Chapter One: The Setup
Here we were—finally chasing our lifelong dream: building an actual tabletop RPG simulator, no more scribbling on tattered character sheets or tossing dice across a rickety table.
I remember the first night we ever played together. We were fourteen, hunched around Theo’s grandmother’s kitchen table, eating pizza off paper plates and arguing about whether a holy warrior could lie to a demon if the demon technically deserved it. Theo’s dice were chipped on three corners because he’d thrown one against a wall in second grade. Angela’s character sheet had grease stains in the shape of a thumbprint. Marcus had drawn his trickster in the margins, complete with anatomically improbable proportions. Lena—Lena hadn’t been there yet. Lena came later. But the rest of us, we’d sat there until two in the morning, until Theo’s grandmother had finally come downstairs in her robe and told us, in the gentlest possible voice, to either go home or shut the hell up.
We’d been doing it ever since. Through high school. Through college. Through the years where Marcus disappeared for stretches and came back thinner, and the years where Angela worked night shifts and slept on weekends, and the year my dad got sick and I forgot what week it was for a while. Every Saturday we could swing it, we’d find a table somewhere—a dorm room, a basement, a coffee shop with a back room that didn’t mind the noise—and we’d roll dice.
Now we were going to build the table itself.
For years, we had pored over rulebooks, argued over close rolls, and laughed till dawn. Now, in 2045, with our own gaming company, we were ready to reinvent the game. Everyone has a neural chip for “convenience” and “safety”—not corporate control, of course. Our sim taps that chip to project a vivid fantasy world into your brain. No goggles, no suits—sit, sync, and live the quest. You see torchlit caverns, smell damp stone, and feel a blade’s weight through haptic gloves. Your phone handles stats, inventory, virtual dice—because nothing says epic adventure like a low battery alert mid-fight.
The chips had been mandatory for almost a decade now. Public schools required them by sixth grade, and you couldn’t get a driver’s license, a job, or a prescription filled without one. The official line was that the chips made everything safer. Streamlined. They cut emergency response times by sixty percent. They helped find missing kids. They flagged cardiac events before the person knew anything was wrong. Nobody talked, in public anyway, about the other things they could do. The ad targeting that knew you were thinking about a hamburger before you said the word. The mood data that somehow ended up in employer dashboards. The little gray spaces in the user agreement where the words aggregated and anonymized did a lot of work.
We didn’t think about it much. Nobody did. You stopped thinking about a thing once it was in your head.
What we did think about was this: if a chip could push a notification straight into your auditory cortex, it could push a torch flame, a tavern song, the smell of stew. If it could vibrate your phone, it could rattle a sword against a shield. If the bandwidth held—and our tests said it held—we could give people the one thing tabletop had never managed in fifty years of trying: immersion that didn’t require any imagination at all.
Paper’s gone. Phones rule. Swipe to view your hero’s stats, flick to roll the dice. Haptic gloves make it real—feel the bowstring snap, the ground quake from a blast, the breeze of a missed arrow. We were about to change gaming forever.
That was the pitch deck, anyway. That was what I’d told the three angel investors who’d cut us our first check, and what I’d told the licensing officer at the chip consortium, and what I’d told my parents when they asked why I wasn’t doing something stable like Angela. The pitch was good because the pitch was true. The sim worked. We’d tested it in pieces for over a year—combat modules, dialogue trees, environment renders—and every test had come back clean. The neural interface was the cleanest part of it. The chip did the heavy lifting. Our code just told the chip what to imagine.
But a hundred clean module tests is not the same as a campaign. A campaign is the whole thing strung together, the rules talking to each other, the dice talking to the world, the world talking to your nervous system, and all of it had to hold for hours without a single thread fraying. Tonight was the first time anyone had tried that. The first time anyone had run a full session inside a fully integrated sim.
And the people stupid enough to volunteer were, of course, the four people I trusted most on earth.
I’m the Game Master, all power, no glory. This was my campaign—my world, my rules, my surprises. I’d poured my heart into it, narrating to an imaginary camera for a “film” I’d show later. No camera—just me, grinning at nothing, committed to the bit like a deranged director. Soon, my players would flesh out their heroes, and I’d unveil my NPC—a mystery even they couldn’t crack.
