Sunday, December 7, 2025

31 Questions For Barking Alien - Phase II - Question 5

The one and only Kelvin Green, Zen Master of Mince Pies, brings us this next inquiry and a very interesting one it is. This one really had me thinking and honestly I'm not finished yet.

What's the weirdest "conceptual framework" for an rpg that you've encountered, and are there any out there concepts that you'd like to try?




It probably comes as no surprise that I've seen a lot of strange RPG ideas, both theoretical and in practice, that play with the standard structure of what most people see as the usual way to run and play a Tabletop Roleplaying Game. I've done more than a few myself. Weirdest is really hard to narrow down. One person's weird is another's normal and that sort of thing.

Conceptual Frameworks that stand out to me:

I ran a Time Patrol/Time Travel game that began with all the PCs and Main Villain dead. The heroes come back to life one-by-one, drawing energy, weapon attacks, etc. back from the body of the villain which then stands up as well. It was as if you were playing a video of the final battle in reverse. From that point, we jump back a few hours to before the final confrontation. Each subsequent session (of which there were 5 or 6 I think) took place months to years before the previous one. During the entire campaign you learn that the villain is one of the PC heroes, then who it is and how an alternate timeline version of the character was created, and finally insight into altering the sequence of events so it never happens in the first place.

I've run a Wizard of Oz campaign with references/allegories to the Second World War as a musical, with players and their PCs singing. 

I've run the Muppet Show, Sesame Street, and Fraggle Rock, each following the structures of those TV shows. All featuring singing as well.

I ran a really odd 7 session mini-campaign of the game Skyrealms of Jorune that took place over the course of 7 days of real time. Each day I would run a 5 or 6 hour session. Within the game, the party is taking 7 days to travel back to their home city after having traveled 7 days to a sacred site and burying a revered Shaman/Priest in an ancient temple. Prior to the trip, the group is charged/cursed with determining the Meaning of Life by the other clergy aliens in the deceased one's sect.

Each PC dies soon after declaring what they think the Meaning of Life is. The last two guys think its the same thing, so one declares it thereby sacrificing himself. The last guy makes it back to those would sent them on the mission and cursed them with this burden. He says to the assembled clergy, "I know the Meaning of Life", with a smile. He is cut, bleeding, bruised, etc. but it impedes him not. He does not reveal what the answer is however as he approaches the alien Priests with his sword drawn...fade to black. It was creepy, surreal, and very Heavy Metal Magazine coded. 

An idea I'm especially proud of but have never quite been able to finalize to my satisfaction is that of my Ghost Story RPG idea, 'Unfinished Business'. The idea of the game being to stop playing your PC as the PC is a Ghost and being one kind of sucks. The goal is to 'move on' and therefore be removed from the game. 

Ideas I'd like to try?

Hmm. That's tough as I usually don't how what weird concept I'd like to explore until it hits me. It isn't easy to be strange on command, if you know what I mean. That said, I would be curious to explore a different kind of Time Travel game, a horror game with a more surreal nature (as opposed to just gore and jump scares), and a Superhero RPG from the perspective of non-powered government agents, treating the Supers as these weird, unpredictable god-like beings. There are a few indy games that take this approach like 'G-Men and Supermen' and 'Power Squid'. Then there's always my desire to figure out how a Twilight Zone RPG would work. 

(Potential further question: How would you make a 2D rpg work?)

Kelvin's question was inspired by something he read where a gamer was trying to run a 'side scrolling video game' inspired RPG where the setting is in 2D. Character could move left or right, as well as above or below an opponent or obstacle, but they can't pass in front of or behind it as its a 2-dimensional environment. 


How would I do that? My friend Ray and I were tossing around ideas and honestly, it's pretty simple in its basic desgin; it would work like any other game except moves would be limited to no attacks from the side and facing position would be of great importance. To elaborate, a mechanic or in-game currency could be used to perform actions like a quick about-face, leaping over an object or enemy, etc. Perhaps one could built-up and spend Action Points (or something) in order to enter the background and move 'behind' another character. Characters on two different planes couldn't interact however. 

