Matt | Krasiph | Creating the Citadel 🏰
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krasiph.bsky.social
Matt | Krasiph | Creating the Citadel 🏰
@krasiph.bsky.social
(they/him)
Ex-software engineer, now full time TTRPG designer, actor, & artist.
https://infinite-citadel.com/

Creator of The Beckoning Dream, a surrealist tarot deck builder TTRPG.

Mörk Sol 980%+ Funded on Kickstarter! https://morksol.com/kickstart
Registered events for OwlCon.

Reorganized the garage (with kiddo's help)!

Ordered vol 1 of a manga I'm excited to get back into years after the fact while also exploring a new-to-me comics shop in town.

Pretty fantastic all around.
January 20, 2026 at 3:37 AM
What's the Isle? I need an example of a text that can facilitate this, cuz it would be a good thing to strive for in what I'm making.
January 20, 2026 at 3:28 AM
This is not a GMing style that I've ever seen, but feels like a nice thing to strive for. Cynically I expect a player to, at some point, ask for lore *from me* that is not in raw game materials.
January 20, 2026 at 2:41 AM
Again, for me, the thing I need help with is knowing if a bit of lore (improv'd or otherwise) "fits the vibe". Examples and vibe-teachers are better for me than a long list of answers. No matter how long, it is impossible for the list to be exhaustive. At some point, GMs will *always* "get to" add.
January 19, 2026 at 1:05 PM
Then yeah, I think this is just a difference of preference.

But circling back to the original print, I think leaving gaps where truth is implied but never settled is in keeping with the Dark Souls way.

Was Priscilla the child of an affair with Seath? An experiment? It's fun to not have an answer.
January 19, 2026 at 1:03 PM
I love your visualization of Corruption here.
January 19, 2026 at 2:11 AM
A game I am only familiar with from that actual play on Geek & Sundry but that feels very much like my jam!

How does it handle that aspect?
January 19, 2026 at 2:06 AM
Side note on usability: it also lets the same results on a table show up later, but be recontextualized by the living world at the table.

That spear you found in the tower and returned to its family? Well the leader of these traveling sell swords is carrying it.
January 19, 2026 at 12:56 AM
The illusion is made complete (imo) not by being exhaustive on paper to the point that all questions have been predicted, but rather by giving people enough of a firm footing in the world with the data that *is* there that they can confidently render the illusion into concreteness on their own.
January 19, 2026 at 12:54 AM
So there's absolutely too little or too generic, and I think that's where you're correct to push back on "lore via procedures". But there's a happy medium where you give just enough to root things and give people the parameters for creating outward from the fixed.
January 19, 2026 at 12:52 AM
But aside from basic personality info, nothing else was described. Because nothing else was needed for the adventure... until it is! But *I* can't know that at time of printing. The GM knows that when it meets the table. They will know how best to use this Player's interest to expand the world.
January 19, 2026 at 12:50 AM
Her personality was already defined, but the name made her concrete. It rooted her in the setting in a way that prompted further discovery.

"What do I know about her?" asks a player, because this single data point (a name) gives them a reason to want to ask. Or not! Up to them.
January 19, 2026 at 12:49 AM
I'll refine this with an example that Brian helped me with in our Temperamental Upgrades zine.

Originally I left an NPC unnamed in a mission, but Brian suggested I name her so that it would give a clear connection to the world at large.
January 19, 2026 at 12:48 AM