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NETWORK 23 extended design notes

I originally wrote this post for reddit, It’s a chaotic collection of N23’s design notes and the joy and horror of writing my first game.

Grab some coffee, it’s long. Here it is:


Hey! this is my first work and I want to share with you few things and thoughts I had while working on it during the past year. Some people here might find it interesting, it’s about how I mixed and matched systems and influences according to an intention. Any feedback is very much appreciated! I never wrote an RPG before so I’m not experienced, mostly I retro-engineered games I like as a point of departure for something else. For all others, already tired of ZQ self-promo: I’m sorry, I can’t take it anymore either! That’s why even if I feel compelled to self-promote I also think I should give back something a bit more high effort than just an advert.

I will focus on mechanics, so expect a long nerdy post about game design. This is another thing which makes N23 a weird beast to market: its influences are not really RPG household names, namely William S Burroughs, Mark Fisher, Transmetropolitan, Gunnm, cyber counterculture rather than orientalist cyber. Also it’s techno and psych rather than metal. Tech is not always that high but plenty of Low-life to compensate. I will leave the setting for another place and time.

I’m presenting it on the third week of zinequest, when pockets are already tired of new interesting concepts, let alone entire systems and settings: for the money side I guess it’s safer to write an adventure for an established system or do something smaller and possibly lower effort with an original concept (especially as a new author). As I found out, creating and polishing a system takes a long time (and I’m still not fully done with it) which will never be fully repaid. And most importantly, who the hell NEED a new system? Maybe somebody here can answer that.

But who writes indie stuff for money anyway? I wrote a game because what I wanted was not available. And anyway, I lost my job as apprentice electrician at the beginning of the first lockdown so I had time to spare.

First of all I wanted simple chase rules (cause I like 80s action movies), interconnected entropy and sanity mechanics, a progression system based on thoughts instead of classes good for long campaigns. I like the campaigns where characters come and go, die and retire but the overall structure keeps standing. Personal reasons for adventuring such as fame, greed and redemption are not enough. For that I needed some kind of IDEALS or party agendas.. As much as I love personal arcs, I wanted social arcs as well. When the party as a whole has its own agenda, even TPKs are not much of a problem.

Let’s say they are electricians working for the districts to recommission power plants and bring the grid back in the wild lands. Rogue gonzo reporters for the Network 23. Or partisans from local communes fighting against the invaders. Or scouts who need to find a new place for their new town to be built, go back and lead the convoy to the promised land.

Let’s take it out of the way: here’s the link and here’s the pitch: Zinequest3, best game ever, cyberpulp, low-life lo-fi high on everything else, get it now! so over-excited (that’s true, so F true), bots are loving it, funded in 1 sec (not true). By now you know the thing I guess.

As I wrote in the intro, I will focus on mechanics rather than cultural references and setting. This is another thing which makes N23 a weird beast to market: its influences are not really RPG household names, namely William S Burroughs, Mark Fisher, Transmetropolitan, Gunnm, cyber counterculture rather than orientalist cyber. Tech is not always High but there’s plenty of Low-life to compensate. Tekno and psych rather than metal. Photography instead of illustration. Text is legible more than eye-candy. Yes some of the above tick the boxes of an indie RPG in reverse.

So, **MECHANICS!**WALL of snippets incoming.

BREW: It takes 5 to 7 card draws to create a character. First 4 are stats, 5th card is the starting thought.Good thing if you want to be deadly is to have a quick character creation. In N23 it is almost instant.

Body, Reflexes, Empathy, Will. BREW! Each of them has 3 abilities which apply to certain specific tests: Resistance, Melee, Interface, Manipulation and so on. You don’t need any ability to try a test.

The characters have no intelligence/wisdom stat: players are meant to use their own.

No perception either: secret doors are tangentially hinted at within room descriptions, traps and ambushes are always telegraphed.The accent is not on information gathering but rather on what to do with the intel and problem solving. Players need to think outside of their sheet.

Some players might be surprised/against the fact of not using hidden traps and out of the blue encounters (ok, sometimes, but more often then not I telegraph even dangerous random encounters)

I give you an example: during one session, there was a vehicle minefield they had to cross. It was meant to be a hidden feature. Then I told them there was a broken street sign. They stopped. Minefield, it said, no vehicles beyond this point. Ok, we look for any tracks. They follow car tracks until they get to a crater. The car is destroyed and all the stuff from the car has been removed. So they backtrack to a house they’ve seen before the no man’s land and they propose to exchange their van for few motorcycles.

SPOILER: It didn’t end well and not at all how I thought it would. it was a bloodbath, one of the Players got pissed off and immoled himself a van full of nitroglycerine against the house to teach the unfriendly hyena guys a lesson, the other Players arrived later and got the motorbikes from the backyards. Never under estimate your Players.

The point is that the whole planning to overcome the obstacle and the role play and drama involved in finding a way through was funnier then rolling the dice to see if they explode in the minefield.

