Tuesday, February 17, 2026

Ranking the NYT Games

 

10. Anna Garcia is correct: Tiles is for Cocomelon babies

9. Letter Boxed is simultaneously too restrictive and too open-ended. Frustrating without being challenging! You finish it and you're like, Well, I could probably do better than that…but who cares?

8. Sudoku has been upstaged by Pips. It's a good and classic game, but it's slow and dry. It lacks pizzazz. I never even look at it anymore. There's a reason the app has banished these three to a lonely exile at the bottom of the screen.

7. I hate Connections. Emotionally, I want to put it at the absolute bottom of the list, although I know it doesn't deserve that. The format isn't the worst, although it's not great—the fact that the puzzle gets dramatically easier as you go is textbook bad game design—but the real crime here is how poorly constructed 90% of the actual puzzles are. Yeah, every now and then they do something genuinely clever, but do you really want to subject yourself to week after week of “FISH SPECIES MINUS FIRST LETTER” to get to the rare good stuff? No.

6. Strands is way too easy, but also fairly time-consuming. This is a bad combination. Adding achievements just made it worse, because you feel compelled to sit there and stare at it until you've got the theme, but then as soon as you do, the rest of the puzzle basically solves itself. Same poor design as Connections.

5. The Mini is also way too easy, but it's mercifully quick. We are now in the top half of the ranking: the realm of puzzles I actually do a daily basis. I don't think much of the Mini, but it literally takes 15 seconds, so why not? It sneaks into the winner's circle on a technicality.

4. Wordle hits the sweet spot the other baby games (Letter Boxed, Strands, the Mini) miss. It's pretty easy, and you can knock it out in under a minute most of the time, but once or a twice a year, it gets your ass. Knowing that you might fail makes it more interesting than all the too-easy ones, but also, when you fail, you're like, Dang, I fucked that up. You got me, Wordle! This is in contrast to when you fail at Connections and just screech inarticulately.

3. Pips is like Sudoku, but more varied, more colorful, usually much faster, and generally better. The easy ones are far too easy, but the medium ones are nice, sometimes taking a couple minutes to sort out, and although the hard ones are often duds, they are occasionally diabolical, and it's very satisfying to solve a truly tough one. Each really hard Pips puzzle feels like a unique challenge, too, whereas every hard Sudoku feels more or less the same.

2. Spelling Bee is a burden, but it's a burden worth shouldering. And at least it's just one burden per day and not a never-ending barrage of them (see note on Crossplay below). My dad, my sister, and one of my best friends do the Spelling Bee every day and we all must share our Genius status or be shamed. There are strict rules: no looking at hints of any kind until Genius, after which you may look at the in-app Hints page only to help you get to Queen Bee. Resorting to the Community hints is acceptable for satisfying one's curiosity but does not Truly Count. Any game that inspires this kind of fanatical behavior and sprouts house rules must be a good game, and indeed, the Spelling Bee is very satisfying and has the platonically correct difficulty curve (easy, easy, easy, hard, very hard, “I'm never going to finish this one,” “ahh, PITAPAT, thank God”). It takes way, way too long a lot of the time, but in the end, that just makes success sweeter.

1. The Crossword is, of course, the GOAT. If I could get my friends and family to give up all the other games and just do the Crossword, I would be happy, and my days would be a little longer. And also I would be the undisputed champ forever, which is probably why nobody wants to do this. I recently solved a Sunday puzzle in under 10 minutes, and I've almost gotten my average Sunday time under 20, so it's not even taking an undue amount of time out of my day—just over 75 minutes a week, on average. A puzzle that rewards an enormous vocabulary, a pathological command of obscure trivia, a love of puns, and a willingness to spend years absorbing its own idiosyncratic language and patterns? And it has the right difficulty curve not only on a daily, per-puzzle basis, but on a kind of fractal weekly basis too? It's perfect.

* * * 

One must also consider Crossplay, which does not live in the Games app but is in fact a proper game, whereas everything in the Games app, counterintuitively, is really a puzzle. Crossplay is both a temptress and a burden. In game design terms, it's quite good. It makes a bunch of little tweaks to the Scrabble formula (Scrabble being an obsessive family favorite of ancient vintage, going back to my paternal grandmother), a couple of which are questionable (too many S's now) but which are generally very well thought out. Tile values are much improved, tile distribution is somewhat improved, the board is a bit more interesting, and most importantly, the endgame is transformed, and entirely for the better. It's fast and decisive, and there's a nice element of gamesmanship about pushing toward an empty bag or holding back. However, unlike all the proper NYT Games app games, Crossplay has no end. My friends and family start two games at once with me. I'm in there for an hour every day now. This cannot stand.

