All posts by Aaron Marks

Gaming for nearly twenty-five years and writing about it for over fifteen, I've always had a strong desire to find different and interesting things in the hobby. In addition to my writing at Cannibal Halfling Gaming, you can follow me on Bluesky at @levelonewonk.bsky.social and read my fiction and personal reflections at newwonkmedia.com.

System Hack: Dreadship

There’s an old axiom, ‘necessity is the mother of invention’. Even in creative pursuits this still sometimes comes to pass, where the only way to press forward on multiple ideas is to combine them into a single much wilder idea. Such was my solution to a constraint presented by my gaming group’s annual “Beach Weekend”, our excursion to Delaware to play RPGs and drink beer for three days straight that’s been going on (mostly) uninterrupted since 2012. We are blessed with numerous members who want to GM, especially when it comes to the event that consistently produces some of our most memorable one-shot games. This year there were six interested GMs, meaning that our typical slots (one slot each day and night for each of the three gaming days) were going to one person apiece. I would get a single slot this year, whereas in previous years I could usually finagle two (and sometimes got as many as four, which may have been too many). This is not a problem, except that I always have more ideas for games than I have time to run them. As we were planning, I was trying to choose between games. Do I run a game with a neat module I’ve been wanting to try, like Mothership? Or do I go for a high-concept one-shot that we really wouldn’t be able to play online, like the Jenga-tower horror game Dread? And then, of course, I thought to myself “wait a minute…”

Dreadship is simple, it’s Mothership played with the Dread Jenga tower. It has not yet been playtested, which will be fairly obvious once you read what my current rules are. That said, I don’t think this’ll be rocket science. Dreadship can be interpreted one of two ways, both of which are (to my eyes at least) equally correct. Dreadship is a game of Dread, where the character questionnaire is replaced by the Mothership character creation process. Alternatively, Dreadship is Mothership, where most mechanics are adjudicated with pulls from a falling block tower. One of these arguably works better than the other, but both need to be at least addressed in order for Dreadship to reach its full potential. Everything past that, like how the numbers are adapted, is just a matter of tweaking things to keep the right tension level between the two games.

The rules of Dreadship

Dread is, at its core, a fairly simple game. There are players and a GM, and players create characters by answering a questionnaire developed by the GM. While the published version of Dread has a few ready-to-run scenarios, the questionnaire is adjusted to taste by the GM, not a firm set of mechanics. After creating these (mostly freeform) characters, the GM describes a scenario while the players describe their characters’ actions. When the course of play comes to a point where a character’s action has a potential for failure, the player, with one hand, pulls a block from the tower and places it into the top layer, just like a game of Jenga. This course of play continues until the tower collapses, at which point the character whose player caused the tower to collapse is removed from the game. After that, the tower is rebuilt and play continues. There are few rules beyond that; more complicated actions may require multiple pulls from the tower, and in the event of a character-character conflict the two players may pull blocks in turn until either one player concedes or the tower collapses. Beyond that, though, most adjudication is left in the hands of the GM.

Dreadship takes this basic state of play and adds some action currencies to it. For Mothership character creation, you roll four stats and three saves, and choose a class which both determines your skills (some you start with and a couple you can pick) and modifies those stats and saves. In Dreadship, you still do that, except for each stat and each save you record only the tens place of your final score. As far as skills are concerned, write down each skill you take, though the bonuses aren’t relevant. Health and wounds aren’t relevant either, but stress and trauma responses definitely are, be sure to write those down.

Here’s how play works for Dreadship. Much like Dread, play is mostly freeform; just like in Mothership describing what you’re doing should be at the forefront versus constantly rolling. When you come to a time where there is a chance for failure, figure out which stat is most relevant to the action and then make a decision. You can either pull from the tower, as normal, or you can opt not to pull, instead spending one of the points you have in the stat (derived from the tens place of the original stat roll). That will still be a success but it will give you one point of stress. Circumstances come into play here too: If the GM deems that there is Advantage on the task, you can spend the point without taking the stress. If the GM deems that there is Disadvantage on the roll, you must pull from the tower. Additionally, if you’ve maxed out your stress (i.e. 20 points of stress) you cannot spend any points in any circumstance and must pull from the tower.

