The Frankenstein Society Meeting Handbook Debrief: So What Was That All About Then?

Ada Press Games

In which I attempt to account for the time it took to put out what was meant to be a short, sweet, little party game about being horrible people making horrible monsters.

In February 2024 I launched a Kickstarter campaign as part of ZineQuest to create, publish and print a party-roleplaying-game called The Frankenstein Society Meeting Handbook.

Why would you even do that?

I wanted to do this because I’d had a really good time creating and funding our first game, The Taming of the Slugiraffe, and thought that a quick and silly follow-up game would be the perfect thing to get me back into the swing of things.

You see, I had left my role as the editor of Tabletop Gaming Magazine the previous year. This was probably the best job I’d ever had, but had a small trade-off of making me totally insane. Because my partner and I were planning on having a second child, it was the right thing to move to a job where there was less ‘being insane about cardboard’ involved.

But because of this change of job, I felt very disconnected from the games community I had spent a lot of time in. It’s great when your job is mostly ringing people up who you like a lot and asking them about the cool stuff they’ve been imagining. I suddenly didn’t have a reason to ring people and more importantly, they had no reason to talk to me if I wasn’t offering an opportunity to promote their wares (I projected). It didn’t matter if I considered them a bit of a friend, they’d not want to hang out with me. Putting together a ‘new thing’ would be a chance to at least tweet about games a bit, I thought. Maybe someone could even review it. This is one of the highest forms of flattery, after all.

I also, I suppose I have to say, I was thinking it would be nice to have a couple of hundred extra quid around. I think we made about £350 from our first game, and that kind of money is a lot of nappies.

This was all within near-certain reach when, with our first surprise twist, my son was born three weeks early. I went on to paternity leave and had quite* a lovely time. Kickstarter put the cash into my account. I felt like, sure, I didn’t quite have the time ahead of me to finish the project as I expected, but you can really do amazing things when you’re a slep deprived maniac.

When I returned to work two weeks later there were obvious bad vibes. Shortly after something like 60% of the company was fired. It’s not so bad, emotionally, when you’re booted out alongside the CEO and head of finance or whatever. And I’ve never had an issue getting a job, so a little redundancy pay and time with my family seemed like a good deal to me at the time.

Except it was a lot harder than I expected. I had some very kind people let me do some work for them in the TTRPG community. Truly the best people in the best business.

It took me something like six months to find a decent enough job, and I took some bad work with great people in the interim. This was a terrible rolling contract that had nothing in the way of benefits.

I struggled to work on the game because it seemed like the back up plan. That I could always return to it when I really needed to. It’s a serious business applying for jobs. Eventually I got the job I have now, which is stable, close, and has benefits. Hoorah!

Which meant I now could finish the game, get it to the designer, and then out to backers. It would end up being two years late, but it would end up in people’s hands.

What went wrong?

Circumstance and having quite* a lovely time and only account for some of this, though, as expressed above and below, they are a major part of why the game was delivered so late.

Firstly, I was working solo on the game. My partner, the artist, was busy having a really hard time being pregnant. It’s difficult for everyone to some degree, by my partner really suffers. I planned to do all the art myself, and I committed myself to doing too much.

Secondly, I allowed the scope to creep. What was promised as a 8-12 page game ended up being 24 pages.

This is partly because I over committed myself on some of the writing. I knew I needed to add lots of exciting examples of strengths and weaknesses, as not everyone has spent their time thinking about roleplaying game monsters (obvious you, dear reader, have, but I am talking about those others). And I thought that it would be good if you could roll a dice in the solo mode to generate your pen pal’s monster weaknesses and strengths. I’d decided D20 examples of each would be good, and that I would offer D4 ideas within each.

Fans of counting and numbers will have spotted an issue here. That’s 20 + (20 * 4), or 100 prompts, for strengths and weaknesses each. My 8-12 pages, pay-a-fiver-for-a-pdf game was now going to contain what amounts to 200 prompts to help you work out what sort of horrible monster you’ve created. This was not wise, but it was probably the right thing to do.

I’ve had to also drop a few of the other promises I made at the launch of the KS. I was hoping to build in secret identities and social deduction style play into the game. Playtesting told me that this was too unwieldy, too distracting from the core create-and-tell loop at the heart of the game. While this isn’t a ‘something going wrong’ promising anything on the KS page that doesn’t appear in the game is a sin. I have shipped a better game, but it’s not exactly what was promised.