The bit started, I think, in college. I’d been running a game one Sunday afternoon, and I’d cracked a joke nobody laughed at, and I’d looked into the middle distance and said something like and so, dear viewers, the heroes ignore the GM’s finest work, and Marcus had laughed so hard he choked on a pretzel. After that, I just kept doing it. It became a tic. A nervous habit. The way some people clear their throats before they talk. I narrated dungeons, I narrated dinners, I narrated trips to the grocery store. Angela had asked me once, dead serious, whether I knew I was doing it. I’d said yes. I’d said it was a comfort. The way some people hum.
What I hadn’t told her—what I hadn’t told anyone—was that the narration was the only time my voice felt steady. I am, on a good day, the second-quietest person in any room I am in. On a bad day, I am the quietest. The director’s voice was a costume. It let me say things I couldn’t otherwise say. It let me set the scene for people I loved without having to admit, in plain words, that I loved them.
The notebook came out of that, too. I had been carrying one around since college. A black hardback with an elastic band, replaced about every eighteen months when the previous one ran out of pages. I wrote in it at game tables, at coffee shops, on the couch when the TV was on and nobody was watching the TV. I told the others, when they noticed, that it was director’s notes—a draft of a novel I was going to write someday, based on the campaign, dressed up enough that nobody would recognize themselves. The cover story was good because the cover story was almost true. I was writing a novel. I had been writing it for years. The novel was the same notebook I’d been talking the director-voice into for a decade. Every line I narrated at a table, I’d later transcribe at home. Every flourish the director threw out into the air, the notebook caught.
The friends were used to it now. Theo had stopped asking what I was scribbling about a year ago. Marcus liked to lean over and read upside down, on principle, and complain loudly about how I described him. Angela had asked, once, whether the character she suspected was based on her was sympathetic, and I’d said yes, more than the real one deserves, and she’d snorted and let it go. Lena was the only one who knew the notebook was load-bearing. She’d caught me writing in it once, late at night, the year my dad died. She hadn’t said anything. She’d put a blanket over my shoulders and gone to bed.
So tonight the notebook was in my jacket pocket, by my left thigh, the elastic stretched over a pen, ready. I wouldn’t be able to write in it during the sim—my real hands were in the gloves, the gloves were holding the GM interface—but I would write in it after. I would write in it tomorrow. I would write down what tonight was, because what tonight was was the kind of thing the notebook had been waiting for.
That was what the director-voice was, when you stripped the costume off it. It was a man writing his life down as it happened, because writing it down was the only way he had ever figured out how to be in it.
So I kept the bit. And tonight, with the chip humming faint and warm behind my left ear, with my hands tingling inside the haptic gloves, with my four favorite people in the world arrayed around the table like a band tuning up before a show—tonight the bit felt earned. Tonight I was actually directing something. I had spent eleven months writing this campaign. I had drawn the maps myself. I had voice-acted forty-three NPCs into a phone recorder at two in the morning. I had a binder full of notes thicker than my forearm, and a second binder for the contingencies the first binder couldn’t predict.
I had also, somewhere in the last few weeks, started to feel like I was being watched while I worked. Just a prickle at the back of my neck while I coded. The cursor blinking in places I hadn’t put it. A line of code I was sure I’d written that wasn’t there in the morning, and another line in its place that was almost—almost—the same. I’d written it off as exhaustion. I’d been up too late too many nights. The sim was a big thing. Big things make you nervous. That was all.
Meet our party:
Theo, our holy warrior. At 6’9”, 350 pounds of gym-forged muscle, he’s the guy you call to fix your car, fridge, or yank your cat from a tree. A softie, though, crying at sappy group-hug ads.
He’s also the guy who carried me out of a frat party in junior year when I drank a bottle of something blue someone had handed me, and he’d carried me a full mile back to the dorm without complaint, and the next morning he’d brought me a bagel and said, with absolute seriousness, we’re going to talk about why you trust strangers with blue bottles, but not today. Theo had a face like a cliff and a heart like a wet sponge. He had cried, on separate occasions, at: a commercial about a dog finding its owner, the end of a video game where the side character dies, his own wedding rehearsal even though there was no wedding because he wasn’t getting married, he was just helping his cousin practice. He pretended to be embarrassed by the crying. He was not actually embarrassed. He thought crying was honest.
