Tag: FREAKS

  • Design Choices: Why FREAKS Works the Way It Does

    One of the most common questions I get about FREAKS is “Why did you make X work this way?” Today I thought I’d share some of the key design decisions that shape how the game plays and why we made those choices.

    The 1980s Setting: More Than Just Nostalgia

    Setting FREAKS in the late 1980s wasn’t just about tapping into nostalgia (though let’s be honest, that’s part of it). The period offers something crucial for superhero gaming: plausible secrecy. In 1989, there’s no internet, no social media, no smartphones with cameras. Government conspiracies feel believable because information really was controlled by those in power. A teenager with superpowers could actually keep it secret, and that tension between hiding and wanting to use your abilities drives great stories.

    The Cold War backdrop also provides natural antagonists and moral complexity. Are the government agents trying to recruit you the good guys protecting democracy, or are they just another form of control? When your setting includes both the CIA and the KGB actively recruiting parahumans, players never quite know who to trust.

    Building on Tricube Tales: Fast and Narrative

    We chose Richard Woolcock’s Tricube Tales system because it gets out of the way of the story. After nearly thirty years of gaming, I’ve learned that the best superhero moments happen when you’re not counting movement rates or calculating damage modifiers. Tricube Tales keeps the focus on “what happens next” rather than “what’s my bonus.”

    The success-counting mechanic works perfectly for superpowers too. When you roll three dice for using your telekinesis, you’re not just succeeding or failing—you’re determining how spectacular or subtle your success is. One success might quietly move an object, while three successes could dramatically reshape the entire scene.

    The Six-Year Window: Background That Shapes the World

    The cosmic cycle that creates parahumans—Earth passing through an unknown energy field every fifty years for six years at a time—serves multiple purposes as a setting element. First, it explains why there aren’t millions of superpowered people running around. The abilities only manifest during these transit periods, creating distinct generations of parahumans separated by decades.

    This limitation also grounds the fantastic elements in consequence. Governments can’t just breed superhuman armies because the abilities don’t pass to children—the cosmic energy required for stable parahuman genetics simply isn’t present outside the transit windows. The rarity of parahumans makes each character special without making them the center of the universe.

    Most importantly, this background detail gives the setting its structure and helps explain the secret history that shapes the world characters inhabit, even if they never learn about the cosmic cycle themselves.

    Teenage Focus: Powers Plus Problems

    FREAKS deliberately focuses on teenage characters because that’s when the intersection of power and responsibility becomes most interesting. Teenagers are already dealing with identity, belonging, and figuring out their place in the world. Adding superpowers amplifies all of those challenges rather than solving them.

    The game works because it acknowledges that having amazing abilities doesn’t make you mature enough to handle them perfectly. Some of the best FREAKS moments come from characters making well-intentioned mistakes with world-changing consequences—which is exactly what real teenagers do, just usually with less property damage.

    These design choices work together to create stories that feel both epic and personal, fantastic and grounded. That’s the sweet spot we were aiming for, and based on the play sessions we’ve run, I think we hit it.


    What design choices in your favorite games make them work? Let me know in the comments!

  • The Origin Story: How FREAKS Came to Be

    Welcome to G33K.PUB! I thought I’d kick off our blog by sharing the story behind our flagship project, FREAKS, and how it grew from family gaming sessions into something I hope other groups will love as much as we do.

    A Father-Daughter Gaming Legacy

    Like many of the best creative projects, FREAKS started at the gaming table. My daughter Sydney has been one of my greatest inspirations for this project, and honestly, one of the main reasons it exists at all.

    When Sydney first joined our gaming group, I watched something magical happen. Here was a young person discovering the same wonder and excitement that had hooked me on tabletop RPGs nearly three decades ago. But more than that, I noticed how naturally she gravitated toward stories about young people with extraordinary abilities trying to figure out their place in the world.

    Finding Her Genre

    Over the years, as we explored different games and settings, one theme kept emerging as Sydney’s absolute favorite: teenage superheroes. Not the polished, public heroes of the comic book movies, but the messy, complicated, secret world of young people dealing with powers they never asked for while still trying to navigate high school, family drama, and figuring out who they were becoming.

    Whether we were playing superhero RPGs, exploring coming-of-age stories, or diving into anything that mixed the extraordinary with the everyday challenges of growing up, that’s where Sydney’s eyes would light up. That’s where the best stories happened at our table.

    The Spark of Inspiration

    Watching Sydney and the other players in our group get excited about these stories made me realize something: this wasn’t just a genre she enjoyed playing—it was a genre that spoke to something fundamental about the gaming experience itself. We’re all, in some ways, young people trying to figure out who we are and what we’re capable of. We’re all dealing with new abilities (character abilities) and trying to understand how to use them responsibly.

    The more I thought about it, the more I realized that while there were superhero RPGs out there, very few captured that specific sweet spot of teenage empowerment mixed with the very real fear of being different, being discovered, being judged by a world that might not understand.

    The 1980s Connection

    The decision to set FREAKS in the late 1980s and early 1990s came from wanting to create that perfect storm of nostalgia and authenticity. It’s a time period that feels both familiar and foreign—close enough that we understand the world, but different enough that it feels special. It’s also a time when secrets could actually be kept, when government conspiracies felt plausible, and when being a teenager felt like existing in your own separate world anyway.

    Plus, let’s be honest—the 80s just have that perfect aesthetic for secret superhero stories.

    Building on Solid Ground

    When it came time to actually create the game, I knew I wanted to build on Richard Woolcock’s excellent Tricube Tales system. After nearly thirty years of gaming, I’ve seen a lot of systems come and go, and Tricube Tales struck me as something special—elegant, narrative-focused, and flexible enough to handle the kind of stories we wanted to tell without getting bogged down in complex mechanics.

    The beauty of Tricube Tales is that it gets out of the way and lets the story happen. For a game about teenage drama and growing up with superpowers, that narrative focus was exactly what we needed.

    More Than Just a Game

    FREAKS became more than just another RPG project—it became a love letter to everyone who’s ever felt different, who’s ever had to hide who they really are, who’s ever wondered what they’d do with great power when they’re still figuring out great responsibility.

    It’s dedicated to Sydney and her brother TJ, who’ve both shown me that the next generation of gamers is going to take this hobby to amazing places. But it’s also for every parent who’s discovered the joy of sharing their favorite hobby with their kids, and every young person who’s found their tribe around a gaming table.

    What’s Next

    This is just the beginning for G33K.PUB. FREAKS is our flagship, but we’ve got more projects brewing that celebrate the intersection of nostalgia, creativity, and the geeky stuff that makes life more interesting.

    We’ll be sharing more about the development process, design decisions, actual play stories, and the broader world of tabletop gaming that’s shaped who we are as creators.

    Thanks for joining us on this adventure. Whether you’re a longtime gamer or someone just discovering the hobby, we’re glad you’re here.

    Now let’s go save the world—or at least survive high school with our secret identities intact.


    What’s your favorite coming-of-age story in gaming? Share your thoughts in the comments below!