Conversions for popular roleplaying games are in the book. But they are, like all conversion tools, a bit of a ‘vibes instructions’ thing rather than something crunchier that could be used with no prior knowledge. Why you’d convert a creature into a game that you don’t know about is a question for someone else of course.

The final book is something I am proud of, thankfully.

Things I am proud of

There’s lots of things I think I did really well here. The emergent play in the solo mode, using the prompts created, is really fun! I made some horrible things with some very personal scars. It’s genuinely good journaling fun.

The use of superscript for the D4 rolls on each example within a strength and weakness. It’s a fun way to do a sort-of-table without breaking out an actual… table.

I think the DEATH page looks really cool.

It looks HOT. My graphic design and layout friend Mike Carr has made the book look like its worth twice as much as people paid for it. He’s SO GOOD guys. You should consider hiring him for your next very well remunerated project.

I am very thankful to the extremely kind backers who were with me throughout this journey. I hope you like the game! Please consider leaving a review with any feedback whatsoever, or leave a comment here. I sometimes send out newsletters from this site, sign up if you like the sound of that.

Consider taking a look at The Frankenstein Society Meeting Handbook on itch. Please follow me on Bluesky, I find it very validating.

* The Asterisk

This is the too much information part. Don’t read it if you don’t want to, it’s not really about the game.

You see. I wasn’t having a good time being a father of two, I was reliving a nightmare moment we had in the hospital. CW: Baby Danger.

There was a moment when my son, hours old, stopped breathing and his skin started to turn grey. It was, I now know, a second, a moment between heartbeats. Something had got stuck in his throat and he was unable to breathe for that moment, and in that moment I was certain he had died.

My son is named after my father, who also died in this hospital when I was 19. It ruined my brain, and much of the reason I write my name out in full all the time is because, if I write my name out in full then I also write out my father’s name – and with that he still lives.

So I thought, in that moment, that I was deeply cursed, that I could not have this perfect child to share named with across three generations. I couldn’t do the sad duty of bringing him up without the guidance of my father. I couldn’t have the opportunity to bring up a boy half as well as my father had.

What actually happened was that I hit the emergency button, I yelled, there was a nurse feet away, his airways were cleared, a doctor checked him. He was screaming and happy so shortly afterwards. I didn’t really sleep after that, as you’re meant to, in the big dad chair.

My son was fine, he is fine, there were no negative effect from that incident, and it was all okay in the end. Assuming the end is right now in this unfurling moment of the present reality.

But that didn’t stop me reliving that moment again and again. It would creep in and I would be back there, suddenly, and when I was there I would know he was dead.

This is a difficult thing to happen mid-conversation, or while driving, or sometimes, even while playing with my son in the park. It left a small but very deep chasm between myself and the rest of the world. And the rest of the world could could not see this chasm.

This was grief.

Now, I am good at grief. My father died at 45 from a massive and unexpected stroke. He was a clever, kind man, a gentleman to everyone who knew him. He taught me how to imagine, how to draw, how to fish, how to chop wood. He left a hole in my family which never really recovered. I have never really recovered. In fact much of what I do is motivated by the lessons his death taught me. Because of this, amongst other things, grief is something I have had practice at.

Yet this event, which didn’t happen in the way I felt it, haunted me despite my years of training. It was very frustrating in that way.

Eventually, after realising exactly how insane I was becoming, how paranoid, how much I was shredding my brain, and how much stress and strain I was putting my partner under (because my brain had decided she was the only safe person to look after our children), I went and got some therapy.

I specifically sought EDMR therapy, which is a weirdly effective therapy where you wiggle your eyes and then have a chat, hoping to unlock parts of your brain by having you feel like you’re experiencing the moment again. This allows you to process it and actually have the associated feelings.

The NHS sorted me out over about 16 weeks of virtual chats with my therapist. Someone I really felt I understood and understood me. It helps she is also in the dead dad club. She was excellent, and I still need to write her a review to use as part of her private practice.

And now I am a bit more sane and unhaunted. I can recognise my good luck and I can connect with everyone properly again. That’s all it took, some voodoo and a good chat with a professional.

And, nearly as importantly, I could finally finish the game.

Thank you for reading. This is more personal than I normally am. Consider taking a look at The Frankenstein Society Meeting Handbook on itch. Please follow me on Bluesky, I find it very validating.

The Forbidden Dice: In Space!

