
Creator/writer of I Need A Miracle, host of Merely Roleplayers. (Those are podcasts.) He/him.
1362 posts
...that's Right Ma'am, It's It's A Containment Breach All Right, He Has Breached Containment, That We

...that's right ma'am, it's – it's a containment breach all right, he has breached containment, that we can safely say – but not in any kinda way we've seen before ... no ma'am, there is no established protocol—
(Capture by Barry Nyne on the Dropout discord)
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More Posts from Merelymatt

We’re live on Kickstarter!
It’s been one hell of a long road, but we’ve finally got another chance to fund digital and physical copies of the original ttrpg I wrote and produced!
Can a house be haunted even while it burns down?
A not-so-hypothetical question in a world with Embergeists – spirits so mournful or vindictive that their very ectoplasm combusts, setting their haunts ablaze. Players enter the scene as a brigade of Burnaways – mercenaries who must act as fire fighters, detectives, and ghost hunters to stop the Embergeists by means of force or empathy.
BURNAWAY is a game about making tough choices in the literal heat of the moment, and coping with the consequences when the ash has settled. A near-future retropunk setting and “grimhope” tone puts focus on narrative growth, contrasted with a unique “level-down” advancement mechanic in a lightweight, accessible system geared toward one-shots and short campaigns.
Burnaway’s mechanics are easy to pick up for first-timers, while still offering depth and detail in skilled hands. The hit-based system allows the use of any type of dice, so bring your favorite mix to the table!
Each mission is a unique puzzle with many different solutions, though not all of them are satisfying, and the puzzle is constantly on fire. Characters’ decisions are the greatest determiner of their fate, with no railroading to hamper their actions (or to protect them from fatal disaster).
Who said anything about getting stronger? BURNAWAY eschews traditional TTRPG power up mechanics. In a line of work where retirement or death are the only prospects, it’s up to the characters to process their own Grief and avoid suffering permanent Burns at the end of each session.
Acknowledgment of hope is just as important as the acceptance of Grief. Characters may build Bonds with each other, relationships forged in literal fire, and gain mechanical benefits from their evolving interpersonal dynamics.
BURNAWAY adapts to how your group wants to game, providing a full ruleset for traditional, GM-lead or collaborative GM-less play.
Want to dive into the world of BURNAWAY asap? We’ve got a FREE setting sampler out now that can be played through solo in under 15 mins. Make hard choices and escape a burning building before the Embergeist gets you! 🔥
My team and I have put a tremendous amount of love and effort into this, so if this kind of game seems up your alley, please come check out the campaign!
It's my Of The Sword episode! A story told by a wizard blacksmith who thought he'd get to be smug but just ended up making himself sad

"You cannot teach a lesson about peace at the point of a sword."
New episode! Listen to Driving the Point Home here.
Driving the Point Home was written by Matt Boothman and performed by Marcus Rothenberg. Audio editing and sound design by Ezra J. Wayne. Produced by Ezra J. Wayne and Tal Minear. Music is: Bad to Worse - Jon Bjork, Arrival - Edgar Hopp.

just shaking thinking about how long that 80-page Dracula Daily entry is going to be in Re: Dracula. But I also can’t remember exactly what day it happens so one of these mornings I’m going to open the podcast for the new entry and get hit with like a two hour update

"With a bit of sharpening, maybe a bit of tighter wrapping on the leather around the hilt, she would be fit for adventure."
New episode! Listen to Echo here.
Echo was written by Virginia Spotts and performed by Virginia Spotts. Audio editing and sound design by Brad Colbroock. Produced by Ezra J. Wayne and Tal Minear.