Friday, February 6, 2026
Navigation Games
Tuesday, July 8, 2025
Broken Hearted
(Despite the fact that one of his first reviews was of Mothership, which is also an OSR game, but I guess people just forget that? Discourse is dumb)
Thursday, January 23, 2025
Defeat, Not Death
Wednesday, January 22, 2025
My dumb labels are better than your dumb labels
Sunday, December 22, 2024
Slush Pile
Sunday, August 13, 2023
Brave, Final Edition
Monday, April 10, 2023
The Genres the OSR Can't Do
If you only ever listened to annoying AD&D fanboys, you might think that the OSR is strictly about crawling through big megadungeons as sword and sorcery murderhobos. But no community should be defined by its worst gatekeepers. The very fact that they suggest the OSR to be anything other than a manufactured revisionist narrative is reason enough for them to be suspect. To me, the OSR is an enduring illusion in large part because it's a very flexible culture of play. And I feel that despite its reputation for being notoriously difficult to define, "old school play" is still pretty cohesive and compelling.
Saturday, April 1, 2023
The Forgotten Fire Bird of Castle Greyhawk
Monday, December 26, 2022
Not All Balance is the Same
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| Artist Credit: Wayne Reynolds |
So while you very likely have strong opinions about this word, it might be useful to take a closer look. In this article, I'm going to examine six ways that the word "balance" commonly comes up when discussing RPGs, and why it's important to recognize that they are indeed distinct.
As usual, I will mostly be making reference to ol' D&D as my primary example, but don't mistake that for meaning that this only carries relevance to D&D alone. All kinds of gaming philosophies might benefit from a little bit of thought about these six different meanings for the word "balance," even if there are some that you can safely dismiss. So yeah, balance matters to other crunchy games like GURPS and Lancer and Genesys-system stuff of course, but it can also come up in your rules-lite games, story games, FKR games, lyric games, and so on. If you want to design a Star Wars game and you aren't sure about how to handle the Force, or if you're going to be running a Call and/or Trail of Cthulhu and are crafting a mystery for your investigators, or you're making a random mutation table for a Mothership adventure you're writing, then there's likely something in this post that you should be thinking about. It just might never have occurred to you before because you're only ever thinking of one possible definition out of many.
Friday, July 1, 2022
Traits of the Mythic Underworld
The "Mythic Underworld" is a term popular in the OSR that was (probably) coined by Trent Smith and then popularized through an essay by Jason Cone in Philotomy's Musings. Cone argued that the rules of OD&D can be interpreted to suggest that the "dungeons" that adventurers delve into aren't really to be understood as real, logical spaces created by normal people or natural processes. Rather, they're more like a surreal, dreamlike, and hostile realm that runs on its own twisted logic, which might be inconsistent. It gives the referee some leeway to make a contrived, game-y, "funhouse" dungeon instead of stressing about accuracy or rationality.
Much of what Cone describes are just traits of megadungeons, or even simply dungeons in general. Things like, "non-linear pathways" and "lots of connections between levels" aren't really mythic, they're just good level design. So, extracting from his original writings on the matter, here are the traits he identifies that are actually mythic (in my view):
- It's so large it might have infinite levels.
- The deeper you go, the more dangerous it is.
- Its layout may change over time.
- Doors are locked/stuck for PCs by default, but automatically swing open for monsters.
- Related, it is shrouded in darkness, but all monsters have infravision.
- It should be noted that when a monster is persuaded to join the party, they lose these two privileges! This strongly suggests that the space itself is intentionally rewriting its own rules to oppose the players.
- Torches and whatnot might be randomly blown out by a strong gust of wind, despite the fact that you're deep underground in, like, a tomb or something.
- Party incurs fatigue/stress the longer they spend in the dungeon (taken from Basic D&D).
- Rations spoil once you enter the dungeon (BECMI D&D, thanks to ktrey from d4caltrops.com)
- When the players open treasure, monsters might pop out of the walls, generated from thin air (taken from the board game HeroQuest).
- Monsters don't exist until the players first observe them. Thus, exploration should be slow and methodical or else the players will too quickly surround themselves in monsters (also taken from HeroQuest).
- The monsters cannot set off traps (HeroQuest again but I wonder if this might be encoded in D&D somewhere in its history).
- The scenery and room features attack you (countless haunted house media, but in this case I was inspired by the 2006 movie Monster House).
- Stairs turn into ramps, doors start randomizing where they lead to, hallways become endless, secret doors appear and then disappear (no, I don't mean they become hidden again. I mean they stop existing), etc. (more haunted house shenanigans).
- Weird M.C. Escher gravity rules.
- Advanced Darkness.
- Every hall keeps leading back into the same room no matter what, and it's full of horrible doppelgangers (the Black Lodge from Twin Peaks).