I also like the idea (inspired by a Japanese TRPG called 'One Way Heroes' that has a similar idea) that while on an adventure you could travel from the starting town to the dungeon and through the dungeon back to the town but once the adventure is over, you move on to a new town and can never access that previous town or dungeon again. As if once you 'clear a level' you move on the the next level and the previous one no longer exists. 

What do you think?

So many idea.

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31 Questions For Barking Alien - Phase II - Question 4

In the mood to step on a land mine? No? Suit yourself. More for me...

Question #4 comes from my buddy Will L.,

What is your opinion of the increased use of AI tools to generate artistic and written assets in the tabletop RPG industry? Can you share any insights of how stalwarts of the industry are reacting to the usage?

The key word in the first part of the question, which in my mind defines what is being asked, is 'industry'. I am therefore interpreting this as 'how do I feel about the increased use of AI art and writing in professionally produced and sold products.'

Well...I'm against it. 

Now don't get me wrong, I think AI Art is fun to 'make' and I do use it in my personal games and here on this blog. AI Art is a quick, easy way to generate images to show my players and viewers. That said, I spend about an hour or two [minimally] on each image, modifying them in Photostudio and often adding elements drawn by yours truly. When finished, the piece often looks quite different from what the AI Art program created. 

Thing is, I'm not selling any of it. I am not using any AI generated material, artwork or writing, in any product I claim to be my own creation and then attempting to make money on that product. I don't see that as ethical for all the reasons AI work isn't wholly ethical. Almost more importantly, I see it as kind of defeating the purpose of RPGs and the Gaming Hobby.  

RPGs are a business, no doubt about it. The goal in selling a game, whether you're a big company like WotC or a small, independent creator on itch.io is to make money. At the same time, if paying the bills is your only motivation, there are a lot of other, far more lucrative careers you could undertake. No, if you're someone who takes the time, energy, and brain power to make RPGs, you are [to some degree] a creative person who feels the need to, well, create.

So you are putting your heart and soul (metaphorically speaking) into a gaming product and yet you're going to let ChatGPT write it for you? You're going to use AI Art when there are hundreds of artists out there dying to work as an illustrator? Why even bother? Step away from the computer, put away the notes, and go get a mundane job. You aren't a creative. You're too lazy for that esteemed calling.

As for the second part of the question, how the 'stalwarts of the industry' feel about the situation, I really couldn't say. Honestly I'd be curious to find about what the well-known pros think about the subject myself, as it would inform me on whether or not I am going to support their projects. I would definitely be less likely, if not completely unlikely, to buy anything from a company not using real people to make creative works. 

At the same time, as contrary as it may seem, I don't think it would effect my decision to 'purchase' free or pay-what-you-want materials. I've seen a number of Japanese Indie TRPG items with AI generated art but the majority of them have been free to download or under 300 Yen (roughly under $2 USD). If they look really good and I'm only going to find them usefulk in my personal game, I might spend the two bucks (though more likely I wouldn't). Free though? Sure, why not.

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Wednesday, December 3, 2025

31 Questions For Barking Alien - Phase II - Question 3

Our third question of the month comes from the jolly JB of B/X BLACKRAZOR fame/infamy. The question is simple enough that I could answer it was a Yes/No and if Yes a list of names but that doesn't make for engaging internet content. Funny enough, neither will this! 

Enjoy!

Do you ever attend (gaming) conventions out in your neck of the woods, and if so, which ones? 

I live in New York CIty and believe it or not, there aren't and haven't been a large number of Gaming Conventions in my home town. Now, not a lot of cons doesn't mean none. If you include the Greater Tri-State Area (New York, New Jersey, and Connecticut - as well as Philadelphia) as my 'neck of the woods', you up the number of conventions considerably.

It's been a while since I've attended any cons but in the past I've been an [irregular] regular at Dexcon (NJ), Shorecon (NJ), and of course RECESS (NY). To my knowledge, all of these conventions are no longer in existence (though I'm not sure about Dexcon - that sometimes goes away for a while and then reappears). There was also a great one in Cherry Hill, NJ that the late, great Allen Halden invited me to a few times (can't recall the name). 

