Now Available! Level 1 Volume 5 2024 Anthology of Indie Games

A man wearing a VR headset sits at a keyboard illustrated in a green palette | Level 1 Vol 5 2024 anthology of indie RPGs from 9th Level Games

The indie RPG scene is a diverse, fascinating, and vibrant part of the TTRPG community. With Level 1: The Indie RPG Anthology, 9th Level Games brings together choice games from the world of indie RPGs in an annual collection published in time for Free RPG Day.

The 2024 edition of Level 1 is themed around “Command Line.” This year’s designers take us to the internet, the future, and other worlds. We have abandoned Discord servers, viruses, robots, and even golems. We have hacking simulations and a simulation of hacking. You can become a god, an outer space pet, or, as predicted, a hacker.

So strap on your keyboard, and get ready to jack into the net, chummer!
Download for free Level 1 Vol 5 2024 today!

With games by Richard Kevis, Josh Feldblyum, J.D. Harlock, Null Set Tabletop, Alex Koeberl, Christian Young, Gabriel Slye, Brian Hartwig, Alex Gickler, Eden Collins, Nick Grinstead, Tim “Strato” Bailey, Glenn Dallas, Carlos Hernandez, Jon Maness, Calvin Johns, Jonathon ‘Starshine’ Greenall, Monica Valentinelli, Luckycrane, and Michael Cremisius Gibson.

Celebrating a 2023 ENnie Award Nomination

Level 1 Anthology | Volume 3 2022 | Free RPG Day

The 2023 nominees for the ENnie Awards have just been announced, and I’m proud to mention I’m a finalist for the 2022 Level 1 Anthology from 9th Level Games along with a slate of fantastic folks!

The full contributor list for the ENnie Award-nominated 2022 Level 1 Anthology is: Gabrielle Rabinowitz, Evlyn Moreau, Dustin Winter, Quinn B. Rodriguez, Sea Carnelian, Loretta Brady, Skylar Bottcher, Gianna Cormier, Glenn Givens, Samantha Sinacori, Steffie de Vaan, Graham Gentz, Monica Valentinelli, Kyle Ott, Desks and Dorks, Patrick Watson, Dare Hickman, V.R. Collins, Zane Graves, Scott Slater, Alexi Sargeant, and Jim Dagg.

After you download a copy from DriveThruRPG.com, be sure to pick up One Night in the Catacombs. I designed this game as an expanded edition of “One Night at Bain House” featured in the anthology. Huzzah!

Congratulations to my fellow 2023 ENnie Award nominees! Woooooooo! Good luck and cheers all around. Voting will be open to the general public in mid-July, so be sure to watch for updates. Huzzah!



My Schedule for GameHoleCon IX!

Hello, hello! Next week I am a guest at Gamehole Con IX. Here’s my schedule of panels and events. All times are listed in Central Standard Time. You can find descriptions, a list of my fellow panelists, and register for the convention at www.gameholecon.com.

Thursday, October 20

11:00 am – Get Published: Marketing Panel Waubesa: 245

1:00 pm – Design Workshop: Narrative Design Waubesa: 245

Friday, October 21

11:00 am – Get Published: Crowdfunding Panel Waubesa: 245

5:00 pm – World Building with Psychology in Mind Waubesa: 245

7:00 pm – Legacy of Mana D&D 5e Monona: 247

8:00 pm – Drinks with Authors Balcony

Saturday, October 22

1:00 pm World Building Panel Monona: 247

2:00 pm Conversations by Design: Monica Valentinelli Waubesa: 245

6:00 pm Novel Writing: Going Pro Waubesa: 245

7:00 pm Demiplane Vampire the Masquerade Monona: 247

Designing Tension in Cyberpunk RED

Tales of the RED: Street Stories Cover Art

Heya choombas!