Tuesday, February 10, 2026

Backgrounds for Early Modern Cairn


Despite being an inveterate collector of TTRPG books, I'm not much of a Kickstarter guy. I've gotten some reprints and second editions and that sort of thing via crowdfunding campaigns, but I've only ever backed one TTRPG book sight unseen: Beyond the Pale. In that case, I had a lot of confidence in Yochai Gal, whose work I greatly admire, but I also just couldn't resist the premise. As a history nerd, and as somebody with a personal connection to the place and people represented, if a somewhat tenuous one—one Ashkenazi grandfather, one Polish Catholic grandmother—it was so right up my alley I had to jump on it immediately. And I'm glad I did! The book is beautiful, it's full of clever and thought-provoking material, and I'm looking forward to running it…one of these days.

Yeah, I still haven't actually played it. And although that's mostly just because of the vicissitudes of game nights (my older group has been big on long-running campaigns; my newer group, turning away from fantasy, has been doing FIST and Mothership one-shots), but it's also because, almost as soon as I had the book, I got attached to the idea of writing my own backgrounds, more suitable to the quasi-historical setting than the fairytale-fantasy lore of Cairn 2e, more detailed than the 1e backgrounds (or the Barebones ones, now). Like the 2e backgrounds, I want 20, each with a couple small tables to make the characters more distinct and provide some story sparks and setting detail, but for the early modern Eastern Europe of the Pale. Or for a slightly broader early modern, quasi-historical Eastern European setting, somewhere in the borderlands where the tsar's and sultan's (and maybe kaiser's) empires abut one another.

It's slow going, obviously. I have like nine other projects I'm working on and my day job etc. etc., excuses excuses. But I'm getting there! I have all 20 backgrounds planned out and at least partly written, and I've got a few complete enough to send out into the world and solicit input about. Specifically, these:

 

Background 1:

Arithmancer

You are a diviner, capable of peering into the mysterious workings of the universe through the magic of letters and numbers. You can read a person's future in their name or in a random verse of scripture. With access to your favored text, some means to write, and a minute to work in a safe place, you can obtain a one-sentence answer to any question about the future (the words, probably very cryptic, come from the Warden; interpretation is up to you). You're also unusually good at math.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Dagger (d6)
  • Favored Text (see table)
  • Quill & Ink
  • Notebook (halfway filled already)

d6: What did you foresee that got you into trouble?

  1. Pressured into giving the local lord good news despite seeing only dire omens, you skipped town before tragedy struck.
  2. You predicted the birth of an illegitimate child that would lead to an inheritance dispute and tear a wealthy family apart. Every party involved—the cuckolded man, the pregnant wife, her paramour—is united on one point: You are a liar and a charlatan.
  3. You correctly perceived that one business partner was cheating the other. You just didn't see the murder coming.
  4. After you warned the townsfolk that the mercenary company passing through was going to pillage their homes, they tried to bar the mercenaries from the village. Which gave the mercenaries a pretext to stab a few people and pillage everybody's homes.
  5. You foresaw a love match between the teenage children of two prominent families who've been locked in a bitter feud. The teenagers fell in love, just as you knew they would, but now everybody thinks it was only because you put the idea in their heads.
  6. You didn't get in trouble with anybody else—you just determined that you would have to go abroad if you wanted riches. And you do.

d6: What book of scripture or occult wisdom do you most rely on for divination?

  1. The Holy Bible, of course.
  2. The Noble Quran, of course.
  3. The Babylonian Talmud, of course.
  4. The Mandaean Book of the Zodiac.
  5. Agrippa's De Occulta Philosophia.
  6. The Sefer Raziel HaMalakh.

 

Background 2:

Armatole

You belong to what one might generously call a militia, although those who've been at the wrong end of your gun would call you a pandour or bashi-bazouk, not a militiaperson; your area of expertise is more thuggery than warfare. In any event, you're an irregular soldier of sorts, raised from the local population at the ragged margins of the empire to keep the tsar's or sultan's law in the absence of the army. Your loyalty to the distant throne and dedication to the law are both extremely suspect.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses)
  • Flintlock Musket (d12, bulky)
  • Cartridge Box (with 20 rounds)
  • Not-Entirely-Uniform Costume
  • Dodgy-Looking “Official” Papers

d6: Why are you not with your militia comrades?

  1. Sent alone (or perhaps in a very small group) on a secret mission. Word of honor!
  2. Last survivor(s) of a disastrous ambush, despite your valiant efforts. Word of honor!
  3. Ordered to muster for a transfer to a different post, far from home. Had a better idea.
  4. Called upon to make a suicidal last stand. Decided discretion was the better part of valor.
  5. They turned bandit, those treacherous rogues, but you remained loyal.
  6. You robbed a few measly travelers, and those treacherous rogues tried to turn you in.

d6: What special weapon are you carrying?