Ada Press Games

Even Dungeon Crawl Classics doesn’t use this one!

I’m writing D13 something for the excellently unhinged LUCKY FOR NONE: IN SPACE!. Yes, D13, a very, very, odd looking dice that doesn’t really roll in the way you might expect and has a really cursed vibe. You should use that link up there to go and back it on Kickstarter. You get an actual D13 when you back it.

LUCKY FOR NONE: IN SPACE! is the follow-up to the equally-as-unhinged-but-much-more-terrestrial LUCKY FOR NONE. For that one I created an antagonistic D13 table that you could roll on and, sometimes, get ‘goblins cubed’. These are comedy horror games that laser-focus on the thrilling joy of… making up absolute nonsense with your friends while rolling some dice about. Will you avert the horrors befalling your town/spaceship? (spoiler: probably not). Will you have a great time as the world ends? (yes!)

We are in space this time round, which means I have a few options for what I can write for the game. We can focus on Alien tropes (D13 things-that-might-burst-from-your-chest), Star Trek jokes (D13 things that the malfunctioning holodeck is trying to get you to do), and something about the other one with the laser swords (D13 body parts you sever from holding it the wrong way round). Or, I could follow my heart and write D13 heart-wrenching moments of loss in space a la Interstellar. That might be a tonal black hole though.

This project is created by my friend C M Lowry and his co-writer Dave Emmerson. They run an excellent publisher and webstore called Beyond Cataclysm. You can even buy my games there, and they helped publish what is technically the 3rd Edition of OTHERSHIP. It’s pretty sick.

BONUS: A Summary of Forbidden Things..
The forbidden dice: D13
The forbidden scale: 11mm
The forbidden fruit: Tomato

Back LUCKY FOR NONE: IN SPACE! here!

A Review

Ada Press Games

They’re so mad

I’d just like to share a few bits from the ‘release’ of OTHERSHIP into the wild.

Firstly, did you see this very kind review?

Jason is right. It doesn’t have any right to be good at all. It’s just a couple of pages of words and drawings!

Jason shouts out the system particularly, which I think is funny. For those that don’t know, it uses a simple ‘roll over your current stress’ to achieve anything cool or dangerous. If you’re doing something your profession should be good at, you get to roll two dice and pick the best one.

Additionally there’s a simple ‘hunt’ track used in the adventure, this is what the GM rolls against for the alien to see if it runs when damaged, or if it is ready to fight. This is, more or less, the creature learning that you’re not so tough and that you could easily be eaten.

The game could also save your game night:

OTHERSHIP is a REVELATION. You would know this if you read the FAQ:

Or the Rascal Announcement:

Now, the thing with the Rascal Announcement is that it was written by me, about my game. In it I quote myself from the FAQs (which, obviously, only I am doing the answering and asking). I also interview myself in it, providing a quote about how it’s the perfect game for a convention. Right now I am writing to you about all of that. Stupid isn’t it?

Even more tragically, I posted on Reddit about it.

I got lots of comments about the line in the FAQ, here, about how complicated Mothership is. Obviously this is a joke? You knew that right?

People know when I am joking right? They’re just playing a joke on me, right? A joke where they don’t get the joke, right?

Anyway, all of this boils down to one simple thing: buy my game.


A note on “Chris why are you still using substack? Isn’t it bad now?” and the answer is that, yes, I understand it is bad. I will leave. I would like to bring you with me to my own wordpress site. I’ll let you know when I get around to that, and you’ll be able to unsubscribe if you don’t want my emails any more. As to why I haven’t done it yet… the options available to me seem expensive or limited. I’ve decided to try and do more with my little website, here. Which means I have to rework a load of stuff. It’s fine, but it’s a bigger job than you might think as I have years of poetry nonsense on there.


buy my game.

OTHERSHIP

Ada Press Games

Dying in rotten space hulks has never been on so few pages using so few dice (citation needed)

If there’s one-to-three things I hear people say about Mothership over and over, it’s “oh I would love to play it, but it’s simply too rules heavy” and “I’m really not sure if I can deal with dice that go up to 100” and “the core books are simply too long with too many words in them”.

So while Mothership is made by beautiful, thoughtful and inspired people, it really needed working over with a hammer by someone who has let themselves go a bit. And that’s where I come in.

Welcome to OTHERSHIP.

This is a new, two page game zine about dying in space, get it here:

It has also been published in the excellent Wyrd Science. It’s in issue 7, here! It’s probably better to buy it in Wyrd Science because you get other cool stuff too.