Angela, Theo’s sister, is our healer. At 6’5”, she’s kind but sharp, like a friend who’d bring you soup then roast you for catching a cold. She’s been my best friend since childhood. Their parents always treated me like another son. Her phone showed her healer’s abilities, ready to mend wounds.
I’d met Angela in a hallway in third grade. She was the new kid. I was the kid who got picked on for being small, and a sixth grader had me by the collar against a row of lockers when Angela—already tall, already unimpressed—walked up and said, in the most bored voice I have ever heard a child produce, put him down or I’ll tell your mom. The sixth grader had blinked at her. I don’t know your mom, he’d said. Angela had shrugged. Your mom doesn’t know that, she’d said. He had put me down.
We had been inseparable since. Her parents had taken one look at me, decided I was a stray, and started feeding me. By high school I had a key. By college I had a chair at the Thanksgiving table that was understood, by everyone, to be mine. When my own parents finally adopted Lena, Angela’s mother had cried and brought a casserole and told me, in the kitchen, that she was proud of me. That she’d always known I’d make a good brother. That I’d had practice.
Angela was a nurse now, which surprised exactly nobody. She was the kind of nurse who could hold a hand and run an IV at the same time, and the kind who would tell a doctor he was wrong in front of the patient if he was wrong in front of the patient, and the kind who came home some nights and just stood in the kitchen with the lights off for ten minutes before she could move again. She didn’t talk about those nights. She talked about everything else. She talked, in fact, almost without stopping. But not about those nights.
Marcus, our trickster. Chaos personified. If energy drinks were human, it’d be him. Never arrested—technically—but “asked to leave” enough bars to write a saga. Loud, reckless, hilarious. He got us banned from our game shop after a “dice-tossing mishap.” His phone flashed high agility stats.
The dice-tossing mishap had involved a fluorescent light fixture, a twelve-sided die, and a physics outcome that the shop owner had described, on the spot, as deeply impressive and forever unwelcome. Marcus had laughed about it for a week. Marcus laughed about most things for a week. Marcus laughed because Marcus had figured out, at fifteen, that if you laughed loud enough and long enough nobody ever asked you the next question.
There was a stretch in our early twenties when Marcus went quiet. He didn’t disappear, exactly—he still texted, he still showed up to game night sometimes—but the laugh got thin and his eyes started looking at things just past your shoulder. He lost weight. He lost a job. He lost the lease on his apartment and stayed on Theo’s couch for two months without ever quite explaining why. Then, one Sunday, he showed up to a session with his hair cut and a chip on his shoulder and said, I’m done with that, and that was the only sentence any of us ever got. He has not been quiet since. The laugh came back. The energy came back. And I have never, in the years that followed, asked him to fill in the blanks, because Marcus needs his blanks. Marcus is held together with blanks.
Lena, our mage, my sister—legally and in spirit. Her parents died when she was ten, leaving her in a foster home that treated her like a number. We met in middle school; she was small, quiet, her stutter born from pain. My parents adopted her after I spilled her story. Now she’s all about explosive magic—flames, lightning, chaos.
We met because she sat next to me in seventh-grade homeroom on her first day at the school. She didn’t talk for three weeks. I didn’t either, much, but I had the excuse of habit. She had the excuse of grief. On the third week I dropped my pencil and she picked it up and handed it back to me, and when our fingers brushed she flinched like I’d burned her, and I said thanks and she said y-y-you’re welcome and turned bright red. The next day I brought two pencils. I put one on her desk before homeroom started. She looked at it like it was a small animal. Then she looked at me. Then she nodded once, very seriously, and the next day she had a sharpener and she sharpened both pencils at the start of class and put one back on my desk.
That was the friendship. That was all the words we needed for the first month.