  1. Flintlock Pistol (d10): You just can't have too many guns.
  2. Karabela (d8): A sabre with an open crossguard and a handle in the form of a bird's head.
  3. Yatagan (d8): A forward-curved war knife with no handguard.
  4. Hirschfanger (d6): A straight-bladed dagger with an elaborate horn handle.
  5. Warhammer (d8): A small but heavy beaked club for puncturing armor.
  6. Arnautka (d12, bulky): A lavishly decorated, deadly accurate flintlock rifle. Attacks with this weapon against targets you can see are never impaired. (Replaces your Flintlock Musket.)

Note: All firearms require a full round to reload, unless noted otherwise. 

 

Background 4:

Dervish

You are a mendicant mystic, trying to approach God by virtuous living and ecstatic experience rather than by religious scholarship. Your faith, or your meditative practices, have unlocked marvelous powers—karamat—in you. (These do not take up inventory space, but only one can be performed, and only once, before you must rest; they otherwise function like Spellbooks. The Warden may allow you, or other characters, to learn additional karamat via long, dedicated study.)

Starting Gear

  • Rations (3 uses)
  • Torch (3 uses)
  • Tabarzin (d8)
  • Beggar's Bowl
  • Tall Felt Hat (petty)

d6: What karamat can you perform?

  1. You have learned the power of folding up the earth, crossing distances without moving. As Teleport in the Warden's Guide (but cannot be destroyed).
  2. You have uncanny authority over the natural world. As Control Plants and Control Weather in the Warden's Guide.
  3. You have faculties of superhuman perception. As Arcane Eye and Hear Whispers in the Warden's Guide.
  4. You can perceive and manipulate the thoughts of others. As Charm and Read Mind in the Warden's Guide.
  5. You can cure the sick and heal the injured. As Cure Wounds in the Warden's Guide.
  6. You are capable of extraordinary physical feats. As Haste and Leap in the Warden's Guide.

d6: How do you achieve ecstatic communion with the divine? (Spend a few minutes doing this while resting in a safe place to restore your ability to use karamat. This does not reduce your Fatigue.)

  1. Dancing. Take a Wide-Skirted Robe (petty).
  2. Singing. Take a Small Drum.
  3. Composing poetry. Take a Quill & Ink and a Sheaf of Paper.
  4. Painting. Take a Paint Pot & Brush and a Sheaf of Paper.
  5. Chanting. Take a string of Prayer Beads (petty).
  6. Meditating in silence. Take a Stone of Contentment (petty).

 

Background 8:

Exile

Not so long ago, all was right in your world; the fall has been precipitous, and sometimes it's hard to believe what a low condition you've been reduced to. Still, you're safe at the moment, if far from home, and you've been resourceful enough to get through worse scrapes than the one you're in now. Maybe you're at the start of a long, hard climb back to the position of privilege you were once accustomed to. Or maybe you'll make a new life in this wild new land.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern 
  • Oil Can (6 uses)
  • Dagger (d6)
  • Stylish Cape (petty)

d6: What manner of exile are you?

  1. Censored Philosophe: Your radical politics or libertinous ideas scandalized your native society. Take a Cane Sword (d6; passes for a walking stick upon cursory inspection).
  2. Dekabrist in Hiding: You took part in a doomed attempt to overthrow the tsar—or you're plotting one even now. Take a Bomb (d12, blast, 1 use).
  3. Renegade Janissary: When the sultan disbanded your unit, most of your comrades were massacred. You escaped. You had to leave your musket behind, but you still have your blade. Take a beautifully ornamented Yatagan (d8) and a Cloak (petty) to conceal your distinctive tattoos.
  4. Jewish Excommunicant: Your heretical theology or philosophy saw you driven from your community. You are truly alone in the world; take an easily concealed Overcoat Pistol (d8) for protection. Also take a Bullet Pouch (with 6 rounds).
  5. Outrageous Poet: Once honored at court, you had to flee after insulting the sultan—or perhaps after seducing the tsarina. Take a Kamancheh (or roll on the Muzikant's table of instruments).
  6. Disgraced Noble: Some affair of the heart or of honor back home left ruined lives in its wake, and your reputation in tatters. Take a Brace of Dueling Pistols (d8+d8, bulky) and a Bullet Pouch (with 12 rounds).

d6: What potentially dangerous documents are you carrying?

