Art Preservation

Here, have a list of excellent artists that I have had reason to interact with.
 This was maintained on G+ but somebody decided to ruin that. For now I'm just cutting and pasting it here but I'll tart it up later.

 +Evlyn M -
 +Matthew Adams -
 +Simon Forster -
 +Claytonian JP -
 +Jeremy Duncan -
 +Jim Magnusson -
+Sean Poppe -
 +Anxy Anxy -
 +Nicolò Maioli -
 Louise Perfect, who doesn't do the internet (I can get you in touch if you want) +Oli Palmer -
 +Andrew Walter -
+Jason Sholtis -
 +cecil howe -
 +Dirk Detweiler Leichty -
 +Courtney Campbell -

Troika: Numinous Edition 24 hour warning


This is the obligatory 24 hour reminder, and then we can all take a breather.

The Troika! Numinous Edition Kickstarter is 24 hours from ending. We've unlocked the Plastic Sea and maxillae slurping vampires, along with an expanded bestiary.
Here's a list of things we currently aren't getting
  • An adventure on The Wall by ENnie award winning Andrew Walter
  • A book of Kafkaesque nightmares by critical darling Jeremy Duncan.
  • The Troikan Guide to Chromatic, Metallic & Pseudo Pigs.
  • And more art!
Who knows? We pray for pigs. Deus ex social media!

Troika! Numinous Edition Kickstarter is live

Details in the Kickstarter. Give me money, me and my friends will make a book. It'll be a good book.

You guys know Troika! though, you're reading this after all. However I'm cashing in all the karma I've accumulated from not being that guy hanging about forums and suggesting Troika! whenever someone so much as mentions something slightly appropriate to it. If this game or anything we've made has been significant to you in any way then I kindly ask that you shove this campaign in peoples' faces, tell them what you think about the game, saturate the nerd world. Tell all your podcast friends that I'm an interview hoot. I dunno, improvise.

Redjade Embassy

Ambassador Reapget 5/7/2
Spell: Slide Skyward

Reapget is a thick necked and affable man, dressed in a sackcloth decorated with red stones. His hat of office, begrudgingly donned when with company, is a huge bored out red rock. Only one staff member, an old secretary that mostly keeps the fire warm and gets the shopping in. A fine office, now very homely. Clothes hang across the room on improvised washing lines, extra mismatched comfortable chairs have been added to the original furniture around the fire. Desks are used as shelves for potted plants. 47 red tone Redjade coins distributed evenly among the sides of comfortable chairs. A tin of coffee. Three fine chiming stones.

RUMOUR: One of the animals in the Vaulted Animarium is actually a cokcroached deputy alcalde

Main directory

Precious Gem Tree

Full map

Precious Gem Tree
Plump Remains 7/10/5
Spell: Earthquake

Plump Remains is excitable, prone to oaths, and boneless. The grocery is open to the street, colourful, and fragrant. He imports seasonal fruits from all over the spheres, but has a particular love of artichokes and will expound upon their virtues. 5p/lb of fruit. Minor glamour on the display stands, visitors must test their luck or buy one provision's worth of fruit. Always busy, all variety of customer, high and low, though popular with tourists.

RUMOUR: The Tsar of River Stately is about to arrive in town, his legions of fans will undoubtedly erupt.

RUMOUR: A shipment of poorly made dwarves has gone missing on the way to the incinerators. The dwarves do not care.

Hastorus Demagoguery

Haitif Hastorus 9/16/1 (1)
Spell: Babble

Bloated almost spherical man. Dressed in a rubber suit covering everything but his bald and lumpen head. Shop is full of books recording speeches throughout history. 4 in 6 chance any given speech is present. Many mirrors, some full length and covered in thick cloth. You can see all of the shop in any one mirror. Drawer full of needles and cotton balls. Bottle of bonal behind a book on alternative history speeches, along with three glasses of unique design. Charges 100p for consultation, 5p per word written, 658p per hour of live demagoguery. 1 in 6 chance he is drunk, 1 in 6 chance his mouth is blistered and unable to speak only write.

RUMOUR: A gang of fish-people plan to kidnap the Bishop of Barley at his sermon in the Plaza of Time this afternoon.

