I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Tuesday, September 22, 2026
100 days of B/X (2026)
Tuesday, September 08, 2026
Prismatic Campaign log (intro + 1 to 8)
So it's been a while since I've written anything, but I've been running a campaign in my Prismatic Planet setting, and I've been making brief session summaries that I share here. I wrote most of the tables myself, but then I asked AI to generate enclaves using them, and it turned out quite well. The summaries have also been written with the help of AI, but that's what's happened so far. It's a sandbox campaign, and the PCs have ignored a few hooks along the way, as you'll see.
All skin colors were generated randomly (except for the PCs who choose to be red, like the Red Martians from Barsoom).
The intro was partly written by one of the players as I've asked then to describe their backstory.
Let me know what you think of it!
Introduction
The PCs are the Orash-Khai siblings, their skin a vivid crimson, are survivors of the Orun-Khai tribe, destroyed by drought and hunger. They went west to seek for food, shelter, etc., and maybe some place to be accepted and gain fame/glory.
Zarak Orash-Khai (20): Warrior and ranger.
Lark Orash-Khai (18.5): Technologist and psionic.
Nyko Orash-Khai (17): Scholar and warrior.
First Adventure (Days 1 to 7)
The characters arrived in Orveth, a village of red men who hated mutants. They were invited to join the village if they could prove their usefulness, or to confront the village's enemy: the Bone Wizard and the yellow men beyond the desert to the north.
They also met a counselor who possessed a cylindrical alien object. When Lark examined it and pressed a button, he was affected in some way, suffering intense nausea. The counselor advised them to leave the village before the effects became noticeable.
The next day, they decided not to cross the desert but instead travel west through the nearby forest in search of the tribe of green men. During the journey, they encountered strange sights, including a glowing fungus covering much of the forest and trapping a yellow man up to his neck.
Along the way, Lark noticed keloid-like growths emerging on his arm from the inside out. Despite this, he resisted the more harmful effects, and the transformation appeared to be only cosmetic, as he could still move his arm normally.
Later, they encountered a yellow woman and attempted to communicate with her, but things went very badly. They were attacked by a group of yellow men armed with knives who did not speak the same language. The woman informed them that the village of the green men lay two days to the east, and that there was also a cave in another direction inhabited by "the one who thinks alone."
Second Adventure (Days 8 to 15)
The characters arrived at the village of Kaldurr, deep within the forest. There they discovered that the green queen Ossavel was gravely ill, and that the government was effectively in the hands of the yellow regent Davar.
An elderly red man named Druvas welcomed them and revealed tensions between the factions. The reds sought the missing prophetess Sovan, who could see the future. They believed she might bring equality and prosperity. The yellows were divided: some supported rule by an elite that would usher in the "Golden Age" foretold by the prophetess, opposing the green people's pacifist philosophy.
Despite this, the yellow soldier Mirathis showed sympathy toward the players and attempted to recruit them to oppose Davar.
Several days later, other reds returned with news that Sovan might have gone to a nearby underground ruin to the west. Lark expressed a desire to explore the location. The PCs set off and encountered strange winged creatures along the way (Mi-Go).
Third Adventure (Days 16 to 18)
After resting and recovering, the players explored Sigma-7 Base, a technological shelter inhabited by mutant humanoid creatures.
They fought the creatures and later battled robots. Along the way, they discovered numerous pieces of advanced technology, recovering a laser rifle (3d6, e7) and a battery (e14).
At the end of their exploration, they fought a gigantic three-meter-tall obsidian woman. During a desperate cesarean operation, Niko managed to save a mutant baby from inside her, even though the mother died.
The question now was how to care for the child.
Fourth Adventure (Days 19 to 25)
The players decided to return to the village and try to convince someone from the green faction to take care of the baby.
With some reluctance, Mirathis agreed to find a caretaker in exchange for one hundred silver coins.
Meanwhile, other red men continued north in search of the prophetess.
After handing over the baby, the player characters also headed north. Along the way through the forest, they encountered monsters and obstacles, including other red men who were completely drugged out, while following the trail of those searching for Sovan.
Fifth Adventure (Days 26 and 27)
On the first day, the PCs were attacked by giant spider-like creatures, and Lark was badly wounded.
On the second day, they found the body of a red man missing part of his head.
They also met two blue merchants, Torgul and Naarak, who had been robbed by savage yellow men living in a nearby shelter. Investigating the shelter, the PCs discovered that many of the savages were suffering from something resembling radiation sickness, possibly caused by a glowing green stone inside.
They recovered the stolen treasure, fought the sick and mutated yellow savages, and received a reward. However, they left the "poisonous" stone behind and continued north with the two blue men. Both Naarak, the warrior, and Niko were badly injured.