  1. A Notebook full of material that would shock the court, whether back home or here in the empire.
  2. Indecent Correspondence (petty) from somebody who would surely faint if they knew you had it.
  3. State Secrets (petty) from back home, or which might win you a pardon there if you could smuggle them across the border.
  4. Plans (petty) for a novel invention that might revolutionize an industry or shift the military balance of power.
  5. A Letter of Introduction (petty) to an individual in your new environs sympathetic to your plight or cause.
  6. Bearer Bonds (petty) that you cannot redeem here but that could make somebody fabulously rich back home.

 

Background 13:

Muzikant

You might be known as an ashik, a kobzar, a klezmer, or by any of dozens of other names. Whatever people call you, and whatever you call yourself, you are an itinerant musician, an important carrier of news to remote rural areas as well as a beloved entertainer. People will pay generously to hear you perform, and you've learned a few non-musical tricks and talents during your years on the road.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Quarterstaff (d8, bulky)
  • Musical Instrument (see table)
  • Letter Case

d6: What sort of music-making do you favor?

  1. You like to lay down a foundational rhythm. Take a Plucked String Instrument like the saz, kobza, or bandura.
  2. You always want to be the center of attention. Take a Bowed String Instrument like the violin, gadulka, or suka.
  3. You love the haunting wail of pipes. Take a Set of Bagpipes (bulky) like the dudy, gaida, or parkapzuk.
  4. You enjoy delivering a blast of fanfare. Take a Brass Instrument like the trumpet, sackbut, or serpent.
  5. You prefer the mellow expressiveness of reeds. Take a Woodwind Instrument like the clarinet, kaval, or balaban. 
  6. What instrument is more beautiful than the human voice? Take a Sachet of Herbs (petty) with which to make a throat-soothing brew.

d6: What useful skills or connections have you acquired during your travels?

  1. You're pretty good in a fistfight. (Your unarmed attacks do d6 damage.)
  2. There's always a local magistrate somewhere around the area who owes you a favor.
  3. You're an incorrigible, and generally pretty successful, flirt.
  4. You're familiar with local lore everywhere you go, including some hidden dangers and rumored treasures.
  5. You've learned enough of the healing arts to bind wounds and make salves and poultices.
  6. You always have a standing invitation to perform at one nearby castle or lordly manor or another.

 

Background 14:

Poyer

Like almost everybody else in the world you know, you are a humble peasant. You might be called peon, mujik, serf, dihkan, or seljak; it's all more or less the same, in the big scheme of things. Unlike almost everybody else you've ever known, though, you find yourself on the road, far from your fields, with coins in your pocket and a weapon in your hand. Your lord, if he could see you now, would strike you dead on the spot.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses) 
  • Hatchet (d6)
  • Bucket
  • Rope (25 ft)

d6: What dramatic event uprooted you?

  1. You sheltered a fugitive from the “justice” of religious hatred. Now you are seen as halfway to being an infidel or heretic yourself.
  2. Ruined by an unusually bad harvest, you sent your family to stay with relatives and went to seek your fortune abroad.
  3. Bilked out of what little wealth you had by a charlatan, you followed him to seek restitution or revenge.
  4. It came to you in a vision: You are destined for greater things than tilling the land for some rich man's profit.
  5. You had a brief but torrid affair with somebody of a much higher social station. Their family would kill you if they caught you.
  6. A nobleman sexually assaulted one of your family members. You struck him dead in a rage, and are now a wanted murderer.

d6: What token of home are you carrying?

  1. The Holy Book of your faith.
  2. A Pouch of Dirt from your fields.
  3. A Sachet of Herbs (petty) from your kitchen garden.
  4. A Charm (petty) containing a lock of a loved one's hair.
  5. A Lucky Feather (petty) from your most beautiful chicken.
  6. Your faithful Dog. No use in a fight, but has a good nose.


Thursday, February 5, 2026

Music, Man

 


The two dozen readers of this blog who aren't close personal friends of mine might be surprised, given that this post is only the second time in more than two years I've used the “music” tag, to learn that I am, or at least still consider myself, a music guy. I was a minor fixture of the Seattle scene once, half a lifetime ago—played drums in a punk band (with the guy who has lately piloted Roman in my erstwhile SWN campaign), organized house shows (in a fairly slapdash way), spent years mostly hanging out with musicians and going to several shows a week, and of course, most important of all, had a halfway-encyclopedic knowledge of punk and indie rock, which I labored strenuously to pass off as truly encyclopedic.