There is another benefit to pulling from the tower instead of spending your point. In Dread, once you successfully pull a block you are indicating that your character is known to be capable at that task. The example given in the book is translating an ancient text from Latin; once you successfully do that once, it stands to reason the character could do that again. Similarly, in Dreadship one should record what sorts of actions their character has successfully been able to do in order to perhaps gain Advantage on them in the future…but only when they pull a block from the tower. Even though spending a stat point would still imply a success in the fiction, the circumstances would be a fluke or simply rare, and not repeatable as far as the game is concerned.

When something is inflicted upon a character, be it a poison or a gunshot wound or the vision of a horrifying monster, they use one of their Saves. Here the player has the same choice: either pull from the tower or spend a Save point and gain a point of stress. The saves, though, represent a bit of a deviation from the rules of Dread. The Body Save is much as you’d expect: The Tower collapses, the character dies or is otherwise rendered unplayable. For Fear and Sanity Saves, though, there is a chance at redemption. Instead of immediate death, if the tower collapses on a Fear or Sanity Save, the character takes the result on a failed panic check and is removed from the scene. Typically, a panic check involves rolling a d20 and seeing if you’re able to roll greater than the character’s current Stress. Since we’re not using dice here, a collapsed tower is a failed Panic check with the resultant Panic Effect being equal to the character’s current Stress rating. So if the character has 12 Stress, a collapsed tower would cause them to be Haunted and leave the scene. Oh, and of course, a collapsed tower (assuming you live) also means you gain an additional stress.

While Dread really wants to be binary about the tower collapsing causing a character to be removed from the game, fact is that having the Panic Check release valve allows for an alternative consequence when the failed skill check is, well, rather silly. The example in the book, also using translating from Latin as the action, has the excuse for removing a character from the game being a phone call with bad news about a relative. Frankly, the spectre of having to actually use that on a player is way worse than the possibility of dampening the impact of the tower with a less-than-absolute consequence.

Considerations for play

My main concern for this hack is pacing. Ignoring the bonuses from class selection, each character will have an average of three points per stat and two per save, equalling an aggregate 18 points of tower-pull avoidance. I can’t help but note that actually spending all of those points will max out a character’s stress, which puts them teetering close to a ‘remove from game’ situation that eagle-eyed players may actually try to avoid. And that ends up being the key question: Will drawing out the tower collapse phase and potentially removing the fatality from it reduce the tension in the game? I’m hoping not but I’m also hoping ‘slightly yes’ because, as much as this is a hack about being a little goofy, I do want to actually try and run a Mothership module in this. Making it so that the only real way to avoid pulls is to take stress is a decent replacement for the Mothership rules, which give you a point of stress every time you fail a roll. There’s also the fun side effect that the trauma responses are brutal. The Marine’s is such that if the tower collapses due to their panic, as soon as it’s rebuilt every other player needs to pull a block immediately. That’s kind of awesome, and incredibly visceral to boot.

Another thought about the broader viability of this sort of hack is how stress management ends up working. For better or worse, I intend to run a scenario with few exits and few chances to relieve stress. That’s one less balance issue, but it opens the question up for what it would take to use Dreadship over multiple sessions. Does stress relief equate to refilling your point totals? Is there a more nuanced version where stress relief works with saves but healing works with stats? How nuanced would we actually want to go? Clearly the combat system is mostly dispensed with (save descriptive details and maybe advantage or disadvantage granted by armor or weapons), but given how violent and dangerous combat can be, will that really materially change the results?