SYSTEM: Very much OSR inspired (Mothership adjacent, for some basic mechanics but mostly for attitude. You did not read MS yet? it’s free, go get it!).

Rules light, implied setting, Draw lower, ADV/DIS ruling-friendly framework.

I departed pretty soon from the idea of using a D&D retroclone skeleton, I found the Mothership/WFRP format of roll lower more enticing. I also knew I wanted to use cards instead of dice, so a D10 system was clearly the way to go.

I stripped down the Panic Engine of Mothership to its fundamental part, got rid of much of the chassis. Tied Saving Throws directly to Stats. No panic, cause as much as I love it I think it’s the signature mechanic of MS and I didn’t want to steal that. It’s so good that I could not improve it either. Instead I added entropy and mental equilibrium. Got rid of the skill tree. I mean, the characters are mostly losers and boozers, nobody studied chemistry! You need an algorithm expert? A sociologist? Make some friends and ask around if there’s any NPC who know this stuff. Even if I ended up using only non-original parts of the Mothership system (Roll-lower,  , it proved to be immensely inspiring in terms of information organisation, conciseness and fun.

I think the advantages/disadvantages system of “roll twice, keep best/worse” is not entirely satisfying. Instead, the N23 system count Figure cards as +1 in normal circumstances. ADV and DIS change the value of the Figures: JQK can count up to a -1000 malus or a +1000 bonus (the ADV one thousand), depending on the circumstances. ADV and DIS stacks and cancel each other.

The ADV/DIS system is a solid framework to figure out consistent rulings on the fly when players think outside of the box (and they should).

A deck of cards is a D2, D4, D10, D13, D52 and D% at the same time. I Use all of them.

Jokers are either the best success (red) either utter catastrophic failure (the black one). A Black Joker is rarer than a NAT 1 and sometimes I see Players counting how many cards they have left before the Black Joker. You can reshuffle the cards only when you get a Joker or after a long rest.

DRAW, DON’T ROLL: No worries, I added a die hack for all dice junkies. At the beginning my players were complaining A LOT about drawing cards VS rolling dice. But nowadays we are playing mostly virtual on Discord and Skype, on virtual tables cards have an edge: you can draw them and flaunt them directly to the camera. It’s good suspense, everybody is seeing the result at the same time and as a Game Master they can be sure you’re not fudging rolls.

COMBAT: Draw low against YOUR stats but higher than your opponent armour. If you hit armour, armour lose one point and block the attack. Armors get ruined and must be repaired often. Opposed tests (contests) for manoeuvres. Weapons have different abilities: Piercing, poisoning, reach, explosive, automatic etc. Combat is survivable. Not super deadly, not trivial either. HP don’t scale with character progression (they do but very slowly).

DUELS: Blackjack cause why not !? I realised it while reading about opposed skill rolls in the Mothership manual. You need to roll lower than your stat but higher than the antagonist.That’s Black Jack right there. Duels are high stakes contest, who wins decide the outcome.They are deadly affairs. The two sides double the skill they are opposing and this is their target number. The first card is drawn at the same time. Who has the lower card keep drawing. Until one of the two sides does get bust by exceeding the target number. You have a winner!

CHASES: This was a tricky part but I’m happy about how it turned out. I stripped CoC chase rules from 17 pages down to 2 digest-size facing pages (+a nice photograph). The chase runs for 10 “slots”. opposed skill rolls, obstacles, manoeuvres, rules for collisions and ramming, destroying obstacles. If the prey manage to get through the 10 slots without getting caught, it’s free.It works, and it’s a good excuse to bring some tiny cars on the table.

THAUMATURGY and psychic powers They didn’t make it. The system was somehow similar to CoC/Symbaroum: everybody can cast known spells at an Entropy/Sanity cost which can be mitigated if the caster is trained in a certain Tradition. Sorry Inorganic demons and viral conspiracies, blood mages and Megapolisomancers, you did not make the cut this time, I love you, see you later.

DRAW, DON’T ROLL No worries, I added a die hack for all dice junkies out there. At the beginning my players were complaining A LOT about drawing. But nowadays we’re playing mostly virtual on discord, cards have an edge: you can draw them and flaunt it to the camera directly. It makes for good suspense, every

MOVES: but … there are Moves, what it has to do with OSR?

I did not know about Pbta and when I came up with the Moves I thought I was a genius. The feeling didn’t last for long.Moves are special talents tied to a certain thought that you can pull off once per session. I like to think of my sessions as episode of a TV serie, and in old fashioned TV series, every character does his own thing … ONCE. The first time you use a move it’s always a success, sometimes a mixed success.

Think of A-team, Hannibal plan things out, Templeton is the con and does con things, Murdock gets crazy and fly, Baracus prepares the vehicles and he’s badass. I don’t want a character spamming the same skill to overcome situation like in some grindy Korean MMORPG. Mechanically, Moves are single use situational spells to be used as a creative tool. You can love them too.


