Monday, September 8, 2025
Appendix T&T
Tuesday, December 3, 2024
My (Moderately Tested) Theory of Fear
Sunday, November 19, 2023
Action Mysteries
Monday, November 13, 2023
Imaginary Roller Coasters
Long ago, a theorist named Wolfgang Iser writing on the subject of literary anthropology came up with a concept that's very valuable in game design: the distinction between free play and instrumental play. It's how you answer the question "why are you doing the thing you're doing?" during play. When your answer to that question is, "because I felt like it" or "because it's funny" or anything about its intrinsic appeal, then you're engaging in free play. When your answer is "because it's what I should do" or "because it's how you win" or anything about pursuing a goal, then you're engaging in instrumental play. The moment any notion of "should" and "should not" enters your actions, you're in instrumental play.
Picture Bob watching Alice play a video game. Alice is getting really frustrated with a hard challenge, or like, spending hours doing something monotonous and repetitive. Bob asks "why are you still playing that game if you aren't enjoying it? That's such a waste of time when you could be doing something you find fun instead." It's easy to see Bob's point. But if you've ever been an Alice, you probably understand that a person can be motivated to do something unenjoyable if it's in service to a desired outcome. The process might not be fun, but winning is fun. Or leveling up, or unlocking collectibles, or getting the best ending, or whatever.
In short: this is why Minecraft has a survival mode and a sandbox mode. Some people genuinely do not understand the appeal of survival and others don't understand the appeal of sandbox.
Let's talk a bit more about this and how it ties into RPGs specifically.
Wednesday, July 5, 2023
Christmas Adventures
Sunday, June 26, 2022
Stranger Things and "Puzzle Monsters"
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| [This post will contain spoilers for Stranger Things up through season 4] |
Monday, October 25, 2021
Tricks & Treats: Harvestland Horror
This scenario is built for use with a Lasers & Feelings hack called Tricks & Treats, created by Octava Oculta (Reddit username u/shardsofcrystal). It's an ultra-lite system fit for all ages or experience levels, and is great as a nostalgic little novelty adventure. Just follow that link, make a copy of the folder and its contents, and use the materials within to play a fun session of spooky adventure.
Here's the pitch: play as middle schoolers on a field trip to a pumpkin patch on the morning of Halloween, encounter a big horrifying monster that the grown-ups are helpless to stop, use your noggin to save the day. This is especially good if used as a sequel to the last adventure because all the students have aged a year and you can build on previous events and relationships. That said, most of my own players created new characters for this year, so do what you feel like.
Not sure when part 3 will come out, but one of my players suggested we also do some spooky adventures during tax season, the other Halloween. If anyone runs either of these adventures, I'd love to hear about it and how it goes.
-Dwiz
Friday, October 1, 2021
Tricks & Treats: Jack-o'-Lantern Nightmare