In case it wasn’t obvious, the entire premise of this hack is predicated on the fact that Mothership, like many OSR games in its immediate orbit, places significantly more weight on its modules and world fiction than it does its mechanics. Many procedures (infamously stealth) come with no rules at all, and in basically all cases you’re encouraged to dispense with the rules if what you come up with makes more sense to everyone at the table. Given that, pushing most of the rules aside and replacing them with Dread not only could work, it wouldn’t even alter the interactions with the module that much, barring some fiat about how to translate the ‘combat’ and ‘instinct’ ratings into in-game behaviors. What’s fun about this is that the mechanics of Dread impose a sort of rising tension which is both much more narrative and overt than the Mothership designers would have ever built intentionally and yet fits perfectly into a lot of Mothership games, especially with more ‘meatgrinder’ groups which liberally use the High Score attribute as a yardstick for their game’s success (or lack thereof).

All of this said, while I think this is a fun way both to run a game and to think about the design of both Mothership and Dread, I don’t think Dreadship will replace the as-written Mothership anytime soon. I’m actually interested in running Mothership longer-term in the future; so far I’ve only run a few one-shots. What could make it a good long-term game will require interfacing with the totality of the rules, and once you’re running something a bit more complicated than a dungeon crawl (that may give a hint about the module I intend to use) you’re going to want those space combat and extended healing rules. Coming at the hack from the perspective of Dread, though, everything slots in very well. Even if I’m bending the rules a bit, Mothership is actually a great game to dock into Dread.

There is of course an implied follow-up to this article, after I actually run Dreadship in October. I’m not sure if it’ll be a full article itself or just a comment on this one, but I will be sure to come back and let everyone know how the game went. If I have more complex thoughts about the whole thing, I’ll share those, but if it was just a great splatterpunk time, I’ll share that too. Let this be a reminder, though, to all of you. Try your crazy ideas. Even if you’re just smushing two games together to make them kiss, you’re still engaging with game design, and there’s no better way to figure out what inspires you and what sort of gaming you truly want. So with that in mind, hack on, friends, and I’ll see you later this year with another System Hack!

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Crowdfunding Carnival: September, 2026

Welcome to Crowdfunding Carnival for September! Even though I didn’t get the summer off, I can sympathize with not wanting to go back to school as we head towards Labor Day here in the states. Turns out a lot of game designers weren’t ready to say goodbye to summer either, because the post-GenCon wave is still crashing! Even more major campaigns are kicking off, including at least one which will force me to update my Million Dollar crowdfunding dataset. Outside of the majors, though, we have more indies coming out of the woodwork and continuing to build momentum across the con season. First, though, let’s take a look at those majors. Who’s the newest member of the million dollar club?

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The Data on Million-Plus RPG Crowdfunding Campaigns

Crowdfunding began to change the RPG world in 2012, when Monte Cook Games campaigned Numenera. At the time Monte Cook was best known for his work at Wizards of the Coast, and a new game with new mechanics in an unfamiliar science-fantasy setting was not what one would call a sure bet. On Kickstarter, though, the project gathered more than half a million dollars and made it clear that the DIY financing opportunities presented by crowdfunding were very real and very useful. Fourteen years later, crowdfunding is both an enabling technology for hundreds if not thousands of creators and is the way many RPG creators are able to get their games made at all.

Like most of the hobby, all crowdfunding is not created equal. In 2016 the first RPG Kickstarter crested a million dollars, and then in 2024 the first RPG Kickstarter exceeded ten million dollars. While Numenera went on to have a long sales cycle after its crowdfunding, more and more companies are building their revenue around Kickstarter; many crowdfunded games will earn 80% or more of their revenue from crowdfunding and provide little to no sales tail (what I call the “Kickstarter Thud”). And these two phenomena are encroaching on each other, with new creators often leveraging massive YouTube audiences into equally massive crowdfunding campaigns which then melt into the hobby with little fanfare.

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How do we pitch new games?