Anyway, nearly 20 years later, I learned about Geese from the New Yorker, and the psychic damage of having become so old and out of touch that I discovered the band of the moment in a literary magazine nearly killed me. (I realized later that another of my best friends—also an old Seattle musichead, and the woman behind Sarai in that SWN game—had mentioned Geese to me months earlier, and had recommended Cameron Winter's solo album, but nothing really clicked for me at the time.) Reeling, I scrambled to listen to absolutely everything released in 2025 that seemed like it could possibly appeal to me. I would compose a personal top 10 list! I would become young and hip again, by sheer force of will!

It's February now, and I've listened to at least a hundred of 2025's new releases, so it's probably time to stick a fork in 2025 and start trying to keep up with 2026 in a more natural, sane way. Hey, there's a new Metric album coming! Maybe I was always going to pay attention to new music this year. But I do have a top six for last year, at least, and some honorable mentions. In case anybody out there reading this, also experiencing incipient middle age, needs to crib off my homework.

 

#6: Tropical Fuck Storm, Fairyland Codex

Of the moment without being didactic or topical in a way that becomes instantly dated; cynical and sinister but warm and inviting at the same time. The general atmosphere of ironic distance and ennui make the occasional moments of sincere emotion, like in the title track and my favorite of the bunch, “Stepping on a Rake,” hit unexpectedly hard. Opens strong with “Irukandji Syndrome,” which really sets the tone for the whole thing. No weak links.

 

#5: Viagra Boys, viagr aboys

Irreverent and laugh-out-loud funny in places but never unserious, varied but never incohesive, an album that rewards every new listen with newly noticed clever lyrical turns and musical flourishes. It's a little top-heavy, but given that side A (“Man Made of Meat,” “The Bog Body,” “Uno II,” “Pyramid of Health,” “Dirty Boyz,” and “Medicine For Horses”) is just wall-to-wall bangers, how could it not be? The B-side is no slouch either, even if it isn't quite as strong.

 

#4: The Boojums, s/t

Garage punk recorded at low fidelity but played with unusual virtuosity, and drawing on an eclectic range of influences—I hear a dash of Soundgarden here, some Springsteen there, maybe a bit of the Pogues. You can't miss the nods to Don McLean. Wears those influences lightly, though, and is very much its own thing. Just gathers more and more strength as it goes, with “Football,” “Yellow Lines,” and “Dan's Transmission," all from the B-side, being the biggest hits for me.

 

#3: The Beths, Straight Line Was a Lie

Earnest and charming, with hyper-specific lyrics about Beth Stokes's lived experience that manage to expand into universally relatable observations about life, health, change, getting older, and all that stuff you never think about in your twenties. The title track is a bop, but “Mosquitoes” and “Mother Pray for Me” are the highlights; the former is one of my favorite tracks of the past few years.

 

#2: Geese, Getting Killed

Well, what can I say? It really is that good. Winter has an incredible voice, they've got real musical chops, and the songwriting is both strong and distinctive. “Cobra,” “Husbands,” “Half Real,” “Au Pays du Cocaine”—it's one hit after another, and “Taxes,” the penultimate track, is the best of the bunch. Picking this as one of my albums of the year, and “Taxes” as my favorite song from it, chafes against my long-indulged contrarian instincts, but I have no choice. It's an immaculate little track with a super unusual structure for a pop song, and hasn't gotten old even after I've listened to it dozens of times. The video (by Noel Paul, who did “Bug Like An Angel” for Mitski, “Forever in Sunset” for Ezra Furman, and a bunch of videos for Bat for Lashes and Father John Misty, among others) also rips. 

 

#1: Home Front, Watch It Die

Like TFS and (most of) Viagra Boys, Home Front is a later-in-life project for a bunch of veteran musicians, folks who were in hardcore and metal bands mellowing out a little and making some thoughtful post-punk. Like Fairyland Codex (composed by Australians) and viagr aboys (Swedes), a lot of Watch of Die (Canadians, as are the Boojums) is about watching the United States and the ripples that we send into the world with a weather eye. Unlike the other two, though, this is a little less cerebral, less jaundiced, less ironic and detached. Home Front came in with just the right amount of earnestness—about getting older and reflecting on youth and about the decline of the American empire and hope for a better future alike—to meet me exactly where I am right now. Starts with a fitting sample; the intro to the title track is a snippet of dialogue from 1978's Killer of Sheep, a film regarded as one of the greatest of its era but long inaccessible (and never given a general release) because director Charles Burnett couldn't get any of the music rights. “Light Sleeper” might be the best track, but “Watch It Die,” “Eulogy,” “The Vanishing,” and the extremely au courant closer “Empire” are all favorites too. Here's hoping it all comes true.

