Law of Names: Unscripted
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Finite heroes, infinite dimensions.A monthly Masks: a New Generation actual play podcast.Click here for more information, at the show's website
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Law of Names: Scripted
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We're always open to connecting with other creators, and other audio drama projects.As a network, we mostly are here to support and encourage each other, and to spread out some of the work that goes into producing shows, and bringing them to the ears of audiences.Projects that are part of this network are diverse and inclusive, including race, ethnicity, national background, language, accent, gender, and sexuality.If you are interested in bring your audio drama or fiction to our network, please either email Erik, or contact us on Twitter.If you have audio drama or fiction, you'd like to bring to the network, please check out Law of Names: Scripted for more information.
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A Powered by the Apocalypse table top role playing game about angry teenagers with brain computers trying to change the world and figure out who they are, by defining what they hate.
Cut is a two-player game of truth and discovery.This game was created as part of the Libre Baskerville Jam
A interactive fiction exploration of what it can be like, not to belong.This game was created as part of the Neurodiversity Jam
Role Playing Fan Content
Content for Magpie Games
Masks: The New Generation
Resistor: High School, Low Life
"In electronic circuits, resistors are used to reduce current flow, adjust signal level, to divide voltages, bias active elements, and terminate transmission lines.Colloquially, the term Resistor refers to an individual who uses subterfuge to deliberately disrupt the normal function of political, corporate, or economic operations in order to achieve a goal."
- "Resistor" Netpedia article, n.d.
Resistor is a near-future cyberpunk game about angry teens with brain computers. A strange mix of corporate spy and punk rock rebel, military-industrial mercenary and social justice advocate, Resistors are children of a new normal. Everyone's already plugged in and turned on. NetSpace has put the worlds in their heads. If they want to change things, they've got to get creative in their rebellion. But if there's anything teens are good at, it's rebelling.A mechanics-light game, designed for flexible, low-prep play, collaborative world building, and character-driven storytelling, Resistor is centered around classic, tech-laden cyberpunk tropes. Take what you like, trow away the rest. Every rule is made to be broken.Welcome to the neon grime of the streets of San Angeles. Here it's high school, low life.
On the first day of spring, you wake up with a tiny plant growing out of the palm of your hand. Small, and pale green, with two seed leaves, shading to yellow-white at the tips. It is rooted in your skin, in the middle of your life line. Part of your body as though it belongs. As though it has always been there.It is beautiful
A Risky Gambol
You come across them on the side of a forest path, when you are suddenly alone, your friends far ahead. Tucked inside the mouth of an alley, surprisingly quiet compared to the dissonant clamour of the city street. At a crossroads, under the light of the full moon.“What do you wish for?” They ask, “What do you wish?” And so you wish. Almost without thinking. Wish for the thing that you want with all you are. That you want with not just your mind, but with your name and body as well. You wish. “It is yours.” they say, and smile. “And you are mine.”
Masks: The New Generation
Changeling: the Lost
The Experiential Courts
At the heart of understanding and "reality" is perception. All knowledge, all reputation, all safety is based in what is perceived and what is occluded. These Courts thrive in the most dangerous parts of the Hedge, where laws and reality grow thin, and the fae lead lives of daily struggle. In the harshest environments, The Courts of Experience can be relied upon where more "nuanced" societies fall.This power comes at a cost: when swearing to a Sensational Court, the changeling must choose one of the other Sensational Courts to oppose her. This is not structured, or a choice formed by anything but her own personality. When speaking the oath, the fae is compelled to name that sense that brings her the most difficulty, suffering or fear. While she never adds her Wyrd when depending on that sense and cannot overcome penalties to it, immersing herself in the opposed sense allows her to harvest Glamour off herself, much the same way she can by providing experiences to others based on her championed Court's sense.These chosen vulnerabilities bring fae together as well as any Court does, and most political unions depend more on mutual trust by a shared weakness than confidence in a common strength. While Gustatists are usually subtle, and Somatists are usually direct (and as often Opticists are remote and Auditists sociable), these opposing techniques are not enough for true rivalry in places without laws.