Bit O' Troika

A neighbourhood of Troika, notable for its traditionally constructed goblin labyrinth and the presence of a mustering ground for the clockwork army.

Click to see a big version

Alcalde Station Juniper - F5
Cuboidal Roses - D4
Court of the Summer King - B6
Group of Seventeen - E6
Hastorus Demagoguery - E6
Hugefish - E7
Jasper's Fine Mare - F4
Owl Street - H7
Pittsworth Teethery - G5
Precious Gem Tree - C6
Redjade Embassy - C5
Royal Copyists Charter - F2
Temple of All-Gods - E8
Vaulted Animarium - G3


Court of the Summer King - B6
Redjade Embassy - C5
Precious Gem Tree - C6
Cuboidal Roses - D4
Group of Seventeen - E6
Hastorus Demagoguery - E6
Hugefish - E7
Temple of All-Gods - E8
Royal Copyists Charter - F2
Jasper's Fine Mare - F4
Alcalde Station Juniper - F5
Vaulted Animarium - G3
Pittsworth Teethery - G5
Owl Street - H7

Troikan Bumble-Logic

When running interplanar games reduce time and space to an abstract narrative tool. While the party stays in close spatial and temporal proximity to something, such as a town or an NPC, they will not change. However if the party hasn't seen a memorable NPC (etc.) for suitably long time then change them slightly, add something or take it away, alter their memory of the party (this has the side effect of aiding the forgetful GM by allowing them to claim their misremembering is canon).

Consider: Recurring NPC Shoutpurple, a prominent homeless person keyed in to the local goings on through his close ties with other homeless people. Has endeering delusions of grandeur and always invites the players in for formal tea in his upturned barrel he lives in.

Time has passed, players have either travelled a long way and or forgot about him. When they get back Shoutpurple is in charge of the secret police and heading a furious witch hunt. He still has delusions of grandeur and is incredibly polite to the players. One thing has changed and recontextualizes the others. This is not a transition in his or anyone else's eyes, he always was this.

We're putting on a fake mustache.

When re-shuffling people it's most satisfying to keep it small. Change their name slightly (Shoutpurple is Shoutyellow), or give them a job, have them forget the players, or re-use their image as someone completely different.

With places, push them forwards or back through the timeline, change the name, replace the inhabitants with flump-people.

Keep enough sense to move the game along and not confuse everyone terribly. Build up a catalogue of unique symbolic devices that will help place the players.

Consider: You use pigs as a device on Shoutpurple's secret police badges, they are nicknamed pigs. Pigs can recur as objects of oppression and violence. A person owning a pig could turn out to be the killer all along. Pig-in-boots is a notorious sapient-consumer and diabolist. Undermine the pattern occasionally like we do with the Christian symbolism we use so reflexively.

Have events play themselves out again and again. Consider all the Christian patterns used: death and rebirth, brother killing brother, and other things a more competent writer could tell you. Figure these events out by picking up on something the players respond well to. Maybe they throw Shoutyellow off a roof to end his reign of terror. Have that become a standard way to dispose of tyrants, have them go to a town where that is the standard method of executing shoplifters and so on.

We don't need a plan in mind when placing these narrative devices, just use them. They will either snowball and gather up meaning and weight or they will wither naturally. Using them too deliberately will make the game predictable and possibly eye-rolling. Imagine you put a Jesus analogue in every campaign you run. Yea, like that, don't do it.

This should be easy. Easier than tracking time and places and names would be. When the players decide to return to some interesting place they visited a year ago you don't need to know the exact details of what happened and what happened in the interim, you just need to reacquaint yourself with the feel of it and build something new. If they look up old friends maybe they are exactly as they left them, maybe they are gone, maybe they have changed beyond recognition. And change isn't permanent, they can go back.

Your world is plastic.

Finally, consider the meta-textual possibilities of building your own bank of devices. You end one campaign completely, you and your players start another. You introduce pigs, the players all laugh about that time with the pig where you threw it off the roof. You then either reinforce that or you undermine it and have them reassess it. If you've done well you have a pocket full of these things you can throw out that will communicate in a secret language you and your players have built up. The sense and logic of the world is a step removed from the surface; we are not looking for mundane links between places and things but symbolic. You and your players are magicians.