 

Honorable mentions:

DITZ, Never Exhale
Spiritual Cramp, RUDE
Samia, Bloodless
Black Eyes, Hostile Design
Pool Kids, Easier Said Than Done
Heartworms, Glutton for Punishment
Saya Gray, SAYA
Faulty Cognitions, They Promised Us Heaven

Friday, January 30, 2026

On Languages in RPGs


There was an interesting conversation the other day over at r/osr about using languages in a hexcrawl. One person dismissed the idea of languages as a part of resource management, on the grounds that they're both binary and inexhaustible—you either have a language or you don't, and once you have it, it doesn't even take up space or get used up the way torches and rations do. I took issue with the “you either have it or you don't” claim, though:

But language isn't like that, even if a lot of game rules (which tend to assume that players don't care about languages, but throw in some options just in case they do, or simply for flavor) treat it that way. Language is a medium of communication, but it's also a medium of culture.

You can have enough knowledge of a language to interact productively with speakers of that language (in trade or diplomacy or just asking for directions or whatever), but at the same speak time it in such a limited (or stilted, or archaic) way that you're marked as an outsider. Greater fluency, mastery of idiomatic expressions, etc. can set strangers at ease and dispose them positively toward you in a way that mere comprehension of their words never could. (And of course even in terms of simple comprehension, there's a continuum—you can have enough of a language to go shopping, make small talk, and flirt at the bar, but be completely out of your depth if you find yourself in court.)

Definitely agree that the use of “Common” plus a laundry list of racial languages in many games is almost pointless (or at least largely redundant to simple non-mechanical character background stuff, its only real purpose being to establish that, say, this dwarf is cool with elves in a way most dwarves aren't). If you want to make language interesting, you need to tailor it to the setting. All the characters' languages of origin are meaningless (unless they're also spoken in the setting, or unless all the PCs share a single foreign language, which they can then use as a sort of secret code in front of NPCs), but knowledge of local languages shapes not just their access to information but their access to social resources.

And then, of course, I kept thinking about it. And because I've been doing some Outcast Silver Raiders prep recently, I've also been thinking about medieval Scotland a bunch. The Mythic North is a pretty detailed setting, with a lot of NPCs from different cultural backgrounds, and the game does have explicit rules about languages (explicit in that PCs speak 1–4 of them, anyway; the specifics of which languages are available and how language barriers are adjudicated are entirely up to the GM).

What languages can I plausibly offer the players? What languages, and how many, would it actually be sensible and worthwhile to offer the players? And then what kind of useful conclusions can I draw about languages in fantasy settings more broadly?

 

* * *

 

COMMON LANGUAGES

“Common” means “shared,” but it also means “low,” “base,” or “vulgar” (“vulgar” itself being a bit of language terminology, originally referring to the “low” Latin of common people in the Roman Empire). In medieval Europe, the vast majority of speakers of these language are illiterate; it's possible that no written form of the language exists at all, and they certainly won't have any kind of “official” written form. There are wealthy and relatively powerful people who speak these languages, but they—the pre-Norman nobility, for instance—stand outside the new dominant hierarchy.

In the Mythic North, or any medieval quasi-Scotland, we have at least two common languages: English and Gaelic. The farther south you go, the more likely people are to speak English; south of the border, almost nobody speaks Gaelic. If English is your native language, Gaelic speakers probably reflexively mistrust you. The farther north you go, the more likely people are to speak Gaelic, and not far north of the border, there will be scarcely any native English speakers at all. If Gaelic is your native language, English speakers probably look down on you as being halfway savage.

This is a nice built-in engine of conflict. In a setting without outwardly obvious racial differences that people care about, this is the main vehicle for prejudice, whether negative or positive. Your characters are on one side or the other of this divide as soon as they open their mouths; everybody can tell (probably even if you're speaking another language entirely, just from your accent) whether you're Us or Them. It's also naturally balanced a bit in the Mythic North: In most of the setting's geographical area, English marks you as an unwelcome interloper, but in the one big city (where PCs might need to go to buy equipment, find work, hire retainers, etc.), Gaelic marks you as suspect (maybe a yokel, maybe a seditionist).

You might give players the choice of being a proper foreigner—German or Magyar or Italian—in which case they get a softer kind of negative prejudice from everybody; nobody sees them as Us, but nobody sees them as the most troublesome, acutely disliked Them. You might also expand the number of common languages: In 12th-century Scotland, for example, there were still native Cumbric speakers in the southwest (Hen Ogledd) and native Norse speakers in the far north. Doing so creates more work for you and more complexity for the players without much of a narrative gain, though. Maybe Gaelic speakers are better disposed toward Cumbric speakers than toward English speakers, but so what? It's not very different, outside of Hen Ogledd itself, from making the characters Irish (or Germans, Magyars, or Italians, for that matter). You can get as granular as you want, of course. Throw in Pictish, start breaking all five languages into dialects, etc. You just don't gain much beyond the first division, which ensures that, everywhere they go, the characters are either Us or some flavor of Them.