What I really like about this game is actually it’s compact format. You just need to print a single A4 sheet on both sides and then fold it twice and you’ve got a cute little book with rules inside, a character sheet back cover and – when you open the whole thing out – an adventure, map and GM console

Also, one “fan” (someone on bluesky who liked my post) has called the FAQ portion of the itch page ‘Amazing’:

ALSO: If you’re a reviewer, blogger, or inlfuential government minister, please let me know and I’ll drop you a free link to the files on itch.

Thanks for reading!

Home Is Where The Art Is

Ada Press Games

A brief list of new stuff

Things have happened. These are the things:

I have been reviewing games again! For the excellent TTRPG store Tabletop Bookshelf. They’re doing a good job of curation over there, so it’s just wall to wall bangers. Here’s two reviews so far:

WHAT LIES BENEATH. Is this the Dark Souls of Choose Your Own Adventure games? Sort of! It’s really good fun, has loads of great gamey mechanics, and was quite hard to write about as you just don’t want to spoil anything!

HOME. This is a really interesting solo mecha-and-map-making game about punching big demons. Except it’s really about a sense of loss and desire for personal connection.

And this is a collaborative attempt at survival – at the table and in-world – you cannot do this alone. There is no Superman here, and – we assume – that these giant mecha have been created through giant efforts on behalf of our nations. The chance for us to pilot them is also part of that effort.   You are not Superman, you are simply the bullet placed in the largest gun on earth in the hope that this weapon is the one to do the job.  So it’s fair that we take that seriously.

I HAVE A COVER for THE FRANKENSTEIN SOCIETY MEETING HANDBOOK. This is exciting news as it means my layout and graphic designer has broken the back of the beast. I really want to get this game out into the world as I feel I can’t put anything else out until this one is in people’s hands. I am pleased with this progress though.

(No, I am not sharing the cover until we’re finished.)


WYRD SCIENCE IS ON THE INFORMATION SUPER HIGHWAY and that means a few of my pieces are online now too. John has done some amazing work with the new site, and the sheer weight of talent that he’s had across the various issues of Wyrd Science is enough to do that bit in Interstellar where they go to the planet near the black hole.

And he also published me a couple of times:

BIG TROUBLE IN LITTLE MAUSLAND. The feature that will make you want to buy Mausritter, if you don’t own it already. It may also make you actually play it, if you do own it.

LICHOMA REVIEW. I take a meat cleaver to this clever TTRPG of horrible dismemberment and cardplay. It’s wonderful.

ULTRAVIOLET GRASSLANDS 2E REVIEW. In which I bumble about across the most beautiful weird scenery in any spacey TTRPG and discover that Luka took out the shyness from UVG 1E and added in a bunch of boardgameyness. It’s a great game and, I think, an interesting review.

BUT CHRIS, HOW DO I PAY MONEY FOR WYRD SCIENCE? I am so glad you asked! Visit the website, and hit the SUBSCRIBE button, and then set yourself up for a rolling $5 a month. If you’re a pervert for paper, head over here to buy back issues of the magazine.

BUT CHRIS, HOW DO I GIVE YOU MONEY DIRECTLY? You can’t! I’ve already been paid! I’m a sunk cost! Reward their foolishness so they do it again!


I’ve also slung my one good game about hunting a slug beast into this Pay What You Want Bundle on Itch. It goes live tonight, so check back then to get a load of games for like… nearly nothing.


Thanks for reading. Follow me on Bluesky

Acknowledgements

Ada Press Games

… with great thanks.

I’ve spent a lot of time writing in my life. At the start it was novels. I have drawers with complete-but-not-finished manuscripts. One of the idle dreams I had about getting these things published was that I would get to write an acknowledgements page. I used to think about being able to thank all the people in my life, having all their names written down in a book that could exist (probably unread) beyond any of our time on the earth.

But today I have real thanks to give. I’ve been freelancing for a couple of months now and I’ve only been able to keep everything relatively normal at home because of the opportunities which I have been given by extremely kind people in the Tabletop Industry. I like to imagine I’ve been offered these gigs because I’m either a safe pair of hands, they like how I think, or because of my writing elsewhere – but I know it’s also because these are some of the nicest people in the business.