Lockport: Our Refineries Power the World
The westernmost port of Skovlan, Lockport has a long and bloody history, its crimes too recent to have been dulled by memory.Unable to see the honor in being selected as the home for the Refineries and Manufactories that turn Leviathan Blood into power, Lockport led the Skovlan rebellion, beginning the Unity War.Spanning nearly 40 years, and costing countless lives, the war ended only when a brave hero risked everything to rid the world of the rebellious so-called Queen Alayne, and once again bringing Skovlan firmly under the control of the Immortal Emperor, may we be worthy of his Sunlight.Now aware of the favor it has been granted, Lockport’s Refineries and Manufactories once again produce power and products for the rest of the Empire. They do, of course, shoulder a much larger burden of taxation. This is by no means punitive! Rather, it is simply compensation for the years they deprived the Empire of their labors and service.Many of Lockport’s citizens fled during the war, risking the dangers of the Sea to shelter in the security of Doskvol’s open arms. Now, they are slowly returning, but Lockport has suffered a shortage of labor. To remedy that, the Ministry of Preservation is importing able bodied workers owing a debt to the Empire. While the citizenry of Lockport might object, they have a poor understanding of exactly how necessary this is to continue to support the reclamation of the city.
Lockport is a setting complete with map, factions, politics, and NPCs. Some material is derived from the Blades source book, some from the character sheets, and some has been invented whole cloth
The Wild Hunt: A Game of Bloodthirsty Desire
The call of the horn drifts over field, mournful and sobbing like a lover betrayed. It is distant, yet. Could almost be an echo, a memory. Still, the air is clear and sounds carry far. The moon rises high and yellow in a sky black, and cold, and starless.The horn calls again, the lover-in-waiting, body aching, alone in their bleak bed.There, in the empty field under the moon, the Quarry crouches. Its ears prick, eyes widen. Its nostrils flare. Its body quivers. Sometimes, with fear. Sometimes, with other emotions entirely.It knows what is coming. Knew, since it woke here, its skin bare to the night, its feet already bloody and raw. This was what it craved--the beating of blood in its ears, the sweat stinging it face, the sweet-salt of tears, and the bitterness of bile coating its mouth.But craving, and having are not the same.The Quarry is afraid.The horns call, and on the horizon, come the shadow of the Hunters.The Quarry takes flight.The Hunt begins.
The Wild Hunt is an experience for five players who trust one another, enacting the familiar Arcadian game of the Hunt, pitting the strength of the Hunters against the wits of the Hunted.It requires a deck of tarot cards, a place to tally the Hunter’s scores, and paper for recording the Rules.The Wild Hunt can be purchased here
An unsafe game of mental vivisection
There should be two players, to engage in this Game.There can be three, if you like, but no more.Each player decides if they are a Tool, or a Toy.Tools are always Tools, no more, and no less.Toys are what is needed, to play any Game, especially this one. Toys can put on the roll of a Tool, when it is appropriate.Cut can be purchased here
Like Trying to Learn to Breathe Underwater
You do not belong here.You have known that as long as you could know anything. You do not belong in this house, wrapped in the arms of Mother and Father like wires. Sister like a knife. The names they give you are wrong. Even the one that is closest, the one you’ve come to fit like wearing in once-blistering shoes.It is not your name.But they have the Words to bind you. To spin you up in telephone cables, pin your arms to your sides. Tangle your feet till you fall. The have the tools to make your body heavy, fat, thick and clotted with possessions and expectations.They love you. They are so very proud of you. Don't you want to make them proud?
Interactive fiction exploring what it is to feel wrong. To neither fit, nor be able to make yourself fit.And to consider that maybe what they've told you is wrong is simply different. Is belonging somewhere else.This game is about growing up with brainstuff that wasn't allowed to be real. About what it can feel like to finally begin to accept that it is. That it's a part of you.It uses the language of make-believe to make the unsafe, safe, and the safe, unsettling.Like Trying To Learn to Breathe Underwater can be purchased here
Bread & Stone
There is seldom peace in Arcadia.The Gentry of Faerie are fickle, capricious things, and conflict between them is inevitable. Even in a single noble’s court, one is more likely to find enemies than allies. Between the Great Houses, disagreement is both volatile and incessant. Discord is inevitable, and alliances ever-changing.This, of course, makes travel through the Kingdoms difficult.Precisely because the politics of the Kingdoms are ever-changing, customs have grown up between the Gentry, and the dwellers in their realms. Customs of welcome, of turning away, of a means by which one may stay, for a time, even under the roof of one’s enemy, without harm or fear. Customs which, through time and repetition, have become immutable Laws, reinforced by the magic of word and vow.Such is the Law of Hospitality.
Bread & Stone is a microLARP for at least 2 players, centered around the making and sharing of a meal.The Guests, beholding to one Liege Lord, request Hospitality, and the Host and their Household, beholding to another Liege, offer it.Then, all that remains is to get from sunset to sunset without violating the Laws.It’s a pity that both sides want to force the other to break them.Bread & Stone can be purchased here.