In any setting, having two different common languages in the campaign region creates affinities or the potential for conflict everywhere the player characters go. Having more than two common languages might be good for verisimilitude, but it doesn't really pay dramatic dividends, because in any one place and time, a language is fundamentally just marking you as some kind of Us (we ourselves, our kin, our allies) or some degree of Them (the enemy, the invader, the infidel, the stranger). It might shrink the area where any given character gets to be Us without making their home region a totally isolated island in a vast sea of Them, though.

 

ELITE LANGUAGES

These are shared languages among society's elite. Nobody who's a native of the campaign region speaks them as a first language (and perhaps nobody anywhere speaks them as a first language), but they are spoken by the authorities—in the case of the Mythic North, or pretty much any British setting post-Conquest, that's both the foreign lords who've conquered the realm and the clergy, foreign and native alike, who minister to it. Native people who have wealth, ambition, or unusual opportunities might have studied these languages; it's almost impossible to make the leap into the upper echelons of the rulers' society without knowledge of them.

There are exactly two of these in post-Conquest Britain: Latin, which is the language of the Church and most scholarship, and French, which is the language of court and of the Norman nobility more broadly. All clergy read, write, and speak Latin, and so does just about anybody with a good education. Not every noble does, but those with pretensions of being learned men or patrons of scholars surely do. Meanwhile, all nobles speak French, and nearly all of them read and write it as well. Anybody who deals with the nobility and their courts—many clergymen, lawyers, sheriffs, scribes, etc.—probably does too. Unlike the common languages, elite languages have at least semi-codified written forms (there's no Académie Française yet, but there are notions of what proper French is, and manuals for mastering it), and the elite are generally expected not only to read and write, but to do so well.

In a different context, of course (France itself, or somewhere like Switzerland or Aquitaine), French could be a common language too (and different forms or dialects of French could be common and elite in the same region). Latin has a more distinct position, as a kind of universal language across the entire European continent and as the working language of the Church (an institution that's usually hard to replace or recreate in trad fantasy settings). Unlike French, it's no community's native language, so speaking it with an accent, or even speaking it badly, doesn't necessarily mark you as an outsider in contexts where it's used.

A society ruled by foreign conquerors isn't going to feature in every setting, but it sure is a good premise for drama and intrigue (and there are lots of interesting historical examples to draw on: Arabic speakers in Iberia, Persian speakers in India, German speakers in the Baltics, Turkish speakers in the Balkans, French speakers all over the place). Likewise, you don't need the dead language of the bygone continent-spanning empire to remain in use as a vehicle for elite scholarship, international law, and religious organizations…but it's not a bad idea, right? A language with no native-speaker communities but that's widely used in elite (or professional) circles can also show up as the secret language of mages or alchemists, thieves' cant, the constructed language of a utopian society, etc.

 

ARCANE LANGUAGES

These are languages that people, at least in this setting, pretty much only know from books—but they're also the languages that a lot of the most important, informative, dangerous books are written in. Latin is similar in many ways (almost nobody learns it as a first language, and it's used more in writing than in speech), but it's also the working language of the Church, which gives it far greater importance than the others in mundane matters, but also makes it less mysterious. These are the languages of alchemical and hermetic texts, the languages of magic.

Greek, Arabic, Hebrew, and Aramaic all fall into this category in the context of medieval Europe. If there's a secret druidic language (and it isn't just Gaelic or Cumbric), it belongs here too. A generous GM will probably tilt things to make a PC's choice of one or more of these worthwhile. A preponderance of the musty old tomes they encounter should be in whatever arcane language(s) they know. Let them run into some Moorish travelers, some Norse warriors who speak a little Arabic or Greek from their travels, that sort of thing. Maybe let them take both Hebrew and Aramaic with a single pick.

In a setting less closely based on medieval Europe, arcane languages can come from distant foreign nations, from ancient civilizations, or from other planes of existence. They can be associated with divination, theurgy, and alchemy, as historical magical texts mostly were, but they can also cover advanced technology, demonology, psionics, kung fu, or whatever else you want.

 

EXOTIC LANGUAGES

This is pretty much anything else. For the Mythic North or a similar setting, Norse is probably the most sensible “exotic” choice (if it isn't a common language in some part of the campaign region, nor an arcane language written in magic runes or whatever); there are some Norse NPCs in the setting as written. As with making arcane languages useful outside of wizards' libraries, the GM should probably put a finger on the scale here. If a player took Italian, introduce some Italian mercenaries. If she took Hungarian, place a Magyar diplomat at court or wherever.