Wanted to share that my Cyberpunk RED adventures are titled “Bathed in RED” and “One RED Night.” While their stories can be told separately, I wrote them as two distinct parts of a larger narrative included in Tales of the RED: Street Stories.

One of the reasons why I wanted to write for Cyberpunk RED, is because I was keen on exploring narrative tension in Night City as you moved from scene to scene. My approach to introducing that tension is through the introduction of hard choices to shape your story and advance the plot. If you were reading a novel or comic book, those choices would be made by the protagonists. In a game, however, you are the protagonists actively contributing to the narrative fulfilling your own motivations and your group’s goals. Ultimately, it’s not my decision what happens next. It’s yours. My job is to present those gut-wrenching decisions that help you feel vested in the game.

I love presenting difficult choices, because they’re a great way to add depth to your story. To make them emotionally-compelling, I took the project’s guidelines to heart and made these choices personal. Smart technology, cool locations, even corporations aren’t enough of a story hook. They’re just props to interact with and cool set designs. What makes a story personal, are the characters you interact with during the game. In Cyberpunk RED, there are compelling challenges like that computer virus designed to wipe out your data. What I consider is who designed that virus and why they’re targeting you. Same thing with corporations, too. After all, a “greedy conglomerate” isn’t as interesting as a CEO who decides to cut your salary to give themselves a bigger bonus.

Characters also give you ways to interact with the story, learn more about the setting, and provide clues. That said, I didn’t design them according to their plot delivery function, because that wasn’t interesting enough to me. Instead, I prioritized “who” they were and “where” they were from before I worried about the plot. This approach allowed me to revel in what I enjoy writing—worldbuilding and characterization—even though I had some rules already in mind.

Though I had the basic idea for a mystery plot in the outline phase, I didn’t figure out the specifics right away. My breakthrough happened after I finished my first draft of both adventures. Oh, I remember that eureka moment very, very clearly—and not only because I had a wonderful Ah-hah! feeling. I was having so much fun writing in Night City, every character and cinematic scene I imagined flowed together as if I was watching a movie. I could even imagine this exact plot in a video game. That visualization is the moment I knew this story was cohesive and filled with jaw-dropping moments.

I’m extremely lucky to write for Cyberpunk RED, because Tales of the RED: Street Stories allowed me to explore new-and-existing aspects of Night City and its people. That said, this two-part story scales more toward cyberpunk thriller with horror elements than a straight-up adventure.

If you’re keen on learning more about game design so you can write your own adventures, I encourage you to sign up for my upcoming campaign planning class.

Thank you for listening!

[New Releases] Article, Cyberpunk RED supplement, and Class for GMs!

Tales of the RED: Street Stories Cover Art

Hello, hello!

Huge update today, so let me dive right in to a fancy-pants bulleted list. That’s right, dear reader. You get FIVE FANTASTIC THINGS.

  1. Thank You! Rickshaw Bags is awesome. I ordered some masks and was surprised with a quality pen case as a free gift. Now my pen stays warm and I’m less likely to lose it. Oh.
  2. Crunch is Cancelled. Crunch should be part of the discussion when we’re talking about the future of work. I write about crunch for Talenthouse’s Media Foundry.
  3. Ia! Ia! Okay, do you want a fun distraction? Think NeoPets but 8-bit Cthulhu Virtual. Cthulhu Pets 2 is out now!
  4. Sharpen your Campaigns. I’m teaching DMs how to plan a tabletop game on Saturday, August 20th. Scholarships and sign-ups are available through Academy Rambo! Yaaaay!
  5. Is your Cyberpunk RED? R Talsorian Games has posted a series of previews for Tales of the RED: Night City Stories. Read my Tales of the RED Twitter thread for previews!

Tales of the RED: Night City Stories is out in the world! You can get a copy from your friendly local game store or you can pick up a digital edition from DriveThruRPG.com.



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Looking for Monica’s books and games that are still in print? Visit Monica Valentinelli on Amazon’s Author Central or a bookstore near you.

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