I started telling her stories at lunch because she didn’t have anyone to sit with, and because I had read somewhere that stutters got better when the speaker wasn’t trying to talk, just listening. I made the stories ridiculous on purpose. I made her laugh on purpose. I gave her dice—my old dice, the chipped ones, the ones I’d outgrown—and taught her how a holy warrior worked, and a spellcaster, and a trickster. By eighth grade she was rolling characters faster than I could explain the rules.
I went home one night and told my parents about the foster home. The bruises she pretended not to have. The fact that her foster brothers stole the lunch money my parents had quietly started giving me extra of so I could quietly give it to her. My mother had sat very still and very quiet for about thirty seconds. Then she had gotten up, called my dad in from the garage, and said the words we need to talk about adoption. I was twelve. Lena was twelve. By the time we were thirteen we shared a last name.
She still stuttered sometimes. Tired, mostly. Or scared. The stutter was a tell, the way Theo’s eyes got soft was a tell, the way Marcus’s laugh got loud was a tell, the way Angela’s hands started cleaning whatever was nearest was a tell. I had spent the better part of two decades learning my friends’ tells. I had built a campaign around them.
And me? Loving parents, little cash, big dreams. I’d always wanted a sibling, and I got one in Lena. As a player, I prefer arcane spellcasters—precise, cunning, brains over brawn. Even though I was running this campaign, I wasn’t about to give up playing a character as well. It was right about then that my friends realized I’d been narrating every single word into an invisible camera.
The neural sim chair I was sitting in was the cheapest one in the office. We had four nice ones, ergonomic and padded, and one beat-up rolling chair with a broken armrest, and you can guess which one I had taken. Some habits don’t break. I had spent a decade running games where everyone else got the couch and I got the floor, and the floor and I had an understanding. My back, at thirty-one, did not have any understandings with anyone.
The chip behind my ear hummed once, a soft test pulse. The gloves on my hands tightened by a thread. On my phone, the GM interface glowed, every dial and slider exactly where I’d left it. To my left, the binder. To my right, the players. In front of me, the empty middle of the table where, in a moment, a tavern would unfold.
I narrated under my breath, low enough that none of them caught it. And here, dear viewers, the hour the dreamers have waited for. The bit. The costume. The voice.
It was time to begin.
“Our heroes gather, blind to the doom ahead.” Lena raised an eyebrow. “What’re you doing?”
“Narrating,” I said. “For the fans.” “What fans?” Angela asked.
“The ones watching.” I grinned at nothing, all-in on the bit.
“There’s no camera,” Marcus groaned, checking his phone’s battery.
“Just air, judgment, and my award-worthy act,” I said. The sim flickered, and my NPC’s voice whispered in my head: “They’ll never leave.”
I almost said something. The voice had not been part of the script. The voice had not been part of anything. I’d written Kael’s lines, all of them, and I had voice-acted them into a recorder, but the voice I’d just heard had not been mine, had not been a playback of mine, had not been anything I could explain.
I looked at the others. None of them had heard it. Marcus was still squinting at his battery. Angela was rubbing her temple where the chip sat. Theo was cracking his neck, a sound like a soft branch breaking. Lena had her head tilted toward me, a little, the way she did when she was about to ask a follow-up question.
I smiled at her. The director’s smile. The one that meant don’t worry, the scene is going to be great.
She didn’t smile back. Not quite. She looked at me for a half-second too long, and then she looked at her phone, and the moment passed.
This story was going to be my fourth wall-breaking magnum opus.
Notebook Entry — ~7:32 PM, before the others arrive
The chairs are in their pentagonal cluster. The chips are powered. The coffee maker has fresh coffee in it for the first time in two days. The four of them will be here in twenty minutes and the campaign will begin in thirty.
I have not, in fifteen years of running tables for them, ever been more ready for a session. I will note that here, for the record, so that the eventual viewers can compare this entry against whatever the rest of the notebook becomes. Tonight is the night I have been building toward since the company started.
A note on the camera: the camera is, of course, not there. I do not say this to undercut the bit. I say it because the camera being absent is the working condition of the bit. If the camera were real, the act would be a performance. With no camera, the act is something else. The act is the work. The work is what makes the night work.
Curtain up. The fellowship arrives.