Sixth/Seventh Adventure (Days 28 to 32)
After defeating a giant tiger-like creature with tentacles, the characters arrived with the merchants at the city of Sorvheen, a settlement hidden within an enormous pit.
The city was inhabited by blue warriors who revered combat and martial prowess above all else.
Speaking with the city's red minority, the characters learned that the prophetess had passed through and continued north, possibly toward Erethrix.
They set out in pursuit.
Erethrix was a vast city whose center was protected by high walls and three great towers: the Black Tower, the White Tower, and the Silver Tower. Around the walls stood various establishments, including expensive taverns and brothels, along with scattered poor shacks and small two- or three-story stone buildings.
Its population was diverse, consisting of blue, green, red, and yellow people. The city was supposedly ruled by mysterious obsidian sorcerers and their blue guards.
There, the adventurers heard rumors of a massive Shelter to the west, an enormous ruin of the Ancients where the prophetess might have gone. They decided to seek her there.
Eighth Adventure (Days 33 to 43)
The party left Erethrix and crossed the savanna, enduring red dust storms.
On the third night, three Ankhegs emerged from the mist and attacked. The group was injured, especially Lark.
They later arrived at Rholor, a settlement built on suspended platforms atop dark metal pillars. It was inhabited by about ninety pale-skinned people who had chosen not to speak.
They were welcomed because Lark was psionic, and the young leader communicated directly into his mind. After resting, the party continued their journey.
On the way to the mountain, they spotted an enormous creature resembling a six-meter-tall tree trunk covered in eyes and tentacles. They did not approach it, and the creature eventually moved on.
The group then reached Chovrek, a village of red men carved into stone. Its leader, Drav, whose hands bore chemical burns, welcomed them warmly and promised assistance in exchange for offerings of any artifacts they found, which the villagers considered sacred.
They climbed Mount Hedron beneath the shadows of pterodactyl-like creatures and entered a ruin with white metal walls and sealed doors.
Monday, August 10, 2026
Single saving throws
Saturday, August 01, 2026
One (single magic item) to rule them all
Monday, June 22, 2026
Minimalist Magic Item table
I've spent a lot of time trying to finish this table. Probably too much time, honestly. It’s one of those things that works exactly as I wanted once it’s done, but just by looking at it, you can’t really see the amount of effort I put in. This is my Dark Fantasy Magic Items in minimalist form (although I think that book is still worth a read at $1.49; it has some additional stuff).
After polishing it quite a bit, I am almost satisfied with the result.
The idea is this: anyone can create a table with 1,000 magical items (a single d1000 table or d10 versus d100 etc). Since you’ll never use more than a few dozen (maybe not even that many) in a campaign, you’ll never really know the true value of the table. If the results don’t make sense to you, you’ll just think you got unlucky when rolling.
What I wanted was a table that could be easily judged by anyone at a glance. For example, you can easy see how common is a magical dagger compare to a magic ring or rope.
I could also have a table meant purely for inspiration, with a completely abstract and open format, where you combine an effect with an item, no direct relation between the two. The problem is when the effects often don’t fit the items very well, so you end up with armor that deals extra damage or axes that make you move faster, etc.
I had the impression this was the case in Shadow of the Demon Lord.
Or, ideally, I'd have a big list of common, uncommon, rare, legendary magic items... with sub-tables and elaborate descriptions, maybe prices too. I think this is what 5e does, maybe AD&D too. But it wouldn't be really "minimalist", would it? Anyway, I want to fit mine in a page or two.
The table below boils down to about 10 categories of objects and 20 categories of effects. Since the objects are divided in practice, we end up with more than a thousand possible combinations of effects and items. The difference is that I tried to make it very clear which effects fit best with which objects, so that most of the items you generate using the instructions will actually make sense, and "common" magic items will be, well, actually common. In fact, I toned don't some of the more fantastical and looney tunes effects (e.g., portable hole) to fit my favorite genres of fantasy (low fantasy, dark fantasy).
To illustrate the tables, I included a few items as examples at the end of the post.
---
Magic
Items
The most
common magic items are listed below with their usual effects. You can replace
the effects (or alter them, if you roll 1-4) using the effects table, below. It
is recommended you do that when you roll an odd number in the first d20, at least
until you need more variety.
1–2. Apparel.
A piece of clothing. Sometimes it only affects an specific part of the body.
Examples [1d8]: 1 amulet (+1 to all saves), 2 belt (your Strength becomes 18 or
gets a +3 bonus, whichever is better), 3 boots (+10’ movement, i.e., walk 25%
faster), 4 bracers (like belt), 5 cloak (+1 AC and saves), 6 gloves (+4 to
manual tasks such as picking locks, pockets, etc.), 7 helmet (+4 vs. mind
effects), 8 GM's choice.