N23 employ a classless system. Instead, PCs can find, learn and develop THOUGHTS. Each of them unlock unique moves and abilities advancements. When the party find a safe place and wind down before a long rest, they exchange anecdotes sitting around the fire. If they used a particular thought during the session, they can throw XPs at it to develop it, otherwise XP remain on the sheets (the main sources of XPs are survival and objectives).

“But hey, I’m just a simple player, I don’t want stupid narrative role-play”. RP is not needed, it’s entirely possible to use just the mechanical side of thoughts, it counts as they were interested. A radical mycologist does not need to talk mushroom all the time. If he used the Move to gather food for a starving village, that’s enough.

There are 52 thoughts organised in the Rave New World Noosphere table. It can be used for both character creation or as a Master’s tool to create NPCs on the fly, complete with personal agenda and world view.

LORE: Mostly implied. I wrote an introduction about the game world (which is an alt history version of our own. Capitalism and mass production fell in 1989. World is now rebuilt under different premises and on the verge of a civil war between pirate anarchist utopias and evil vertical techno-Molochs).No lore to learn and teach. Most of the setting is explained through equipment and the thought system.

A NOTE ON OSR: I’ve been into RPG for as long as I can remember, even before knowing it. Like creating rules to fight with plastic monsters and dice on the tiles of the kitchen with my brother. Still, I never thought it was possible to write one. Heavy manuals fully illustrated and written by a team are the mainstream thing. I learnt about the OSR movement just few years ago (somebody would say I was late to the party and apparently OSR is dead, but so it’s punk) and that’s what got me back into RPG and buying manuals. Small and somehow adult-oriented publications (sorry WotC) exploding with one idea after the other, often straight from the brain of just one author (I like that), no over-explanation, right to the heart, chocked full of weird and quirky encounters, right to the heart, often presented in spreads and formatted for use rather than to take shelf space, attention to the book as an object rather than to build a hard-cover capable of injuries. Also I’m too old/lazy nowadays to read endless lore before playing. I did it for Symbaroum and I don’t regret but never got to play the adventures, it’s too much hassle to get somebody else complex world right.

ANYWAY all these small/medium publication made me think that one person is enough to do it solo. So I tried. Spent months writing un-organized coffee/wine stained illegible notes, at a certain point I thought I went insane and really there was no end in sight, just me refusing to live in the real world, trying to avoid real stuff to spend my time in a world of my invention. I know it sounds beautiful but I got family too. I had hundreds of pages and adventure ideas. I don’t want to sound like I’m pushing the story arc of the underdog who went through rough times but at the end gets it right, I still don’t know, most probably it’s not right and just an excuse to postpone finding a proper job. The game started to take shape when I reduced the number of pages and put a limit. OK, i got no money and I’m liking how accessible zines are, and MAYBE i can cut out some tables and make it around 50 pages. This is the one single thing which helped me the most: clear defined boundaries to understand what really I want to be part of the CORE experience.

LAYOUT, DiGEST FORMAT, ZINE: easy to read, 2 columns. Printer friendly. Not over designed. Hopefully legible and clear. Full page photographs to break chapters. Digest format because Traveller and Lotfp and because it fits well in my favourite OSR shelf. The zine is organised in spreads rather than single pages. Combat takes a spread, like character creation, chases and so on.

Zine format because it’s cheap, I’m eternally grateful to the 60 pages limit of the format because otherwise I’d be still drowning in notes and notebooks, asking myself if i will ever finish the damn thing and when exactly I started to descend into madness.

ADVENTURES: N23 has been playtested for around 20 sessions so far, an engaging campaign is taking shape. One TPK and few character rotations happened already and it’s going very well. Consider my players were mostly D&Ders until I started mastering N23.

I wrote 1 entire module and I’m working on a condo-crawl, think Garden of Ynn meets Salute of the Jugger. For the kickstarter I decided to complicate my life and offer a one page cyberdungeon funnel as a stretch goal. Because funnels are good and that’s how everybody should start a campaign. At present the adventure is a foldable double-sided A4 which become an 8 pages A7 booklet. Let’s see if it works once it’s printed. (UPDATE: I printed the funnel adventure the ziney works and it’s tough but survivable, unbelievable!) It’s a televised deadly chase through a brutalist mega structure hosting a food processing facility, you know würstel, slices, protein bars and so on). There’s a rave party, a hidden terminal, a huge grinder and a blast freezer room. There’s a big “you’re terminated, fucker” button. If you want, you can have a Terminator chasing the party instead of the hunters. Enough said.

PROMOTION: While writing the system, I was out of social media, so no contacts, no community, mostly lurking. When you have finished writing a book, the real work begins: production and then pushing it out there. When I knew about Zinequest, I postponed the launch of the KS to make it coincide. Luckily it was already in zine format. If you start from scratch it’s great to have a small extra push! Right now, promotion is where I am, so I have no particular wise words to give away about it. I am trying to produce some content which might be useful and hope it will draw some attention.