In a generic sense, this is usually just a catch-all category for “my player has a concept that doesn't quite match anything in the campaign area” (or maybe “my player is determined to be a special, exotic snowflake”). You probably want enough “important” languages (widely spoken common and elite languages, plus arcane languages particularly relevant to certain adventure sites, necessary to learn spells, or what have you) that your players can't just take all of them from the jump…but not too many more than that. The rest can fall into this exotic, mostly decorative category—icing on the worldbuilding cake. You let your players know these languages aren't going to be super important, but then you treat them to the occasional little encounter where they do matter.

Friday, January 23, 2026

Session 0 Questions

 Poker Night (from A Streetcar Named Desire) by Thomas Hart Benton


Another post that's been done 10,000 times before, and better, but hey, I'm writing the list, I might as well post it. Somebody might find some use in it!

 

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LOGISTICS

  • When do we meet? How often?
  • Where? Same place every time?
  • How long will each session be?
  • Snacks/drinks before? After? During? Spend 15 (or 45) minutes shooting the shit or just jump straight into the game? Roll it into a dinner party?
  • What if people can't make it? When should they alert the group? If people can't make it, should we skip that session, try to reschedule, or play without them? Is there a threshold (down one person, we go ahead; down two or more, we reschedule)? Do people want to play one-shots of other games, or with other characters, when we're short-handed?


VIBES

  • What do we want from this game? What kind of experience does everybody want to have—is this about challenge, system mastery, self-expression, storytelling, some combination of these, something else?
  • What tone do we want to strike? Gritty, serious, immersive, and earnest? Zany, ironic, humorous, and light-hearted? Something in between? Something else?
  • Relatedly: What subject matter is too dark/serious (or just too uncomfortable) for the game? Does anybody want to veto any particular kind of content? My inclination is to include dark subjects (torture, sexual violence, violence against children, etc.) in the setting, as warranted, but not in the gameplay. You might have to bring a torturer or rapist to justice, you might interact with his victims, but we're not going to witness his crimes. Similarly, seducing NPCs is a classic RPG shenanigan, go nuts with that, but we'll always just tastefully “fade to black” before anything sexual happens. No sex among PCs. No game-mechanical incentives for PCs to pursue sexual relationships.
  • Relatedly: How much conflict among PCs are you comfortable with? Should characters keep secrets from one another? Should players? Are conflicting agendas acceptable? My inclination, at least for a typical D&D-ish game, is that intra-party conflict should not go beyond PCs preferring different paths to similar goals. No highly antagonistic actions among PCs (sniping at each other and pranking each other is fine; robbing each other or physically harming each other is not).
  • How should the game be structured—episodic vignettes, one continuous epic narrative, chapters of a story? How much narrative continuity do we want from session to session? Should we have a fixed length or clear objective in mind for the game, or just run with it as long as it's fun?
  • Are we most interested in individual characters, a group or community, or the setting as a gestalt? How much character continuity do we want to have across the course of the campaign, if we're doing a longer campaign? (Will characters die often? Will they retire or become NPCs? Will we rotate PCs among a larger cast of characters?)
  • Do we want the characters and adventures to be heroic, antiheroic, picaresque, or some combination of these?


SYSTEM AND SETTING

  • How central to the gameplay do we want combat to be?
  • How much mechanical customization and differentiation (i.e., “build optimization”) do you want for your characters? Conversely, how little thought and effort do you want to have to put into their creation and/or advancement?
  • How comfortable are you with a lack of “balance”? Is it fine for some PCs to be have significant mechanical advantages over others?
  • What game system do we want to use? Do we want to play it by the book, hack it from the jump, or play things by ear? 
  • How much do you all want to collaborate in developing the setting and story? This could be “There's a world I invented with a bunch of stuff for you to discover” or “We make it up together as we go along” (canon vs. anti-canon). How much control do you want me to have over your own inventions (like character backstories)? How about the other players? Do I have, or does the group collectively have, a veto over stuff that doesn't “fit”?
  • Roughly how long will the campaign be, and what should be the pace of character advancement (and what will advancement look like)?
  • Are there particular themes we want the campaign to foreground, and if so, what are they?
  • What kind of impact do you want to have, or to be able to have, on the setting?
  • What campaign setting do we want to use, or what kind of campaign setting, if we're going homebrew?
  • What kind of goals do you as individual characters and as a group have? How goal-driven should the gameplay be?
  • How did or will the PCs meet? Why are you, or how do you become, allies? Why trust each other? 

Ranking the NYT Games