So, here’s an acknowledgement page:

  • Thanks to John at Wyrd Science, who not only gave me tons of space in the upcoming issue of Wyrd Science – but also allowed me to write on two of my favourite subjects: Mausritter and third party adventures/modules. You should buy some magazines.

  • Thank you to Matt and Tamzin Henderson at Loke Battle Mats who made me a early bird special. I got to put together what ended up being something like a regional setting across 12 months. The almanac is full of cool ideas for events, celebrations and adventure in a magically radiated rural setting. I think Loke will have it on sale on their site eventually, but for now: you should buy some maps.

  • Thank you to Anna Blackwell for giving me the great privilege of editing For Small Creatures Such As We. I was tasked with picking up the last typos, making sure every page reference was correct and the usual editing stuff. It was 246 pages and we were aiming for a 6 day turnaround. And we did it. This is a solo game of space and self exploration with a scope I’ve rarely seen. It weirdly reminds me of Yakuza 0 – you can choose your own path through the game, explore the world and place your own meaning on things, but also there’s a million distracting mini games. You could be running a business, fighting evil, doing evil, gambling, podracing – you know, all that stuff! It’s a great work and pre-orders are open for small creatures such as you.

  • Thank you to Chris at Beyond Cataclysm for letting me write an adventure for his incredibly innovative FÖUR BORG. You know what people say about MÖRK BORG right? “It’s simply too complicated” and “There are too many sides to those dice. Who needs 20 sided-anything?” Luckily for you, Chris Lowry has solved this by creating FOUR BORG. All dice are replaced with a D4s in an exploding dice pool system that is both brilliant and brutal. Chris let me write the rest of the included adventure, which happens in a pyramid of course. I think I’ve made a really good puzzle-or-die adventure. Buy four copies here.

  • and thank you Charlie at Tabletop Gaming, who still puts up with my reviews :)

So, thanks!


Making a monster is hard. Apparently. Though I think I’ve just broken the back of the problem I’ve had with the FRANKENSTEIN MEETING SOCIETY HANDBOOK. I had sold the book as a 1-99 player game – i.e. a funny range that publishers like Big Potato stick on their game boxes to indicate it’s for everyone! I’m happy with the way I’ve planned out the solo mode (it’s a correspondence course for making monsters where you’re paired with another and very quickly generate their monster progress and news). But the multiplayer game just didn’t feel right, especially at two where it could be a bit slow.

Anyway, the conclusion I’ve come to is that we can use the solo mode monster generation to represent Absent Members who have posted in their news to boost the effect of having more people around the table. I’ve basically added ‘bots’ to the game, except they’re just a couple of dice rolls and look-ups on a table. It works nicely and give the host role a bit more of a ‘GM’ feel.

Anyway, progress on the game is finally coming along now, thankfully!


You might be wondering: ‘how do I get on a big sexy thank you list like that one at the start of this email?’

Well, you’re in luck. I am still available for freelance work!

  • Adventure/scenario writing – Need a starter adventure for your game’s system? Need a campaign for your board game? Scenarios for your wargame? I’m in!

  • Reviews, development, consultancy – Want to know if your game is good, finished, or correctly pitched? Let me tell you! I can provide extensive development feedback, mock reviews and useful criticism. Let me fix your rulebook.

  • Lore, fiction, short stories, vibes, ephemera – Want more vibes? I’m happy to provide stories, in world documents, background and pretty much any style of fiction you need.

  • I can make your kickstarter page not shit – Mostly by putting words in the right order and making your game’s proposition really clear. It’s easy to get muddled and think that your clever use of dice is why people want to play, when actually it’s because you’ve got a cool world to explore.

Email me at christopherjohneggett@gmail.com and we’ll work out what I can do for you!

24 Hours To Almanac

Ada Press Games

Oh, and 12 D&D 5E adventures with maps!

You have only 24 (and a bit) hours to get one of the longest pieces of TTRPG writing I’ve put together so far. Loke Battlemats, the purveyors of the best battlemats out there, have comissioned me to create an ‘Alamanac’ to work alongside their 2025 Calendar of Many Adventures.

If you back the calendar in the next 24 (and a bit!) hours you get the Alamanac totally free as a PDF with it.

The calendar has 12 D&D 5E adventures in it, a battlemap for each adventure (that you can actually use at the table) and… all those calendary bits you can normally use for things like, I don’t know, scheduling your actual games.

Perfect, right?