I read it few times on forum and social media: what cyberpunk films are out there ? Without getting crazy about the definition of cyberpunk, the answer is not many: it was mainly a literary phenomenon, the milestones of Gibson, Sterling, Stephenson, Cadigan were never transposed on the big screen.

Johnny Mnemonic fits the bill: it’s inspired by the short story by William Gibson, but it’s not a good film. Strange Days, Ghost in the Shell, Blade Runner by Ridley Scott, a tech-noir which incidentally influenced everybody’s visual expectation about cyberpunk, the British series Max Headroom. Stretch the definition a bit, bite your nails and you can include Shin’ya Tsukamoto Tetsuo and 964 Pinocchio.

By the time Y2k stroke and the millennium bug failed to destroy the whole informatical system, cyberpunk was already over.

The short summer of cyberpunk also bore a strange fruit, an Italian film with international ambition. I’m not sure if it’s even remembered beyond Italy, it was poorly received and crushed by the Fifth Element big budget.

Enter NIRVANA, the spaghetti Matrix of 1997 by Gabriele Salvatores. A strange little visionary film which sided with the cyber subculture, showing a multi-cultural future where entertainment is one of the biggest industries, people sell their organs for money, the poor live underground and of course you can jack yourself into the net.

3 days before Christmas, the game designer Jimi (an anemic Christopher Lambert)  still did not deliver his new game. He’s heartbroken and his copy was infected by a virus, which made the main character (Diego Abatantuono) sentient. The Okosama Star wants the game, now! Or the customers will start painting the walls with ape shit! The character wants Jimi to delete the game. Jimi want to find out what happened to his ex-girlfriend. Jimi will go on a quest, following a trail of clues which will prompt a tour of the suburbs, parallel to the one of the in-game character.

It’s mystical, it’s rebellious, it’s cyberpunk, it’s NIRVANA: the new game by Jimy Dean, set in the suburbs of the sprawl. Straight into your heads. Produced by Okosama Star Games.

Oh, and it’s a Xmas movie with snow instead of the usual rain. And it gets the counter-culture right.

Some of the stuff in the film is quite good, so I will catalogue it for future reference. Contains SPOILERS SPOILERS.

NIRVANA title screeen

NIRVANA title screeen


Title screen animation: the tongue is sticking out while the non-binary animation do something to their ears.


ADVENTURE FORMAT AS FILMED: Linear, railroady investigation. exploration (4 different areas + the Nirvana game world), some combat, chases, cyberspace diving. The party depicted in the film uses more smart than guts to solve the adventure, resorting to combat only as a last chance.
In the second instalment of this post I will try to create a sandbox out of it.


  1. Jimi finds out that the main character of his video game, Solo, gained consciousness and wants to be deleted (QUEST 1)
    He also wants to find out what happened to his ex-girlfriend Lisa (QUEST 1).
  2. His only clue is the name of a low-life named Joystick who lives in Marrakesh.
  3. He meets Joystick in MARRAKESH, they steal a van to get to the SKYWAYS where they meet NAIMA, a hacker friend of Joystick.
  4. Together with Naima they go to the underground suburb BOMBAY CITY where they retrieve the memory of Lisa which, with questionable taste, is then implanted into Naima.
  5. Together they launch an assault to the Okosama Star, Jimi jacks into the cyberspace and battle against the DEVILS (ICE) to delete Nirvana.


  • Jimi manage to syphon out credits from a Okosama Starr bank account into Joystick and Naima pockets. Joystick and Naima flee.
  • Jimi stay behind for a final chat with Solo. He erase Nirvana. The film ends with Okosama’s guards entering the room.


For the film as written I would use Call of Cthulhu 7E for two reasons:Nirvana is an investigation where information gathering is more important than how to put the info together (so no Gumshoe), good chase rules, minimal combat. I guess Cyberpunk 2020/RED is also good. The cyberspace sequence lacks specific mechanics and can be solved without special rules, 0 SAN = brain is fried.

OKOSAMA Star videogame programmer. SKILLS: lots of credits, mostly clueless good guy. He’s probably the best in developing games but he doesn’t do much in the real world, except whining about lost love (50%) and falling in love. Fight VS domotics: 50%. If it was my character I’d kill it by farming and re-roll.
QUESTS: delete the program Nirvana from Okosama Star database. Learn the truth about what happened to Lisa.

FIXER, former Angel, a down and out rogue in debt with seemingly everybody (Disadvantage). Streetwise 75%,
ITEMS: B/W eye-set (30% failure, 50% in high humidity conditions). Sold his eyes for some credits, the cameras are failing him.
Enjoys psychedelic video drugs. CONTACTS: Knows everybody (owes money to 50% of them)
QUESTS: Buy new eyes before getting blind. Fuck the system is a bonus.

