Showing posts with label It's Worse Than That. Show all posts
Showing posts with label It's Worse Than That. Show all posts

Wednesday, May 13, 2026

It's Easier to be Hard on Myself

I remember running a game for some friends a long time ago, long enough that we were playing a new Judges Guild adventure. There was a TPK.  The PCs came to a crossroads and could go left or right. They went left. The module said "800 orcs attack the party. There are no survivors." This was after a couple of summer vacation months of building them up from first level. It was ugly. We were playing in a friend's basement. He was hurt worst of all. He started crying and ran up the stairs. 

His mom came down shortly thereafter and said, "Maybe we should all go home today and find something else to play tomorrow." She didn't understand what had happened. He didn't understand what had happened. None of us understood what had happened. We just knew that it hurt.

Forty years later, I'm still pointing at the horizon instead of letting the rocks fall.

Earlier this year, every time our Wizard rolled a complication when casting a spell in our Dungeon World demo game preceding Arden Vul, I had a choice. I kept making the wrong one. He would choose “You draw unwelcome attention or put yourself in a spot.” Instead of putting unwelcome attention on the doorstep, I kept pointing at the horizon.
I record and transcribe our sessions, and I kept seeing myself doing it. I wanted to stop. 

Promising myself to “do better” wasn’t going to work. I needed a plan. I thought about how I could practice promising danger and delivering. I settled on some games that I thought would put me in that position repeatedly. Helping me to build the muscle memory that meant I didn’t let my players off the hook. If it worked, it would take my games up a notch. If it didn’t, I’d feel like I was cheating the table out of the experience they deserved.

In CfB I (and everyone at the table) had a little shiver each time I replied to a player's fear of how failing a move would turn out with, "It's worse than that! . . ." The game was tooled to take it out of my hands. People think of CfB as a mystery system. It's not, it's a pressure system.

I realized that there were other games that focused on pressure, too. GMless games and diceless games meant learning how to negotiate pressure and bring it to fruition together. When the head of our academy humiliated the Backalley Duke and threatened to upend his petty fiefdom in the market district, we had to decide together what that meant. Kingdom made it a pressure classroom: what escalated a crisis, what resolved a crossroads, and how to make consequences feel earned rather than arbitrary. (I've written about another thing I learned from Kingdom here.) I also leaned on solo games to help me steward pressure and consequence.

I grabbed Thousand Year Old Vampire because the whole point of the game was to watch things go sideways. I would roll for my prompt and start writing, then I'd stop and think, "No, I can do better than that." And, I'd try again. At first, TYOV was a Kata, like It's Worse Than That!, but pretty soon I learned something else. I learned that it was easier to be hard on myself than on others. 

There's an asymmetry between GMs and Players, but that didn't exist when I occupied both seats. I realized that it's mechanically reduced in CfB and FitD. In CfB’s Night Move, the player describes an action and the Keeper calls for the move, saying, “What are you afraid will happen if you fail?” The player describes the outcome they fear and the Keeper responds, “It’s worse than that …” After the Keeper describes how, the Player chooses whether or not to go through with the action or to try something else. 

Mechanics like that make it easier to keep the promise of pressure in those games. And the players enjoyed it. Heck, they even laid into it. I've never seen players lean into steep odds and bad ideas like they did in my Public Access campaign. 

“It’s worse than that Javi, if you fail, your girlfriend won’t die, her mouth will unhinge like a snake's revealing row after row of sharp, tearing teeth. She’ll join the monster you were already fighting and make it a two-on-one brawl.”
“Yeah, that sounds right. Let’s do this!”

All of a sudden, pressure was fun. 

But it was still easier to throw myself to the wolves than any of my friends gathered around the table with me.

TYOV also taught me that “all teeth, all the time” isn’t sustainable. I love me some bleak doom spiral as much or more than most folks, but I found that I needed to step away from my vampire's journal for a bit. As I looked at the games that hit my table I realized that I did it at a broader scale too. It’s not a mistake that Toon did so well in my Sweet Sixteen, or that Crash Pandas made it into the mix. Absurd comedy and other forms of pressure relief are a lot of fun, and they help the horror land harder when it’s time for that. Besides, Friend Computer from Paranoia has teeth too, even if they’re hiding behind the slapstick.

So, where have I landed? I’m looking for negotiated consequence in pursuit of catharsis. I want to promise players real risks, a game with teeth, and I want to deliver. We talk about it at the beginning of a campaign, we show it during sessions. It’s not cheap shots like that 800 orc ambush, it’s deserved consequences that land. 

Shadowmaster realized the nuclear device was about to explode. He stepped into the shadow and carried it with him. The other heroes waited for him to reappear. He didn't. There wasn't time, and he knew it. The action promised a consequence. When it delivered, the table went quiet.

There may be asymmetry between GM and Player, but there can also be agreement. When players knowingly participate in the possibility, when they see the risk, then not feeling the agony of failure also means not tasting the sweetness of success. 

What have you learned about letting the world be honest and letting things fail when that’s what should really happen? Even better, what taught you that?




