GLÅUGUST 2026 - 5
This is a continuation of my entries to the GLÅUGUST 2026 challenges. You can review all previous posts here:
If you want to follow along, you can read the Nothic's Eye GLÅUGUST 2026 challenges here.
The following challenge is more about how you think about systems, rules, and interfacing with the game world than anything else.
Challenge the Fifth
4 - Cottonmouth your pet system so it is synonymous with one of your settings. Here is what Cottonmouth is and here is one way you could do that.
(I appreciate that this links to Was It Likely?'s longest post ever)
Brief summary: "Cottonmouth your pet system" means to describe the obvious(?) laws of your setting's reality. They are rules which could be quoted verbatim by inhabitants of the setting. They are not rules which include any game mechanics.
I think the easiest way to do this would be generating a list of "Laws of Reality" and then declaring that all those statements are true things that must be obeyed by everything they apply to.
Example: In my setting [[The Splintered Galaxy]], the Splinter is an uncrossable void horizon, where if you go in, you don't come out. Therefore, a Cottonmouth rule of whatever game system I use is this: "Anyone who enters the Splinter cannot return the same."
A False Example: In the aforementioned setting, I use FIST as my game system of choice. It is not a Cottonmouth rule to say this: "Anyone who enters the Splinter has to roll Creative or suffer the consequences."
There are several other good examples in Was It Likely's first linked blog post, about an inch down the scrollbar.
When in doubt: "It's enough to give specific, evocative suggestions about the nature of the world, the ways in which it differs from our own, the things players can rely on and master in lieu of mechanics."
Laws of the Splintered Galaxy
I'll use the Splintered Galaxy as my setting, since I've already introduced it on the blog before. I'll use FIST for my system, because that's what I used to run my games in the setting.
I'm sure I'll miss a few things since this post is becoming long enough already, but I'll try.
Of the Physical & Mental Capabilities
- Your force of will is like a magnet. It draws what you want towards you, among other worse things.
- Magic exists. It is the kind of magic that allows matter to be reshaped and gravity to be reoriented.
- Alien bodies shut down after exertion and loss of organic material.
- The amount differs based on the genetic makeup of the alien's body.
- Breathable air is a different mixture for each alien.
- Without breathable air, an alien's body starts to shut down.
- Different aliens take longer to shut down than others.
- Without breathable air, an alien's body starts to shut down.
- Everyone learns something from their past.
- You often carry mementos from the past.
- Everyone has goals that they want to complete.
- Tactical: How many great sacrifices you've had to make.
- Reflexive: How many decisions you can make in a millisecond.
- Creative: The amount of times you've ingested stardust (knowingly or unknowingly).
- Forceful: The amount of G's of gravity you can take before being crushed.
Of the Galaxy
- There is a cosmic void horizon null field of asteroids, black holes, and something beyond life and death which eats away at the galaxy.
- Entering this "splinter" will change a living thing for the worse.
- Planets circle stars. Sometimes more than one in both directions.
- The name of a galaxy, planet, star, place is given by the most recent person willing to name it.
- These things do not care what their name is. They have their own names, given by the primordial ether in which they are born.
- Those who are worthy can hear the voices and thoughts of the celestial bodies.
- A thing called gravity sucks all matter towards the nearest thing with more matter.
- Ingesting stardust bestows primordial magic to the body.
- Ingesting the flesh of a star dragon bestows even greater power.
Of the Politics
- If you say something behind another person's back, it will come back to haunt you.
- There is always someone who hates you and what you stand for.
- If a room looks safe and empty, it isn't.
- Evil is a concept that cannot be erased.
- Good is a concept that cannot be erased.
- Doing Evil things makes Good people mad and vice versa.
- No one can talk to Evil or Good, so they keep confusing the meanings.
Final Thoughts
While reading Was It Likely's essay on Cottonmouth Laws to get a grasp on what this challenge was about, I found this amazing quote that helps describe what old school games are about:
"that's part of why that distinct strangeness of aesthetic, character, environment, and other setting elements is so common to the OSR scene: the complexities of the games rules, the stuff that requires actual calculation, is the same stuff that your characters are trying to calculate. How can we carry enough food for our hirelings. How many more hours of light do we have down here. that's Cottonmouth! elsewhere, the game has a light to nonexistent touch, so things can get dreamy and unreal."
This is the best way I have seen to describe what these games are trying to do with their rules, especially those on inventory management.
There are many other good quotes from this article, including:
"now, it's true that there is something you want to bloom in your game, a rule will not grow it for you. this is one of the reasons why we are against incentives; if you want a game with true goodness in it, you cannot get goodness with a rule. being heartbroken because it gets you heartbreak points doesn't convince anyone."
But hey, what was this post about? It was about generating the laws of reality of a setting and making a system synonymous with it. This is to say, I took the game FIST and made playing it equivalent to living in the Splintered Galaxy. Ish. I like to think I did a good job, but this is certainly a project I could imagine spending days working on. I highly recommend reading (or skimming) Was It Likely's posts on the subject.
How would you do the same with your own systems and settings?
See you next week!
Things on my radar:
- Yesterday I published my adventure Pale White Crown for a Mystic Wood OSR Jam.
- Nina Nomori has a great video about the struggle of working on a project for the same game jam. I echo a lot of the thoughts expressed in the first few minutes.
- RPGTrader has a bundle for Solo Games which you can purchase for at least $20. This is a great way to support creators and check out new solo RPGs. Yes, my game No Sword, No Problem, is included.
- The monthly Role Player's Digest is out! One of my articles is in there, but please check out the rest; the featured article is my personal favorite.
- I've been thinking a lot about sandbox OSR play and what makes it super fun and super not fun. Golem Productions wrote a great post about feeling stuck in the sandbox, which I recommend for folks wondering what to do with all that freedom.
- I started playing the Legend of Zelda: Breath of the Wild for the first time. We'll see where it takes me.