HACKER. she’s cool, has blue hair and a cerebral data port..
Coolest backstory: She has no memories of her own because they were erased by ICE while breaking into a database. It helps her to better understand machines. Interface: 100%. Can use and repair anything containing a motherboard.
Owns a self-driving van with state of the art hacking equipment and recreational drugs. She’s the only hacker who did not sell out to corporations
OBJECTIVES: Fuck the system, KARMA YOGA (Do something seemingly impossible at the best of your capabilities)

Jimi getting high with Liquid Marijuana

Joystick sold his eyes. Instead he has faulty B/W cameras

Naima, inserting a memory stick inside her data port

Solo inside Nirvana. level 2 Chinatown


SOLO: the Nirvana videogame main character. Can you imagine what it means to be the main character of a shit videogame?”

LISA. Jimi’s ex girlfriend, encountered in frequent flashbacks. Boring flashbacks. She’s dead but left her memories in a cerebral chip.

DR.RAUSCHENBERG: Ripperdoc, live and work in Marrakesh (illegal clinic). Has all kind of black market contacts.

RED ROVER: “I’d do anything to keep living down-town!” Taxi Driver, fixer with contacts in the city centre (he won’t get into Marrakesh. Can find some excellent liquid Marijuana.

GURU: Lives in Bombay city

OKOSAMA STARR PSYCHOLOGISTS: needs to bring Jimi back on track and deliver the game. He is neurally connected to a Thai psycopath by Jimi and Joystick.

D6 random encounters

1 Paranoia vendor “I sell paranoia! Also used. Look at this one, it did not let me sleep all night!”

2 Red Rover “I can find anything for you!” The taxi driver, only found downtown

3 Elegant guy – Southern Italian accent, strange jacket. Tend to be around whenever people are shooting, gets invariably killed.

4 Organ Harvesters – stalks the party from a distance, waiting for somebody to get injured or die to collect the organs. Harmless but unnerving.

6 The Joker – the face of the drug bulletin in Marrakesh. Knowledgeable about all kind of drugs and their effects.




The videogame Nirvana presents different areas: the starting room, Maria’s house, Chinatown, the outskirts (only reachable by car).

The film starts in Jimi’s room, in the Agglomerato (sprawl) downtown. It’s Milan.



Los Angeles Cafè, Angels hangout. The golden era of hacking is over. Most of them are working for Corps nowadays …


the road to Marrakesh. Cabs won’t bring you inside

Hotel room in Marrakesh

Down to Bombay City

The underground suburb of Bombay City is crowded and hot

Ritual body art in Bombay City. Nirvana is inspired by many non-European cultures

Bombay City is built next to the sprawl’s Boiler. “They get warm, we sweat”

A view of the cyberspace from above. Everybody sees it in a different way.


In part 2 I will cover technology and fashion in Nirvana.


[PHOTOBOOKS] RPG and PHOTOBOOKS same same but different

Photobooks are books entirely made of photos, edited to be read a whole. Each photobook is a universe. A silent one. Until you start listening to it.

I started with a single photobook, Robert Frank’s The Americans with an introduction by Jack Kerouac. My Red Box. It eventually became a library.

Same same but different geekery. What do photobooks and manuals have in common? They both ask the readers to make sense of it or to figure out how to use it at the table. Ink on paper, bound between covers. Durable, you can pass it to your players as an in-game artifact. Photobooks speak a visual language: “You’re here”

*show a picture of a lonely bamboo cabin under the moonlight, a long tropical beach, overrun by stray dogs.

savage-messiah laura Oldfield Ford Verso books

Savage Messiah – Laura Oldfield Ford – Verso books


Photobooks are one-way tickets. They contain different places and times. Visual documents. Work of fiction, Daydream. They’re full of rebus and hidden details.

The ones that stir my interest the most, often portray a single one-person vision. They both build worlds, and sometimes destroy them. They ask to be engaged with both sides of the brain.

Sometimes I steal a hook, a faction, an environment, even monsters and antagonists. Buildings, moods, encounters, characters, this kind of things. It’s just like stealing from films, but you can show it directly to your players. 

Naito Masatoshi collection

Naito Masatoshi

Anthill meteorites photobook Augustin Rebetez

Anthill (meteorites) Augustin Rebetez


Remember Dark Sun and its great rail-roady adventures? They came with Players’ aid spiral-bound booklets, to show the Players what was going on. Each scene had a map or an illustration. AD&D Tomb of Horrors have a 32 pages illustration booklet. The Dark Sun aid system and the illustration booklets were both discontinued. 

AD&D Dark Sun Players' Aid

Dark Sun Players’ Aid

Tomb of Horrors Illustration booklet


They are something you can show at the table. “The rare first edition of Christer Staeck’s Pornographie? Here it is. Watch out, the tome is cursed.Now you know the murderer and all of the victims had a personal copy, some pages are dog-eared. The first page of the book is inscribed with a name and an address: Henry Granger, Fond Du Lac, 1977”. 

The murderer is hiding in Fond Du Lac. The book you found is an old telephone directory, you know he was a butcher. His old butchery has been sold and renovated, but maybe there’s still some clue to be found in the closed-off basement … 

Gran Circle Diego is shot in Diego Suarez, Madagascar. It’s where the pirate commune of Libertalia once stood in XVII century. Decoding the book grant a powerful voodoo spells and might show a way to travel back in time. Of course it will eat your Sanity. 