Friday, April 17, 2026

Tabletop Sweet Sixteen - A look back before the Final Four

 For the last bit I've been comparing some of my favorite games across 4 broad groupings. I've shared memories and insights. I've whittled it down to four.  I'll start the next phase of posts on Monday, April 20th. Before I get to that I wanted to share some other thoughts.


About the Sweet Sixteen

To refresh your memory, here's my original bracket with my results (and links so you can go read up on any matchups you missed).

OSR

NSR

Narrative

Others

Some of these surprised me when I sat down to write about them. I'm sure some of them surprised you too. I'd love to hear what you think I got wrong and why, and game that you'd have put into your own bracket.
I also want to write a bit more about some thoughts that I've had.  Which of these do you want to read about?
  1. Kingdom as Faction Infrastructure - Kingdom is a no-randomizer game about communities navigating crossroads and crises. But what if the community isn't the main campaign? Running Kingdom as the off-stage engine for factions in Arden Vul or Stars Without Number might be the most interesting thing I took away from this whole bracket. I want to find out what the Voidsong Collective does when nobody's watching.

  2.  What For a Game Reveals About It - When I wrote a room for Under the Floorboards, I built a toybox: description, complications, obstacles, changes over time, goals. When I wrote magic items for Mausritter, I built fuel. The game told me what it needed. That difference, UtF is about the place and Mausritter is about what you find there, turns out to be a useful lens for thinking about any game you're designing for. 
  3.  The Mystery Mechanism Is More Portable Than It Looks  -The Carved from Brindlewood writers room doesn't care whether the mystery is a murder, a haunting, or a dungeon. No canonical solution before play starts, everyone building the answer from what they notice: that structure works wherever you put it. The More Than a Mystery jam proved it. Beneath Ahknoor is built on it. I want to think out loud about where else it might go.
  4. The Reddit Bracket vs My Bracket - If you polled the right communities, Shadowdark beats AD&D, Cairn beats Under the Floorboards, and FATE Accelerated beats Toon. My bracket diverges from that result in at least three first-round matchups. That gap isn't random. It says something about the difference between the discourse and the table, and I think it's worth naming.
  5. The Honest Case for the Loser as a Format - Every post in the Sweet Sixteen includes a section that argues against the pick. That's not throat-clearing: it's the section that makes the pick land. A recommendation that doesn't acknowledge what it's leaving behind isn't worth much. 

 About Beneath Ahknoor

Working on the next release turned into a much bigger undertaking than I'd imagined.

I reworked how the Above Ground phase acts as a reflection of the change and loss that delving brings. I added a full retainer system that contributes to both tension and reputation. I built the Reckoning Move, a mechanic for reckoning with a level at the end of a delve cycle. And I sharpened the level through-line into four connected elements: the Saga, Entry and Re-entry Questions, Unlocking Questions, and the Reckoning Move. That line flows across multiple sessions, giving the table time to build out each level and what it costs the Adventurers.

I also ended up writing four new levels instead of the two I'd planned.

There's some polishing left, a few loose ends to tie off, and a substantial editing pass ahead. The rules now run to 70 letter-sized pages and around 25,000 words.

Two playtest games are lined up. One is with a group of four OSR and narrative gaming veterans from my table. The other is with a mostly 5e group who have spent time at my table as well. I expect to learn different things from each group, and I'm looking forward to finding out which of my assumptions were wrong.

I'd hoped to have the 0.6 release ready by the end of the month, but that's not happening. My revised plan is to release it in the summer.

About my other projects

The Awful Weekend On-Call

A couple of years ago, I wrote a solo RPG based on a terrible on-call shift as an IT worker. It was an act of catharsis.  Imagine my joy at finding a write-up on Reddit!
"Just finished a play of The Awful On-Call Weekend. What a blast. The game concludes either with you unemployed, in prison, or back at work on Monday. I was one circle away from getting arrested so I flipped the narrative and quit. But to end the game I got my character arrested for speeding. It was super fun, engaging, and just crazy watching my errors pile up one after another."

It doesn't get much better than finding something like that written about one of your creations. 

It's Worse Than That!

My latest volume of It's Worse Than That! helps GMs practice their improv skills with a series of scenes built around the Devil's Bargain mechanic. You don't have to play Forged in the Dark or Rooted in Trophy games to use this volume though. I wrote a post on itch about how the same kind of improv is used in OSR games.
Right now, I'm selling both volumes for $4 ($1 off of the combined cover price). If you're looking to strengthen your GMing chops, this is a good place to start.

Some things on the horizon

I'll be writing more about the Stars Without Number and Arden Vul campaigns as they get off the ground, and you can count on reports from both Beneath Ahknoor playtests. Beyond that, there are a few projects I'm itching to spend time on.

The monsters I wrote for Patreon are good, but they could be better organized and more useful at the table. A rewrite is overdue. I also have a short-form Carved from Brindlewood game that's been brewing in the back of my mind for a while, and a handful of solo games that are playable but not yet in publishable shape.