I have been working on a setting for a future campaign for a few months now. It’s perhaps not that far outside of existing conceits, but it’s still different; enough so that I’ve been puzzling about what and how much information to give my players. Luckily I have a few touchstones; the idea that got me writing was a Dying Earth setting, but one that was kind of an unholy mashup of Electric Bastionland and Mutant Crawl Classics, with Caves of Qud providing additional inspiration. Having those four references, two TTRPGs, one video game, and a fantasy subgenre typified by Jack Vance and Gene Wolfe, means that when it comes time to pitch my group I will have things to point to, and ideas about what sort of characters to play and story to create. While every setting is going to have its own difficulty level, there’s almost always going to be something that you can point to; after all, where did your ideas come from?

There is something larger going on, though. The hobby is strongly focused on fantasy, but more specifically a certain fantasy lens which has been ground into shape by Dungeons and Dragons itself over the last fifty years. Other games exist, but a large swathe of them orbit around D&D. Other genres exist, but with precious few exceptions they simply don’t get to be included in the mass market conversation that happens in Actual Play streaming and D&D Youtube. The broader hobby, especially second order products like Actual Play and other tie-ins (both media and not), does not seem to know what to do with games and stories other than the D&D monomyth.

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Crowdfunding Carnival: August, 2026

Welcome to the Crowdfunding Carnival for August! It’s after GenCon, and as is expected, the announcements flowed heavy from this con. A lot of the announcements were for D&D, and they weren’t necessarily positive, unless you’re really excited about marketing tie-ins. The movement from the rest of the industry, though, gives me reason to be optimistic.

Fact is, announcing a game in or around GenCon is a gamble, especially because GenCon is historically linked with D&D. In 2024, few were daring to make big announcements for fear they’d get swallowed up in the hype for the then-upcoming 5.5e rulebooks. Now, though, a lot of companies are being bolder, and that’s even before WotC decided to turn to the dark side with Universes Beyond.

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It’s still all old games

It’s a Tuesday night. The Steve Jackson Games forums have over 220 active users right now, and Mongoose Publishing’s forums have nearly 600. While sandwiched between a few anime-styled games, DriveThruRPG’s top sellers are heavily represented by vintage properties. Their top 10 is split between four anime games (Fabula Ultima, two Twilight Sword books, and ‘The Legend of Heroes’) and six systems with original publication dates between 1977 and 1987 (Pendragon, Call of Cthulhu, Cyberpunk, Traveller, and Warhammer Fantasy Roleplay). While the anime part may be a bit new, the overall trend is not: Legacy properties being shepherded by Mongoose, Cubicle 7, and Arc Dream consistently jump to the top of sales charts, essentially every time a new supplement is released. Even if these companies aren’t doing WotC numbers, they’re consistently Tier 3 or maybe even better in the RPG world, on the success of old games. Calling these nostalgia plays may be technically true, but it misses the point; we’re in a world where fandom-creating Mothership is able to generate a little less than $1.5 million once in a Kickstarter, but Mongoose Publishing, mostly on the weight of a space game ten years older than I am, generates enough revenue year after year to securely buy the building their office is located in. Old games are built differently, and it begs the question: Is there something older games are actually doing better for their audiences, or are newer games simply being starved of new blood?

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Twilight Sword: Filtering reactions to D&D through video games

Most fantasy RPGs are a reaction to D&D in one way or another. This has likely been true for some time; while games like RuneQuest have had time to evolve and develop their own base principles, many of them, especially ones as old as RuneQuest, were very much about being either in alignment with or in opposition to what D&D did when they were first released. Given D&D’s current market share, this has become more nakedly true in the bestselling entries in the fantasy genre; Tales of the Valiant, Draw Steel, and Daggerheart are all essentially versions of the D&D formula and none of them purport to offer a different sort of game than D&D beyond differing priority rankings for things like narrative development, tactical combat, or power level.