I've been lucky enough to find gaming going on at various Anime Conventions (local and beyond), where I have gotten the chance to play Japanese TRPGs; cons such as Katsucon (originally Virgina, Washington DC), Otakon (originally Baltimore), and several small NJ events.

As a final note: I've worked as a Retail Dealer at a number of conventions and as an Event Coordinator for a Convention Producer. Between those occupations and numerous industry friends and contacts I've attended a great many cons for free. Nowadays, having to pay to get in, I am much choosier about which ones I go to. 

That's another down and (hopefully) a lot more to go...

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Tuesday, December 2, 2025

31 Questions For Barking Alien - Phase II - Question 2

This next question comes from my good friend Miguel de Rojas, who has come all the way from Spain to provide us with this inquiry! Via the internet that is.

In your Star Wars games, do you follow Legends or Disney's timeline? Or do you disregard both to to make your own? What are your feelings about the prequels and the sequels?

And finally, maybe worth splitting into a second question, do you have any favorite "obscure" Star Wars work, besides Visions?

This could get complicated but I'm going to try to keep it focused and trust in The Force.




All my Star Wars games follow the same basics rule:

First, Star Wars is a Fantasy Fairytale set in Space. It is not Science Fiction. 

Second, The Original Trilogy - Star Wars [Episode IV: A New Hope], The Empire Strikes Back [Episode V], Return of the Jedi [Episode VI] - happened. That is the only definitive absolute canon that matters. Everything else - EVERYTHING - is apocryphal after that in my mind.  

Many, though not all, of the materials from Star Wars The Roleplaying Game (Star Wars D6) by West End Games are part of my gaming headcanon and considered to exist within the universe of my campaigns. 

I generally ignore any and all 'Legends' material. Components may creep into my games here there but for the most part none of it exists within my Sta Wars RPG headcanon. 

I generally accept the events of the Prequels but mostly in broad strokes, preferring to be vague on the details and allowing for or ignoring them on a case by case basis. I was not a fan of the Prequels and I am still not. They are, unfortunately, a major touchstone for many people when thinking of Star Wars as a whole and so I allow for them. 

I generally accept the events of the Clone Wars Animated Series in a similar fashion, though I very much enjoyed the Clone Wars. 

I generally accept the events of the Star Wars: Rebels Animated Series as it is one of my favorite productions in the entire franchise. The one possible exception is the existance of Grand Admiral Thrawn, though I will address that further on.

I generally ignore the Sequels. I might use a species or technology (a BB Droid for example) but for the most part that entire era and all the characters involved are irrelevant to my games.  

I generally ignore Rogue One as I did not care for it and I feel it weakens the first Star Wars film. Elements of it are excepted but I don't use the film, its events, or its characters for the most part.

Star Wars: Resistance the Animated Series is generally ignored, although I may borrow ideas and elements from it. I initially really liked it but as it went on it became more and more meandering and eventually meaningless. As I don't care for the Sequels, this story set in the same era is of no use to me. 

Solo: A Star Wars Story is for the most part completely ignored. 

I generally accept the first two seasons of The Mandalorian as, again, I am a fan of that work and I feel it fits my style of play rather well. 

I generally ignore the Bad Batch Animated Series but will use elements from it here and there. I wasn't a big fan of the show. It started out kind of interesting but it ended up  wasting most of its potential and spent too much little time on its best characters and qualities. 

I accept Andor and that may sound strange considering how I feel about and treat Rogue One but the former was an incredibly well executed series with some of the most interesting characters in the setting. 

I largely ignored The High Republic publishing initiative and do no have a strong opinion on it one way or another. It has [had] very little if any impact on my games. 

I have not made a final decision on the Ahsoka series but I am leaning towards generally ignoring it. I might use aliens, devices, or other things from it but overall I did not like it very much and was extremely disappointed by its handling of the Rebels characters who are, as noted, among my absolute favorites. 

The Acolyte was not a thing. It didn't happen. You can go about your business. Move along. Move along. 

