I’ve been plugging away at the document diligently, and now it’s off to the editor! Depending on the alterations¬†that may need to be made, ¬†I’m expecting to have W3M available to the public in February (a little later than the original projection, but not by much). Stay tuned!

The “Greek Rule”

In classical Greek myth, the gods could not undo what another god had done. When Hera blinded Tiresias, Zeus couldn’t just simply say “nuh-uh” – only Hera could (and eventually did) give Tiresias back his sight. Zeus could only do something to compensate for what Hera had done; in this case, he gave Tiresias metaphorical sight, in the form of the gift of prophecy.

Storytelling in the Three Moons works the same way: if a player introduces a detail to the story, only they can undo it later. To put things in improvisational theater terms, there is no “no”, “no, and” or “no, but” here. There is only “yes, but” or “yes, and”.

Try the rule out in practice and let me know how it goes!

Does W3M need rules for wizards to cast spells, or is it sufficient to just say, “they cast a spell, describe what it does”? I want some way to enforce the weirdness of magic, that there’s always something unexpected included, and my experience is that gamers will never give their actions negative consequences without mechanics.


I’m trying out the wizard creation rules to see what kinds of skewed results I can get. Here’s an example:

Emeralda the Enchantress
Jaded, Glum, Officious (11 Weal, 31 Woe)
Summoning, Clairvoyance, Marine Magic
Pawns: Warrior 6, Thief 9, Healers 6 and 5

First thoughts: the oracle bag is really dark for these pawns. I did a few sample challenges and wounded pretty much all of them but the thief on their first draw. Since I haven’t made abilities for the vocations, that’s probably going to be the next thing I work on. It would only make sense that a party with two healers should be able to fend off wounds more easily without having to resort to marking off boons.

There are a few significant changes and clarifications in the latest Wizards of the Three Moons playtest document, the most important of which is the change to the number of fate tokens that the liege wizard’s arcana contribute to the fate bag. Download the current game file here.

Indeed, although this one’s not based on play feedback, but rather a late-night brainstorm. (Funny how writing ideas always pick inopportune times to strike, isn’t it?)

The new document contains tables that troupes can use to randomly establish scenes and plot complications. Download it here.

Wizards of the Three Moons

First, a long-overdue update: Corona, as a project, has been scrapped. I think there are other games either already on the market or in development that will fill its niche better than any of its incarnations thus far would. I will certainly revisit ideas from it in the future, but not for a while.

Second, a new game is in playtest shape, so I’ll be posting about it here sporadically. It’s a much lighter affair, in its way, influenced by the works of Jack Vance, Fritz Leiber, Gene Wolfe and others who mixed their fantasy with weird and futuristic vistas. It’s called Wizards of the Three Moons, and besides being able to play it here, you can follow a new Twitter account (@wizardlylore) for little daily snippets of setting material, interspersed with the occasional news update.

Want to give it some testing time at your table? Download the rough version here.

After excellent feedback from Metatopia, I’ve made a few notes for future-me on Corona and put it back in The Drawer. The game continues to have promise but also need work; playtesting of new pieces of the rules reinforced the burgeoning sense that Corona is better meant to be split into a number of interconnected games rather than put forth as a hybrid. While I percolate on what those are likely to look like, we move on to a new project that’s been slowly bubbling up in my consciousness. Here’s a taste.


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