New Novella from Howie K. Bentley

Under a Dim Blue Sun, from past Cirsova contributor Howie K. Bentley, is out now. You should definitely check it out.

(*not a paid advertisement or shill; I had a chance to read an early draft of this one and it was a ton of fun – plus, it’s paired with a Kuttner novella, so it’ll be worth your while.)

D&D Alignment

Thought I would post this here for posterity; I wanted to share my thoughts on why people complain about the 2-axis alignment system in D&D doesn’t work, why it gets thrown out, or has no real impact on the game.

To those saying alignment doesn’t work in 5e: D&D’s bi-axial alignment system has NEVER worked (at least it doesn’t seem as though it’s really worked as intended), but moral relativism totally kills it. Now, I’m not even talking about real-world moral relativism, cultural rot, yadda-yadda-yadda, but the trend towards standardizing monstrous and non-human PCs.

By using two axes, chaos moved away from, in the minds of gamers, opposition to Laws of Nature to opposition to the Laws of Man.

The Law of Man can be good or evil, but the cultural/moral relativism introduced by moving the adventuring party outside of the traditional heroic fantasy framework makes it even more difficult for the alignment system to usefully reflect anything about a party.

A “Lawful” party would act on behalf of the world of man against the world of fae/demons/tangible evils, while “chaotic” parties would treat with those forces for their own benefits. A “Good” party in the two axis system would act on behalf of the commonweal, or to its benefit.

But when everyone is playing half-demons, orclings, and priests of nebulous gods of mystic ambivalence, then, yeah, alignment means jack. The cultural and moral framework of elves, half-demons, fae-cat-girls, and all of the other dumb shit you see in post TSR D&D are so alien to the traditionally western framework of morality that both the 1 and 2 axis alignment systems were designed to model, of course it’s not going to actually work!

PC Bushi noted that it might be useful for stuff like Protection from Evil, but Protection from Evil was originally in a system without the Evil alignment axis! Evil was supposed to be so self-apparent to people who were around the table that it didn’t need to be explicitly spelled out what Evil was. The big problem with alignment is that the sort of parties people run today often look like out-of-depth monster encounters old parties had to fight: “You see two orcs warriors, a half-demon thief, a cat-man with a lute, and an elf wizard. They are the lawful-good party at table 2.”

While the alignment system has never been very good, a lot of folks complain that it doesn’t work without really understanding WHY it’s not even working for what they think it’s supposed to be use for or why so many DMs just toss the whole thing out entirely. A DM doesn’t have any justification for dealing with alignment mechanics for your blood-god-worshiping cat-elf being Lawful Good within the framework of its own culture. It’s easier to just ignore the implications of a system that was initially built upon an objective approach to morality within a cosmology rather than attempt to apply that framework to alien cultures and moralities.

Related Reading

Related (TL;DR) Reading

Note: More on this later, as I expound upon how D&D’s in-game cosmology accounts for much of the mechanical aspect of alignment and why it “doesn’t work” at the table in many folks’ games.

News & Pulp Futures

Okay, mostly just wanting to keep things front and center and blogging about it is a way that lets me do that.

Where am I?

  1. I’ve got final edits ready to put in. (I am here)
  2. Send out to authors
  3. Finish getting ads in
  4. Send ARCs to backers

Somewhere in there I will also

  1. Start incorporating my own edits on stories I’ve bought
  2. Wait for checks to new writers to clear
  3. Once checks have cleared, announce 2018 lineup to the authors
  4. Upload the lineup on the website
  5. Officially announce the lineup to the world


  1. Setup a pre-order kickstarter for the 1st half of 2018. I’ll be doing it a little different this go round, but you’ll see.
  2. Pick stories to be featured on the cover and hire illustrators.


  1. Try to make sure things are progressing smoothly on not-so-secret project 1.
  2. See if things will work out for secret project 2.
  3. Do the immensely tedious scutwork necessary for not-so-secret project 3.

As you can see, I have a lot of work to do!

The Real Problem With Story Games

The real problem with story games isn’t that the game has a story. It’s not that a system has too much crunch or too little. Some people think that the solution to a story game is more crunch because they think that the problem is that the story game just doesn’t have the robust mechanics necessary for a gritty adventure. Except it’s almost never the mechanics that leave story games hamstrung but the attempt to use a game to tell a story rather than allow a story to emerge from game-play.

Games and gaming, and especially tabletop rpgs, are about player agency. It’s an interactive medium where the player’s actions and decisions have outcomes and affect the environment, setting, and conclusion. The problem with so many story games I’ve played is that players are denied agency, or at best given the illusion of agency, in the name of ensuring that the story is told.

So many story games I’ve played in, regardless of the system (yes, I’ve been in a B/X story game with next to no player agency), have failed at the “game” portion of story gaming. Instead, what players tend to get are story nodes with false challenges that amount to “roll high enough that you will be allowed to move to the next story node”. There’s not much actually determining what story node you’re going to next, nor is there any real penalty for failing to roll high enough other than delaying the inevitable progression towards the final story node.

No matter what, eventually, the rails are spotted, the lack of agency becomes apparent, and I can’t help but lose all interest in what’s happening.

In a recent game, there was a series of the aforementioned challenges. They were just window-dressing, though: cool things to ooh and aah at that had no real bearing on the outcome of the scenario. Yes, we might scrape a knee from failing a saving throw or two, but even failing every last challenge miserably would only ever result in insignificant damage to characters in such a way as to only delay, somewhat, the inevitable victorious conclusion of the story.

Imagine playing a racing video game: imagine blasting through an obstacle course at over 100 mph, narrowly avoiding all sorts of perils. You think you’re doing great, but then you slip – you run into a wall. Except you don’t. Your car bounces off and continues on, unaffected by your blunder. You begin to ask yourself, was I really doing well before? You begin to try to ram your car into walls, barrels, pylons, tank-traps, you name it, but so long as you’re holding the “go” button down, you keep on going, and the computer keeps the other racers just slow enough that none of them are able to overtake you despite your intentional mistakes. I can’t fathom anyone finding that to be a rewarding experience!

Now, I’ve also been in story games where the party did “lose”, but there, one had an incredibly drawn-out and ponderous route to reach the one point of the game where player action did matter, and it would all come down to one big fight, more or less regardless of how the players got there. And frankly, that’s not all that fun for me either.

Let players actually do things. Let them mess up and lose. Let them sequence break. Don’t make a game a series of rolls to see if you can tell your players the next detail you want to tell them. And if there’s an island that is obviously the important place everyone is supposed to go to and 5 minutes in a player says “Let’s find a canoe and go out to the island”, there’s no point in dithering around for two hours waiting for the “story” to reveal that you’re supposed to get a canoe and take it out to the island!

Update on Issue 6 + Review Copies

Just got word back that our second copy editor is half-way through his pass. Things are pretty well on track for our Sept 1st release. All of the ads we’ve received are placed in the layout, and stuff is pretty well ready to go.

When Xavier’s corrections are in, I’ll be sending out advanced ebook copies to Kickstarter backers.

Then, Advanced Reader Copies will be made available for reviewers.

Physical copies will be sent to subscribers and the issue will go live on Amazon.