Cyril Costilhes Grand Circle Diego

Gran Circle Diego

grand circle diego

Bottom of the lake (Fond du Lac) Christian Patterson

[sandbox] THE GORB Tunnel

An abandoned railway tunnel stands between the sea-side settlements “Field Hospital” and The City of Flowers.

From the outside it’s made of concrete and it’s mostly covered by vegetation.

The gallery is the quickest and perhaps most dangerous connection between the two coast town of “Small Hospital” and The City of Flowers. The safest detour takes a whole day walk through an impractical yet boring mountain trail. Doing so, the Players will lose all of the fun. A vision potentially enticing: the Sanitarium (or train station, according to what you want them to encounter first), bustling with the life of Romulan tribe, friendly people indeed, the bar is open and tonight there’s a party. Next to the village, the entrance to a sacred tunnel. Warm summer evening. next to the entrance of the tunnel.

The train gallery is sacred to the Rumulan tribe, composed by anarcho-primitivists, neo-pagans and skull trephinators. They keep the tunnel secure and unscathed. The tribe is split in two, there are two settlements on both ends of the tunnel: an old train station on one side, “Station” and a walled ex-sanatorium “Sanatorium”. Both sides have access to beaches. Rumulans are granted access to the tunnel only during initiation rites or for oracle readings of the uttermost importance. Only mechanical technology works in the settlements. The two sides of the settlement trade and communicate with each other in analogue fashion through pigeon post and “relayers”, path-runners who run know their way out of the thorny hill maze. Following a path through the hills always takes a different amount of time, sometimes days sometimes minutes. Few paths are safe and only the Rumulan seem able to follow them: the hill rearrange paths in order to defend itself from intruders. Last week short-cut is now leading to a dead-end of thorns or the edge of a cliff which wasn’t there. The tasty “Pink fruit” grows on secret hill paths, it’s said to cure illness and to reduce entropy when eaten. Many unauthorised gatherers from neighbouring settlements disappeared while sneaking through the sacred hill in search of the Pink fruit.

At the PARTY they: create floating sculptures of tangled wood and iron, throw them into the sea, burn them. Drink a lot of Thorny Milk, a slightly psychotropic mixture of cactus water and fermented apples. Characters who want to join the party will be asked to drink it. WHoever refuse to drink will be seen as an outsider. Only characters with the “Straight-edge” thought can avoid to drink it and have their reputation unscathed.

Everybody gets drunk on the intoxicant cactus milk. Characters who want to join the party are required to drink it, except if you have any lines and veils about alcohol / drugs consumption. There is music on the beach, both live and diffused by a primitive yet powerful sound system.

The two parts of the tribe on a different side of the gallery can see each other through pyrotechnics.

RUMOURS: 1 There’s something in the gallery which can grant you a wish. 2 Only trained “Relayers” don’t get lost on the pathways across the hill. 3 a plane crashed on the hill long ago, nobody has ever found it. 4 The tunnel bring to another dimension 5 those who leave the tracks never come back. 6 the tunnel is alive and speak to the Ones.

Partying Romulans will be happy to show the entrance to the tunnel. The soldier in charge of guarding the gate is half-drunk, staring at the walls of the tunnel. Romulans never go deep inside. They are protective of their tunnel but eager to show it to a friendly party.

Party like Rumulans ! Carousing tables.

You can decide to spend your night at the Waterside, the Gallery Entrance, the pathways. Draw a Resistance Saving Throw to check how badly you’re intoxicated by the Milk of Thorns.


1 GONE FISHING with a handful of Rumulans. If you’re intoxicated you are naked. Armed with an harpoon you have found a giant octopus. Your pals are excited and say it’s delicious. It think the same of you.

2 THE BOAT IS ON FIRE One of your drinking pal decided to get on a boat on fire to show his manliness. He really looked sure about what he was doing unless he started screaming. He’s stuck and the boat is on fire. [2 Mechanical repair tests at disadvantage to rescue him. With two failures you are stuck too. 1C10 Damage each round until you manage to pass the test.]

3 SEX ON THE BEACH A Rumulan from A same sex B opposite sex has shown interest in you. S/he want to leave town, knows a safe way through the pathways. If you are Intoxicated, make a Resistance check: on a failure you make a fool of yourself, managed to offend the whole tribe, got sick and spend the rest of the night vomiting yourself. The whole tribe won’t be friendly with you anymore. On a success and depending how things play out, the Rumulan might follow the party.

4 POTLATCH Burn your stuff on one of the boats to get lucky! For every item or weapon you burn you gain a 10% chance of getting lucky: Advantage on ANY test for the current and next session. (don’t tell the player what’s the reward, just let them roll the % saying something good might happen)


1 SITTING AND DRINKING You spend the evening talking with the guards of the tunnel. They’re half-drunk and fell asleep. One of them went inside, he’s staring at the walls of the tunnel.

