracting, so they don’t need to be included. Some settings are left deliberately abstract for the players to add their own ideas to the world. In this case, it’s more important to focus and themes and tone of the setting as a whole rather than on specific details. And so on.
So, with all that said, let’s get to the next section of DragonRaid titled “The World of Talania,” which, naturally, describes the eponymous continent and serves as a foundation of knowledge about the setting for both players and AMs. How long is this section, you ask.
Seven pages.
DragonRaid: Righteously Mingling With Evil, Part 3
Alright, let’s continue. This time, we’ll finally learn how to righteously mingle with evil!
DragonRaid: Righteously Mingling With Evil, Part 2
Last time I’ve talked about the New Player Briefing, which was basically an introductory pamphlet. Today I’m starting on the first of the three core books of DragonRaid: Light Raider Handbook, which appears to be a setting manual, though it also contains some mechanics stuff.
Without farther ado, let’s begin.