- Doors to rooms that would overlap each other, doors into rather thin walls, windows to the outside world in an interior room, doors/windows/entrances moving which side of the room they’re on, etc. (the Overlook Hotel from The Shining).
-Dwiz
Sunday, June 26, 2022
Stranger Things and "Puzzle Monsters"
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| [This post will contain spoilers for Stranger Things up through season 4] |
Monday, April 25, 2022
Potpourri
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| Artist Credit: Kieran Yanner |
In this post you'll find seven really small RPG-related things I'd like to share which are all completely unrelated to one another. I hope the comments are chaos. They include:
- An idea I had for a particular take on the "Grit vs Flesh" mechanic
- A weird experimental PC I recently tried
- Possibly the most famous example of the power of tactical infinity in RPGs
- A world map I've slowly been working on
- An idea I have for a new monster type to fit into the traditional D&D schema
- How I would run a sandbox in a superhero game
- Doppelgängers
Tuesday, October 5, 2021
Gritty Realism: Adventuring in Weeks, Not Days
Because apparently this is a 5E blog now, I'm going to talk about the Gritty Realism variant rule suggested in the DMG on page 267. But wait! Don't go! You know me better than that. Of course I'll find a way to make it relevant to you and your rules-lite artpunk post apocalyptic furry heartbreaker as well, since I know you don't play D&D 5E.
- The Warriors
- The Avengers (well, like 90% of it)
- Night of the Living Dead
- Clue
- Dredd
- The Goonies
- Escape From New York
- 24 (the TV show)
Tuesday, September 21, 2021
Model United Nations: the Most Popular FKR Game
- What is Model United Nations?
- The "mechanics" of how it works
- What to take away from this for RPG stuff
- Some fun stories where I gush indulgently
Sunday, September 19, 2021
Iterative Design
If you work in any form of engineering then this is probably a familiar idea. I just want to talk about how valuable I find it to be when it comes to RPG design. I've always really liked that the standard in RPGs is to have new "editions", rather than straight-up sequels. And because it is, to greatly generalize, a fairly scrappy and accessible hobby, we get to do lots of communal collaboration. We build on each others' work. We actively encourage the theft of good ideas (within the bounds of intellectual property rights). Most RPGs list their "Rule 0" as being something along the lines of "the GM can and should ignore or change any part of the game they want to if they judge it best for their group." It's like you have a game designer at every table.
The problem is that a lot of folks are pretty amateur as game designers. The single biggest failing, I think, comes from this very gap: not enough would-be designers are engaging with iterative design.
You look at what's come before and you use it as a basis for what you'll create anew. You examine the previous version to understand its design, paying attention to the context which created it and asking yourself whether or not those same factors remain relevant. And at the very least, the common corollary to that rule 0 is this: "a good GM will first make an effort to understand the original rule's purpose before deciding to change it." All-too-often ignored wisdom.
I especially find this to be common in two cases: 1) people complaining about design they don't understand, and 2) people making poorly thought-out houserules. Let's talk about some examples.
Sunday, September 12, 2021
The New School, the Old School, and 5th Edition D&D
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| This was easily the funniest picture I found for "Edition Wars" |
Thursday, September 9, 2021
The Only Two Enemies You'll Ever Need
I have two types of enemies that I fall back on if I don't have something interesting or appropriate prepared:
A. Powerful but dumb
B. Weak but cunning
Sunday, August 15, 2021
Princess Mononoke and "DM-Prepared Plots" in Old School Games
- Broke: DMs are/aren't storytellers and that's the only correct way to play
- (most sensible people recognize this is a childish take)
- Woke: There are many different playstyles that are all equally valid, and you should try to just figure out the one you prefer and then go find players who agree
- (this is what most sensible people settle on)
- Bespoke: A good DM can achieve a game that both keeps player agency perfectly intact and features a good amount of "emergent story" from the simulated world and has a DM-prepared plot that unfolds and wows the players with their storytelling prowess.
Monday, July 5, 2021
Brave 1.9: Tales of Sword and Sorcery
Click here to view version 1.9 of my RPG Brave. Here is the accompanying character sheet (it actually has 2 sheets on it since they're small), here is the dungeon control panel, here is the settlement sheet, here is the player version, and here is the village sheet. The total document is 19 pages including the cover art, which I recommend you print out (put the intro+table of contents on the inside front cover, facing the page that says "The Basics" as the header). This game uses the free fonts Garamond, Hamlet Tertia 18, and Black Castle MF. The cover illustration was done by me.
- Various Rules (mostly stuff you find in the "Rules for Adventure" pages)
- Items and Shopping
- Alignment + Combat (they're both short)
- Cohorts (sort of the "mass combat" rules)
- Dungeons
- Settlements
Tuesday, March 30, 2021
Brave Class Hack Beta (again)
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| Picture is also a link to content |
For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.
Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:



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