2 THE VOICE A voice is calling your name. The Rumulans are incredulous, You are allowed to enter the tunnel, if you dare …

3 A SHADOW come out of the tunnel. It looks like someone from your childhood. You’re the only one who can see it. if you’re INTOXICATED it’s friendly and can telepathically answer to your questions, otherwise tries to snatch you in its cave. SHADOW [Threat:5, 30 HP, 2 attacks: 1C4, can’t be hit by non-sacred weapons. When it hits with both attack, it ENGULF in shadows and will automatically hit on next round. A player ENGULFED in shadows can escape with a successful WILL check. On a successful attack it sucks the colour out of the skin. It won’t get into water.

4 AURORA The tunnel lights up in a kaleidoscope of light. You and everybody present have a vision of the future. Ask one question.


1 You are invited to go with a relayer to the other side of the hill to exchange presents with the rest of the tribe. Unfortunately, the relayer is not very reliable and you get lost. BUT you find the crashed airplane! It would take some mechanical work but it might fly again. The radio seems to be working (no other electronics work around the gallery). If only you had a runway long enough to make it fly again .. (Commissioner tip: The tunnel will do)

2 Against all advice, you went for a night walk on the hill. Good news is you found a huge colony of Thorny cactus. Bad news is that they seem to have closed all ways around you. (drink more of the Milk directly from the cactus to be freed or get away with 3C4 Damage and the look of a hedgehog.

3 Against all advice, you went for a night walk on the hill. You are lost. If the character start shouting or set something on fire, a Romolan relayer will arrive to the rescue. She disappeared years ago.

4 You are on the other side of the hill, the settlement is desert, abandoned perhaps centuries ago. A second moon is raising from the horizon. Venture into this Dying Earth or take the tunnel and try to get back.


MIlk of Thorns raw material



From the inside, the tunnel is well maintained and empty except for the rail-tracks. There is some old train wares left to rust. In case of emergency the tribe members are allowed to run through the tunnel to the settlement on the other side, without ever stopping and without leaving the train tracks.

Voices speak from the walls in many languages.

Time and space inside the tunnel change accordingly to the movement of the visitor. The tunnel look different when you run or walk through it. While running, a kaleidoscope of shapes and colours will appear on the walls and the gallery shrink in size.

When walking outside the train tracks, the bricks on the walls slowly rearrange themselves into animal shapes, mouths and humanoid figures that either taunt or tempt the visitor.

When passers-byes slow down (searching for secret doors or observing the shapes count as slowing down) or leave the train tracks, shapes start appearing. From within the train tracks, indistinct shapes can be seen.


1 a mouth speaking gibberish, oozing Gorb. Words can be understood after drinking her Gorb. The mouth will push the characters into doing stupid things for her own amusement.

2 a dinosaur. Will become hostile if attacked or provoked. He does not know much but he’ adorable.

3 a man with a blackened face. He know things.

4 walls go soft and a dark bi-dimensional passage to the inner sanctum appear. Only characters who became part of the mosaic can enter. A wish can be granted, at the greatest price for the petitioner.

The space stretches when the creatures inside are moving slowly: the tunnel become smaller but longer, secret side rooms open up, the brick abstract mosaics come to life. The walls start leaking a heavy fluid which is said to give a new consciousness and inspire visions. Ingesting the fluid make it possibleto communicate with the mosaic creatures. They can show the way to the Interzone, grant a wish or annihilate the petitioner. When removed from the tunnel, the fluid solidify in crystals which soon become opaque, they are carefully sculpted into sacred geometrical sculptures by the Romulans. In the dark the sculptures shine of unknown colours. Gorb sculptures have the same effect of an EMP grenade when they break.

The Tunnel is surrounded by a strong electro-magnetic field: Electronics are temporary disabled while inside, communication to the outside is disrupted, cyber limbs are dead weight, robots become door stops.

GORB. tasty !

Whoever drink or taste Gorb inside the tunnel (1C4):

1 can talk with the mosaic creatures.

2 can talk with the mosaic creatures. They stop understanding people who did not drink.

3 become part of the mosaic world and are free to explore the inner sanctum at own risk

4 make metallic equipment rust.

Electronics won’t work anywhere near the character for 1C4 hours.

Every sip adds 1C4 entropy. When reaching the Entropy threshold inside the tunnel, the character become a mosaic spectre unable to leave.




“Come closer, I have a secret to tell you.

[ADAM WAKES UP #2] SANDYTOWN Commissioner’s map

Sandy is not a large city but it’s rather deep. Secrets are everywhere.

Number of total dwellers is irrelevant. Make it crowded or spectral according to needs. Diversify areas. No need to give exact numbers,


it’s all smoke and mirror, a stereotypical mock town which hide its nature of social experiment and “rehabilitation centre”.

It hosts the two “rehab” police stations, the Apollo building, the Slam Bar.

Most of the Sleepers live in apartments of the Inner City.