I generally accept Skeleton Crew, though I have yet to really utilize much from it in my campaigns. 

Finally, while I can appreciate his role in the Star Wars: Rebels series, the character of Grand Admiral Thrawn is one of my least favorite Star Wars things ever created. His very presence in a book, show, or other media immediately takes me out of it being 'real Star Wars'. While I will put up with him being there and not immediately write off the production he appears in, Thrawn, his species the Chiss, and most of the other particulars related to him do not exist in my Star Wars RPG headcanon. 

As for the second question/part of the inquiry...

I can't say I have a favorite 'obscure' Star Wars project or product. I have a number of things I've liked across the many decades of comic books, novels, video and computer games, etc. but no particular thing stands out as a favorite. I do have a soft spot for the Droids Animated Cartoon from 1985. I always found that series fun. 

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Monday, December 1, 2025

31 Questions For Barking Alien - Phase II - Question 1

Welcome to December of 2025 Barking Alien fans! Oh yes, I see you out there; the half dozen or so of you freezing your butts off in the nose-bleed seats of an otherwise empty stadium waiting for the big game to start. I don't say this enough because there is no way I ever could but thank you so much for coming and for giving my madness a moment of your time. It is very deeply appreciated.

Alright, enough mushy stuff, let's get down to business. Just like last year, I will be devoting December to the answering of viewer provided questions. As of now I have...hmmm...very few. Definitely nowhere near 31. Is it too late to shop around for a new theme?

No! It's to EARLY to do that. I am certain my friends and fellow TRPG bloggers will come to Gondor's aid once I light the beacons! Now...where did I put that blowtorch? No matter! I will get to that in a moment. Right now, the First Question (Cheering, Trumpet Sounds):

From that British Guy Who's Super Fly - Tim Knight!

Have you started serious prep work on whatever games you're planning for next year? How long do you take to prep a campaign or single session? What does this involve for you?

I have indeed already started to prep for what I hope will be my big game of next year. I might even call the prep 'serious' depending on how one defines that word. I am in what I tend to refer to as the 'Pre-Production' stage. This is where I do research on various game systems I think might work for the genre/setting I am looking to run, read up on a wide range of topics related to the genre/setting, make A LOT of notes, brainstorm ideas for themes, adventures, locations, characters, etc., and do some preliminary concept art. In some cases I might sketch out a map.

Once I have finalized what game I am actually going to run, both the rules and the setting, I start doing some more detailed write-ups of NPCs, locales, and the like. A more detailed map is usually completed before I'll say anything else is done so I have an idea of where to put everyone and everything in the given world. 

I can take a long time to plan a campaign - the more time I have the better to be honest. It can take a while to look up historical details or literary references, perfect the artwork, get an idea about how the NPCs think and act, and create and fine all the details.  My preference would be a few months but I've done it in as little as three weeks. 

What it involves is a lot of reading, writing, sketching both by hand and on the computer, watching TV, Streaming, Film, Animation, and even YouTube videoes of genre related material, going over the rules a dozen times or so to understand the base mechanics and key elements, and other creating a 'cheat sheet' document or two with the finer points of both the mechanics and the major narrative points. Basically quick reference material so I am rarely slowing down the game to look anything up for more than a few seconds. 

Once the campaign starts, I spend almost no time on prepping for the single session by comparison. Finding or creating illustrations of all the NPCs, Creatures, smaller maps and that sort of thing take up the most time and yeah, that can be as much as a few days but usually its pretty quick. 

My campaign development is very 'front loaded' you might say, so that once the game begins there is very little week to week upkeep I have to worry about. As my buddy William Corpening once said, "If you did the first part (the prep) right, the campaign runs itself".

Well, that's the gist of it. One down and hopefully a lot more to go...?

Oh yeah before I depart, check out this wild thing! It's a Map of the TTRPG Blogosphere! 




Created by an awesome dude with too much time on his hands (kidding!) named Elmcat, James of Grognardia explains what it is far better than I can. It just think it's cool that someone went and did this and that ol' Barking Alien is on it, roughly in the same sector of space as some of my personal favorite creators. 




Anyway, Later Days,

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