And then there's the rabbit game. It's a horror game about rabbits, and it's nearly done with design. I'm not ready to say much more than that, except that this one is good.

Saturday, April 4, 2026

New zine: It's Worse Than That! (Devil's Bargains)

The second volume of my GM training zine series is out today.

It's Worse Than That! (Devil's Bargains) focuses on a single technique: how to put a real, costly choice in front of your players and mean it. Devil's bargains show up across a lot of game traditions, from Forged in the Dark to Trophy to old school play. The moment when a player does something unexpected and you need a consequence that fits the fiction, costs something real, and gives you material to build on later: that's the move this zine is built to help you practice.

Dougal on the Trophy Discord saw the sampler and put it well: "Devil's bargains can be tough when you're not feeling inspired and somehow tough to explain too." Worked examples, practice scenarios, and a clear framework for exactly those moments.

Vol 2 is $3. If you already own Vol 1 (Night Moves), you pay $2. Both volumes together are $4 as a bundle.

https://mountainfoot.itch.io/its-worse-than-that-spring-2026
https://itch.io/s/183782/its-worse-than-that-is-better-in-a-bundle

Thanks for reading.

Wednesday, April 1, 2026

Tabletop Sweet Sixteen - Trophy Gold v Teeth

 

Trophy Gold is a game about doomed adventurers trying to pay off their debts without destroying themselves in the process. The question isn't whether the dungeon will cost you something. It's whether what you find is worth what it takes.

Teeth is a dark comedy horror game set in a terrible corner of eighteenth century England, built on a Forged in the Dark chassis and stuffed with memorable hooks.

Two games that both lean hard into doom and consequence, arriving at completely different tones.


Trophy Gold

Characters are lightweight even by OSR standards. There's almost nothing between the player and the fiction, which means the fiction has to do the work, and it does.

The combat system is quietly beautiful. No hit points, no war of attrition: just a repeated roll that builds pressure without grinding. Every exchange matters because the math never lets you feel safe.

The hunt token economy is the kicker. Tokens move you through the dungeon mechanically or convert to treasure to pay down your debt. That double function means every decision has stakes beyond the immediate scene. You're always choosing between momentum and survival.

Near the end of our Public Access campaign, we played a session of Trophy Gold as a game within the game: the Latchkeys sitting around a table, playing hunters in a dungeon. The mechanics were light enough that it almost disappeared. The fiction drove everything. It felt less like a rules system and more like the Latchkeys actually playing the game.


Teeth

The Forged in the Dark heritage brings real weight to every roll. Player agency is respected, consequences are meaningful, and the dice never feel arbitrary.

But the setting is the reason to play. Eighteenth century rural England rendered as dark comedy horror produces a tone that's genuinely hard to find anywhere else. Grim and funny and horrible, sometimes in the same sentence.

The Night of the Hogmen quickstart alone is worth the price of entry. The hooks are immediate, the premise is ridiculous in the best way, and the whole thing runs with tremendous energy.

From a carriage crash in a thunderstorm to a mad dash across a flooding countryside, the PCs in Night of the Hogmen lurched from one misadventure to the next. The session ended with the party trapped in a burning church, fighting off a herd of marauding hogmen. That's Teeth in one image: catastrophe building on catastrophe, and everyone at the table grinning.


The honest case for the loser

Trophy Gold does something Teeth genuinely can't: it gets completely out of the way. The hunt token economy and the pressure-without-attrition combat system are genuine design achievements, and the game within a game memory is one of the stranger and more satisfying things I've done at a table. If you want mechanics that disappear into the fiction, Trophy Gold is hard to beat.


The pick

Teeth, and I want to be honest that it took some thinking, some remembering, and maybe a little dreaming to get there. Trophy Gold is a more elegant game. But Teeth is a more joyful one, and that counts for something. The hogmen, the burning church, the flooding countryside: it all adds up to a game that generates stories with a specific, ridiculous, horrible energy I keep wanting to return to. That's enough.


A related note

Trophy Gold's & Teeth's (FitD) devil's bargain mechanic is one of the things that made them stick with me long after this matchup. That tension between what you want and what it costs is a skill at the table, not just a design feature. I've been working on a zine that isolates exactly that move and gives you ways to practice it. It's Worse Than That! Devil's Bargains is coming this weekend. Keep an eye out if that sounds useful.




That's my pick, and I won't pretend it was easy. Who would you have chosen? Tell me in the comments.

Monday, March 23, 2026

A free It's Worse Than That! bookmark for your game bag

 If you've been using It's Worse Than That! at the table, this one's for you.

The IWTT! Bookmark is a quick reference for the moments that matter most: what happens when a player backs down, misses, or succeeds at a cost. One card, table-ready, free.

Grab it here

It works with the free sampler, with Winter 2025, or with any game where consequences need to land fast and feel right.

Speaking of which: if you haven't picked up Winter 2025 yet, it's 24 ready-to-run scenarios for $1.

And if you're already using it, look for the next volume, focused entirely on Devil's Bargains. Tempting offers, ugly costs, trouble your players accept with a grin. That one lands in April.

Happy gaming!