A Preview of Glitch

This is a preview of Glitch.

This is particularly a preview of the pre-release version of Glitch.

I’ve made versions with a couple different covers and like four different page backgrounds. This particular version is a recent proof with porcelain background.

I like it a lot but it’s a bit too severe.

I think I will probably go with glossy white paper for the print run, no texture at all … but it won’t need it because for some reason glossy black and white works with this font and style in ways that matte black and white doesn’t.

For the DriveThru?

I’m thinking about this porcelain, with, maybe, less of the stripe in the middle, less of the dirty corner; just, you know, toned down a bit, maybe shifted around.

The art in the preview is black and white public domain illustrations with modified eyes. There’s a whole other video about why, and what’s happening there. I think it came out really well.

All in all, it’s looking to be a 420-page book. This particular version is like 415 pages, plus there’s an index that’s not in yet. I had to wait for this set of proofs to come in, first, and then I got distracted by making these videos!

It could be 418 or 422. Maybe even more, but probably 420.

You would probably think, given that the book is basically laid out and it just needs an index and some decisions, that the pre-release version here would be ready basically instantaneously, but in fact each proof cycle takes about two weeks, so I can’t guarantee that. I do plan on having it ready to order in the first quarter of 2020, though, and probably early in that—

I mean, look at it! It’s practically there!

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What’s the deal with the art in these video previews?

The story behind the art of Glitch is like this.

The protagonists of this game come from beyond the world. Beyond … reality. And one of the signs of that is that when you go to look them in the eyes, you … miss.

You see night and falling stars instead.

So the art in the pre-release is public domain art, mostly portraiture, in black and white … with starfields replacing the eyes. Or at least, when you go to look at the eyes, you’re gonna see night and stars, instead.

I couldn’t get the stars to fall, not without making the art in this book four-dimensional? But you do see night and stars.

Ultimately I’m hoping to replace all that with bespoke art. That’ll depend on how the kickstarter does!

It’ll still be black and white art, though, and it’ll still have the starfields in a lot of the eyes.


All in all, I thought the art came out surprisingly well, but I’m still looking forward to replacing it.

You can see the replacement pieces now, if you look for them.

Just go out, some night when the stars are in the sky:

Go outside, and look up at the stars, and then … miss.

Why buy my RPG, part 2: if you’ve liked, loved, or loathed my work before?

So, back in 2002, I had the absolutely ridonkulous, embarrassing good fortune to work with James Wallis to release a new edition of my RPG “Nobilis” through his company with layout by him and Carol Johnson, and it was beautiful. It was amazing. … not the game part, because I can’t judge that, but, like, the book itself. It was a work of art.

Today, with this project, I’m trying to honor that a bit. I’m trying to bring that style back, a bit? In a game that’s also—just a bit—a successor to or sequel to that game.

I think people who loved it will love Glitch.

I think people who didn’t love it, but liked its visual style, will love Glitch.

I think people who’ve loved some of my later work will probably love Glitch, although, that’s sadly trickier, because I also went back to my older style of writing, just to complete the picture.

… I think you’ll love it anyway.

If you, uh, hated Nobilis? or hate my work in general? then you probably want to buy, like, 20 copies, probably at a really high pledge level? and share them with a bunch of your friends? … before you ceremonially burn them or whatever. That’ll be extremely satisfying and it’ll free you from so many burdens and things that have been weighing you down, it’ll be amazing, it will let you let all of the poison out.

But other than that I can’t claim that you’ll enjoy it. That’d be like blowing your nose with a trout!

Support my kickstarter. Let’s make a miracle or two.

Why buy my RPG, part 1: … if you haven’t read my stuff before?

So, why buy my RPG?

So, my name is Jenna Moran. I’ve been writing professionally for about twenty years, with like blah blah blah this publication that publication, well-reviewed this, that, whatever?


If you’re not sure who I am, here’s why you want to buy Glitch, or maybe why you don’t want to buy Glitch. This is the thing that I want to give you.

What I want to give you is that moment when you dive into the water, and then there’s this rush, and then you lift your head back, blinking, above the surface. When the dirt of the world is just the dirt in your eyes, and you can finally rub them clean. When you stop and see something for the first time that you’ve been looking at without seeing it all along.

I want to give you courage. I want to make life bright.

I’m not saying that I’m any good at that. I’m not saying that RPGs are the right tool for that. Just, if you want to know what I’m trying to package up here? what genie I’m trying to put in the bottle here? it’s that.

Are you with me?

Here’s how it might work.

In playing Glitch, you have to accept that the world is wrong. The world of the game, I mean, presumably? And that’s a very intuitive, very easy thing to grasp. It’s an idea that you can hang everything on, easily, when you are pretending that you live in it.

That idea can be a firm support, a shelf to lean on.

Only … what does it even mean?

The deeper you drill, the less sense that it’s going to make, this idea that the world is wrong, and the more you’re going to have to explain the world to the world to understand it.

The world is wrong—which is nonsense, and obvious; and this conflict is the engine of the story of the game.

… and it’s exactly because the world of Glitch is wrong, because this is asserted, because this is indisputable, that you are free to understand that the world is beautiful.

Glitch will help you tell a story of how you matter, how who you are matters, even when, even if, you and the world have long since conspired together to say it doesn’t. Even, maybe even especially, because you aren’t playing yourself in that world at all.

For a lot of us, after all, that’d be a harder story to tell, to face telling, if it were really about ourselves.

That’s the kind of thing I mean, when I say that I’m trying to put that genie in that particular bottle; and with—if one can go by playtester responses—at least some small success.

Of course you can also play Glitch for fun; I’ve heard it can do that too.

Support my kickstarter. Let’s make a miracle or two.