A new trend I’ve observed is typified by game designers taking a different tack to how they ‘react’ to D&D, and this is generally one filtered through other media. Break, Fabula Ultima, and Twilight Sword are all versions of this to one extent or another. While these games all differ from each other, hidden in each is a similar underlying thesis: In order to make tabletop roleplaying more accessible, this game is derived from the most accessible D&D derivative, the fantasy RPG video game. The fact that these are all more from a JRPG lens likely has to do with legacy as well as differentiation; the first Final Fantasy outsold its licensed D&D contemporary Pool of Radiance by about 50%, and the gap only got wider. Final Fantasy VII outsold Baldur’s Gate, its licensed D&D contemporary, by about fivefold (and that’s only to 2005, not including any of the remakes or re-releases of either). Even if Baldur’s Gate III and the recent explosion in popularity for D&D have shifted this narrative, there’s no question that through the 90s, the JRPG reigned supreme when it came to sales volume and cultural impact.

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Reflections on domains, factions, and “high-level play”

As is becoming perhaps more common, I feel compelled to react to an interesting piece from elsewhere in the RPG blogosphere. High Level Play and Scaffolding takes a Bluesky thread from Sam Sorensen and uses it as a jumping off point to discuss why there are noted trends of hesitancy among players to move into “high-level play” in an OSR sense, that is to say gameplay which shifts from focusing on dungeon crawling and party-level combat and treasure hunting to play where the characters become leaders of mercenary companies, warbands, or even nations. Post author Zak H. frames this as a scaffolding problem, essentially stating that the mode of play that “high-level play” requires isn’t set up or framed by any of the levels or modes of play that come before it. I find that perfectly reasonable; it makes sense that dungeon crawling doesn’t prepare you for factional intrigue or morale management. What I’m more interested in is where this all fits into the broader hobby here in 2026.

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Crowdfunding Carnival: July, 2026

Come one, come all, to the Crowdfunding Carnival! It might be summertime sadness, but things are a bit quiet here at the carnival. That said, at least one barker has taken the opportunity to put a fresh coat of paint on the old tent. Kickstarter has rolled out a new search page, including significantly more filtering options. Also of note is the new ‘TTRPG’ category. While this first appeared last month, the line between it and the old Tabletop Games category was still blurry, so I opted not to bring attention to it. There’s still crossover between the two, but it looks like the more specific categories should help with searching. In addition to TTRPG there’s also STL being added as a category, which should help filter minis and other accessory-specific campaigns away from your search page if that’s not what you’re looking for.

While I don’t have proof I’d anticipate that Kickstarter is responding to the ever-increasing competitive pressure from other providers like Backerkit. While Kickstarter is still dominant in the broader crowdfunding space, Backerkit has brought the heat in TTRPGs as well as other toys and games categories. This month’s campaigns come from both services, and as is often true in the doldrums of July, it’s the indies that have come to play.

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From ashcans to zeroth editions: The new face of TTRPG revision

Players from every generation have taken it as a given that RPGs get updated. There are always new ideas to be implemented and tweaks to make, and basically every high profile attempt to make a ‘final’ edition of a popular game ended in failure (or, at least, another edition). Even if you can’t change a manual’s text, there are errata. Even if the base game stays largely the same, new supplements mix up how everything works and plays together. This is, at least in terms of how we engage with games, inevitable.

What’s not inevitable is how games will change, what that actually looks like. I had an opportunity to play in a short Fabula Ultima game a ways back, and while I liked the game (quite a bit, actually!), one thing was seared in my mind from the experience. After almost every session, one of the players would trawl through the game designer’s Discord and bring us rules updates. These weren’t errata, they were notably redesigned spells and class abilities which the designer was rebalancing in response to feedback on the game. Even though the published version of the game hadn’t changed, we had rules modifications delivered fresh…so long as someone in the group was on the Discord and at least nominally engaging with the fannish side of the game’s community. It is a very different way of adjusting rules, and it is but one aspect of a sea change in how designers approach adjusting, fixing, and yes, finalizing their games.

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