Greetings, everyone!
Time for your weekly update on the development of the book!
This week I’ve got something special to share: one of the tables from Weird, Whimsy & Wonder that you can use right now in your games.
I say this several times throughout the book: crafting weird, whimsical, or wondrous details is one thing, but for them to truly land, your descriptions need to carry them.
I don’t know about you, but I often fall into certain habits when describing scenes. Some aspects come naturally (like color or light for me) but I tend to forget others that could make a moment really come alive. That’s where this table comes in.
🎭 The Framing Table
The Framing Table is designed to help you enrich your scene descriptions. It’s divided into three layers—you can roll a d6 for each column to build rich, multisensory details, or pick and mix the ones that inspire you. Here it is (not final layout):
It’s not meant to limit what you should describe; instead, it’s a gentle nudge to look at parts of the scene we usually overlook. The first layer deals with what’s immediately perceived, the second dives into subtler cues, and the third explores what your character (or the "audience") might feel or understand beyond sight.
Best of all, it’s universally applicable, so you can use it in any game, right now, to help with prepping your next session, or if you're playing solo and want to make things feel more vivid.
✍️ Examples in Progress
Besides finishing up the tables, I’m now working on adding examples. At this point in development, I’m so close to the tool that everything feels obvious to me—but I have to remind myself that for most readers, this will be their first encounter with it (unless they’ve already tinkered with the online demo). And even though the procedure itself is simple, it’s also quite a peculiar way of approaching scene creation—especially when it comes to interpreting all the combined elements like Seeds, Traits, and Shifts.
That’s why including just a single example in the procedural section wouldn’t be enough. From the beginning, it was always part of the plan to offer a variety of examples that you can not only use as plug-and-play ideas if you wish, but more importantly, as windows into the thought process behind using the tables. Each example shows how you might interpret, bend, or even ignore a rolled result and instead follow whatever sparks your imagination.
I’m writing examples for all twelve Subjects in the book—people, creatures, locations, events, and more—across all three flavors, showing the random rolls I started with and how I shaped them into a finished piece.
Here are two samples:
Subject: Event
Flavor: Weird
Seeds: Isolated – Lens – Potion
Trait: Costs / Requirements
Shift: Disguise
Framing: Smell / Taste
The apothecary closes the square and passes a single brass lens. Only through that lens does each potion show its rightful drinker—colors and scents shift until one recipe “settles” sweet on the tongue. Everyone waits in silence; only one person may taste per turn. Without the lens, every bottle seems identical and wrong.
Subject: Creature
Flavor: Wonder
Seeds: Shiny – Bird – Road
Trait: Behavior / Activity
Shift: Invert
Framing: Focus / Angle
Mirrortail Cranes wade in shallow salt flats, their tails long, flat, and silvered. When they feed, the birds dip their heads below and raise their tails high, reflecting the sky perfectly upside down. A whole flock at once makes the plain look two worlds deep. Travelers say the gods once taught them this posture, so the world would remember how to bow.
I’m having an absolute blast crafting these. I’ve been using the tool hundreds of times now and discovering all sorts of strange and delightful results—I can’t wait for you to try it yourselves.
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Thanks so much for reading, and I hope you have fun with the Framing Table.
Talk soon!
—Cezar