The part I have written is a series of adventure hooks for the magically radiated region of Gossport. The river runs down from some mountains full of simply too much rotting magical power. It’s made things a bit weird, and this Almanac is designed to help locals deal with the magical and the banal by highlighting key festivals, events, warnings and, er, the weather!

The truth is, it’s kind of Welcome to Nightvale as a fantasy RPG setting. A mix of the rural/suburban with completely nuts elements treated as ‘something we just deal with round here’. And deal with it you will.

And the MEGA TRUTH is that there’s about 10x as much #content and ideas in this little book as there are in your favourite vibes-based indie TTRPG.

Also, I’ve been pretty funny in what I am now referring to as my ‘poundland Neil Gaiman’ style.

Get the calendar and the Almanac here, right now for the next 24 hours (and a bit!)

and if you like that, and this, or how I’ve told you about it at least, please share using this little button right here:


Elsewhere and elsewise:

IT LIVES

Ada Press Games

But what now?

We finally launched the Kickstarter for THE FRANKENSTEIN SOCIETY MEETING HANDBOOK. You can get the physical game for £10 and the pdf for £5. It’s a stupid game about creating monsters with your friends, without becoming so embarrassed with your work that you need to chuck your monster away! There’s a button below that will take you to a page where you can back it. Magic!

I’ll not bother everyone about the game again (until it funds and ships at least).

I’ve got a cool draft of a post about my Game of the Year 2023. Spring 2024 is when these things drop right? That’s what is coming up next.

I did a TikTok, for my sins.

I also have a couple of reviews coming up in Tabletop Gaming magazine, including Banish The Snakes and Halls of Hegra – both of which are amazing in the right context.

And then I’ve got a biggish Mausritter thing in the always excellent WYRD SCIENCE.

If you’ve got a project ongoing at the moment, I’d love to read about it in the replies here.

The Frankenstein Society Meeting Handbook

Ada Press Games

Creating monsters in a supportive community of auteur scientists since 1851

We’ve made another another dumb little game. This one is a roleplaying party game of abomination creation. Players take the role of mad scientists at a community meeting where they share their work with others in the group, secretly hoping that no one is making a monster that would directly defeat theirs.

Use the button below to get notified with the campaign starts. It’s going to be a weird little A5 zine full of horrible collage artwork.

Here’s a sample of what’s going to be on the Kickstarter page:

THE FRANKENSTEIN SOCIETY MEETING HANDBOOK will tell you everything you need to know to run your very own society meeting. You too can create your own community of likeminded geniuses interested in the noble pursuit of creating previously unimaginable life.

The handbook provides advice on:

  • How to run a society meeting for you and your friends

  • How to discover invite like minded ‘cut and stitch’ enthusiasts to your group without causing alarm

  • The 5 best ways to obscure your dark secrets from prying investigators

  • How to avoid common meeting pitfalls like someone getting eaten

  • How best to describe your creations

  • Mitigating large electricity bills

  • Scheduling and book keeping

WHAT IS THIS?

It’s a group roleplaying game where each player takes the role of a ‘ethically curious’ scientist – someone who is interested in making monsters, abominations and creatures whose existance is an affront to god they/themselves! Who knows, you could even create the creature that kills god and lives inside it’s divine entrails! All of this, and more, awaits.

You will need a group of two or more likeminded students of the craft, a set of rolelpaying dice, pens, paper, and somewhere to hold your meeting.

WHAT’S IT LIKE?

It’s somewhere between a party game and a roleplaying game. Think Blood On The Clocktower but without having to close your eyes while someone shuffles around the room. There’s space for elaborate stories to come out of the game because of the round themes and secret agendas – no one is quite who they seem. 

HOW DOES IT WORK?

The host introduces the meeting and this gathering’s theme and begins the timer

Everyone presenting writes notes on their monster, they write two strengths which they will reveal on their turn – and also a weakness the monster has. This is recorded secretly, never to be revealed.

(During this stage, players should consider the theme of the meeting as well as any secret agendas they might have.)

Then, when the timer goes the host invites members one by one to present a short speech on the strengths of their monsters.

If, during another member’s speech, one of their monster strengths would directly take advantage of your creature’s weakness – mark a wound. Three wounds and your monster is a failure, time to scrap it for parts and start again. Bring a new monster to the next meeting.

While there are no winners in the society, there comes a time when a creature is so reality-curvingly powerful that an ancient evil will slip into the driving seat and take it for an apocalyptic spin. In these events the society will often issue a special badge of merit.