Dress it according to the flavour of your campaign. Rancho Rosa? Gummo? I went for Los Alamos during WWII during the Manhattan Project.

Whatever it looks like, the Suburbia is a middle class residential area, its driveways are spectral and almost desert at days, it’s littered by vendor machines in place of supermarkets.

The Hospital and Dr Skinner’s clinic are here, as well as the entrances to the hidden tube-track underground.

The House of both Moldway and Skinner, as well as any PNG which work for the Citadel or the Exurbia.


A ring encircles Suburbia, on the outer side: The Industrial area.

In my game it was bricky red, greasy and forlorn: immense warehouses, private security, guard-dogs, strange sounds, post-industrial feel. Vast abandoned areas squatted by Sleepers.

On the North Side lies the Plantation. On the East side lies Argleton, the prop-town used by Channel 88 as a film set [right now they’re filming the TV series Robowar, where huge remote-controlled robots fight each other]

The Heart-break motel lies next to a gas station at North-West, from there the crater can be seen, as well as the water towers of the city.

The HUB lies at the South edge of town, it’s an underground spacious and modern train station which connect Sandytown to Alexia, the nearest Citadel. The hub is immense and very well controlled by both Transport Police and plain-clothes police. If the characters are well known in the city, they won’t be able to go through the security, unless they impersonate somebody else or social engineer their way into the station (being on Zero to Hero classifies them as popular). The station has both freight trains and passengers trains, most consumer goods and the food itself come from Alexia.

Next to the there are the Electrical substation with its high-voltage transformers. The cables run underground from the Citadel of Alexia which produce the energy, If the players want to create a black-out, this is their place.


The Inner City is basically a prop-town where the illusion of 80s era is mantained. It is inhabited by all of the Sleepers who have been brainwashed, their former self erased.

Those who have managerial work in city structures (Hospital, Apollo building etc.) and the Commuteers of the nearby Alexia live in Suburbia.

In my game the Players wake up after a terrible hangover which muddled their memories. They are on their way to work to the Police Station.


[ADAM WAKES UP #1] a sandbox mindfuck

Adam Wakes Up is the first adventure I ran for my party to throw them into the Rave New World. In the next few post I want to collect design and play-test notes, now that’s still hot in my mind after an 8-sessions romp with my players. .

“Adam Wakes up” is an investigational mind-fuck alas Philip Dick’s Time Out of Joint most commonly known as the Truman’s show.

The sandbox is called Sandytown. It features brainwashing, music torture and sense deprivation, a fake town, behavioral scientists, hive-mind experiments on ants and people, a reality show, a serial killer, human-ant hybridation, a televised robot clash in Argle Town. All seasoned with a generous fix of paranoia and conspiracy, think of Philip K Dick’s A Scanner Darkly.

Kenneth Hite does an excellent job in Bookhounds of London for ToC: He leave the choice to season your London campign with different souces: Sordid, Technicolour and Arabesque.

Three modes of play:




Players, don’t read further.


the difference between a Tech-Noir Sandytown and a Twin Sandy Peaks is mostly window-dressing,

Tech Noir Sandy is a smoky metropolis surrounded by an anonymous suburbia and a forlorn industrial area, think of Alex Proyas’ Dark City: vendor machines, hats and lipstick, The city centre is a deadalus of Brutalist social housing estates, the Apollo building is a pyramidal menace, Industrial area is red bricks, grime, hydraulic presses, ghastly rave parties. Suburbs are white and ordered and mostly empty, except at rush hours. Go for a white-fenched Blue Velvet Lynch style or a cold war era Los Alamos set up.

The mood is paranoia and conspiracy, you will need bookkeeping of clues and main NPCs. Always give clues and information away generously. Let them connect the dots while they slowly unravel the web of lies and madness in which Sandy Town is embedded.

If you go for the John Woo action flick, the investigation fades in the background: spoon feed clues to your players and give clear choices about the open options, recapping discovered areas, known NPCs and Clues. If they’re not able to keep a tab with the clues, help them out.The clues are choices to follow, they “activate” areas. You go from action to action: from following the killer to infiltrate Channel 88 studios to a debauched night at the Slum Bar to a cross town car race against the Twin Police Team, to burn down the cultivation.


In the campaign I ran for my players, Sandyville was something inbetween Flashdance, Twin Peaks and Dark City, I shaped the police station and the outer city upon Twin Peaks‘ aesthetic of coffee, donuts and wood. The Inner City was a stereotypical American down-town of the 80s with Yuppies, skyscrapers, wrong cops (my players) and bad punks. I drew heavily from “The Choirboys”, a 1977 film by Robert Aldrich, Its wiki entry is quite spot on:

Los Angeles police officers experiencing various pressures at work unwind at night with drunken get-togethers (a.k.a. “choir practice”) at MacArthur Park, where their pranks often go too far: among those there are a retiring cop, a small number of young cops, a bigoted one and a Vietnam vet with panic disorder.

The Choirboys, Robert Aldrich 1977


Twin Peaks series 1-2