Tell delicious stories of home.
Casserole is a small, quiet 1 page game of telling stories inspired by food, and good memories of eating it.This game is dedicated to the memory of my Grandma, and her recipe cards.Casserole can be purchased here.
What Happened to the Theater
"One and all keep us guessing
What the heck they're expressing…”
Live action role playing is often as much performance as it is gaming. This game is designed to bring the two closer together.The game itself is meant to be put on as a miniature, improvisational play. But unlike typical theater, the game is not meant to tell the whole of a story. Rather, the goal is to tell, to show, what that story looks like experienced through the eyes of the different characters, all of whom are on the outside of the principal narrative.The characters themselves, over-the-top caricatures drawn from Commedia Dell’Arte are not part of the main plot at all. No one will play the Rich Uncle, or the Scheming Mama, or the Crafty Merchant. Rather, the players are people on the periphery, who have watched the story move forward and are reacting to it.The story is built in the absence of the key players, through the ways the player characters respond to them.What Happened to the Theater can be purchased here
The Daisy-Chain House
Down in the meadow, just past the bend of the stream, there is a tiny house with a ring of mushrooms in the front garden. All the woodland folk know the place. In the mornings, the smell of baking bread comes out of the open windows. In the evenings, voices, singing together. And all the time, laughter.
The Daisy-Chain House is a game for 4+ about creating a family. About meeting one’s needs without depriving others. About compromise without sacrifice. About finding love, in all the forms it may take.Work together to create a found family, romantic or otherwise.The Daisy-Chain House can be downloaded here.
Just not meeting your match on average dating websites?Hook-up apps failing to light your fire?Speed dating too slow?Are you a pessimistic, seductive grandma seeking a soul mate for deep sea fishing or massage?Maybe an aquatic, mutant pageant winner who wants a rebound relationship for sexting or seances?Whoever you are, whatever you're looking for, we have it.Welcome to PeacockTail.com, where everyone is something special. And knows it.
So you’re vacationing on the Earth!We want you to dive in, and have the trip of a lifetime! But remember, Earth is an unsophisticated planet that hasn’t made interstellar contact.(Warning: the sensory events you are about to have may be be shocking, disgusting, or even disturbing.)
The Tau Ceti Accords
The 300 year war has devastated the galaxy. Neither side can afford to continue to fight. Peace has become not need, but necessity. But necessary or not, negotiations between two such different species are complex. Especially species with wildly different body language & social customs.
When the Messages Began
You live in the dark.Or you did, until the computer came to life.Until it whirred, and clicked, and found power where none had been.Until the screen blinked on, and bright while words began to print themselves across it.You were alone, until messages began.
When the Messages Began is a 2-player role playing game of digital exchanges.The Receiver is a member of a functioning community built in the ruins of a post-Apocalyptic world.The Sender is a string of words appearing on the screen of a long-dead computer.Receiver and Sender, knowing each other only through what they write, communicate in the hopes of learning who exactly the other is, and how they can be used to further their own goals.When the Messages Began can be purchased here.
You (and your team!) are undercover heroes. Spot the villain, and plan how you'll save the day.
The Food Truck Rebellion
First, it was monoculture. Single-product factory cultivation made so efficient small, variety-filled farms became financially impossible. Next, terminator plants. High-yield crops with sterile seeds that produced only one harvest before dying, preventing any self-sustaining cultivation. Agriculture became less and less profitable. Farms went bankrupt--first the family-owned ones, but gradually larger and larger businesses. Food production ground to a near standstill.There were shortages. No broccoli, once. Weeks when you couldn’t get cucumbers. But it wasn’t till the price of potatoes skyrocketed that we complained.As if in answer to our prayers, agribusiness moved in. Multinational conglomerates who had vast research budgets for researching the best ways to get the most from the land. They bought foreclosed properties, scooped up unprofitable land for pennies on the dollar. And they brought us the answer-- industrial food.SmartMart has mastered food efficiency. Industrial Food can be produced easily and cheaply, stored forever, transported anywhere. It can be anything. Look like anything. There’s no need to cook anymore, when finished meals can come straight from factory to table. New houses don’t even have kitchens.It all tastes the same. Sure, we’re not starving, but at what price? There’s so much we’ve lost, in caring only about the most economical way to produce and consume calories.That’s where we come in.