3–4. Armor
or shield. +1 AC. Roll 1d4 for type: 1 light, 2 medium, 3 heavy, 4 shield.
5–6. Potion.
Restores 1d6+1 hit points.
7–8. Ring.
Rings can do almost anything. Roll on the effects table.
9–10. Scroll.
Contains a common random spell, anyone can cast. Roll 2d6, keep the lower die,
for its level.
11–12. Tool.
A magic tool that resembles an ordinary object but is supernaturally more
efficient. Examples: Roll 1d6: 1 rope (you can command it to climb walls, tie
itself, etc.), 2 lantern (burns without fuel for up to 10 hours on command), 3
bag (weighs one unit but holds 10 units without changing size or weight), 4 key
(once a day, it can open any ordinary lock), 5 tinderbox (creates flame on
command like a strong modern lighter), 6 waterskin (creates water on command,
up to a gallon a day).
13–14. Wand
/ rod / staff. Cast one spell (see Scroll, above). Roll for maximum charges
(wand 1d6, rod 2d6, staff 3d6). Casting spends charges equal to the spell's
level; regain one-third of maximum (round up) at dawn.
15–16. Weapon.
+1 to attack and damage. Ammunition comes in a bundle of 3d6 pieces, each
expending its magic on a hit. Weapon type: 1 axe, 2 spear, 3 hammer/mace, 4 bow
or crossbow, 5 ammunition, 6 polearm. See below for size if needed.
17–18. Sword.
+1 to attack and damage. Roll for size if needed: 1 dagger (1d4), 2–3 medium
(1d6), 4–5 long (1d8), 6 two-handed (1d10).
19–20. Special.
Either roll 1d20 on the Effects table, then invent an unusual object to carry
it (19) or roll for the object, then give it a remarkable or combined effect
(20).
Magic
Item Effects (d20)
Some
effects fit some items better. Entries 1-4 can fit almost anything (if you don’t
have an obvious effect, a roll of 1-3 might require you to roll twice); 5-6 are
ideal for weapons; 7 (spells) are better left for scroll and wands, although
magic swords can sometimes cast spells; 8-15 are mostly passive defensive and
they can work well for armor or potions or apparel; 16-17 are more “mental” and
better suited to helmets, necklaces and similar; 18 and 19 are rare and are
only an easy fit for scrolls (summoning) and big apparel or amulets
(transformation). 20 is for all items.
If the
effect does not fit the item, decide what to do, randomly or otherwise.
E.g.:
1d6: 1-2 be creative and make it fit or allow it to be weird, 3-4 roll again,
5-6 fall back to the ordinary effect.
- Cursed. The item carries a curse
that may manifest at the worst possible time.
- Temporary. The item becomes mundane
after being used 2d6 times.
- Powerful. The item is unusually
strong. For a numeric bonus, roll 1d20: 1–10 the effect is +2, 11–16 +3,
17–19 +4, 20 +5. Similarly, a d6 becomes 2d6 to 5d6, and a 50% reduction
becomes 1d20 × 5% (minimum 60%).
- Conjuring. The item seems to return or
appear from out of nowhere, as the owner conjures it with a word or
gesture. Alternatively, it is very easily concealed, foldable or very
light. If it’s a thrown weapon, it returns to your hand instead.
- Elemental attack. Deals an extra 1d6 damage of
one type. Roll 1d8: 1 acid, 2 cold, 3 fire, 4 lightning, 5 necrotic, 6
poison, 7 psychic, 8 radiant.
- Hatred. Deals an extra 1d6 damage
against one type of creature. Roll 1d12: 1 aberration, 2 beast, 3
celestial, 4 construct, 5 dragon, 6 elemental, 7 fey, 8 fiend, 9 giant, 10
humanoid, 11 monstrosity, 12 undead.
- Spells. Cast one type of spell. Roll
2d6 and keep the lower die for the spell's level, the higher die for
maximum charges. Casting spends charges equal to the spell's level; regain
one-third of maximum (round up) at dawn. Alternatively, simplify
"magic missile, three charges" to something like "cast
magic missile three times a day" when desired. Best left to
rings, wands, staves, and scrolls.
- Protection from element. Reduces incoming damage of
one type by 50%. See entry 5 for type.
- Protection from creatures. Reduces damage or attacks
from one type of creature. See entry 6 for type.
- Protection (saving throws). +1 to all saving throws.
- Defense. +1 to Armor
Class.
- Augmentation. Raises one ability score by
+3, or sets it to a fixed value (18), whichever is better. The stat
affected is usually physical and adequate to the item in question. If
necessary, roll 1d6: 1 Strength, 2 Dexterity, 3 Constitution, 4
Intelligence, 5 Wisdom, 6 Charisma.
- Resilience. 50% resistance to a hazard
or condition. Roll 1d8: 1 poison, 2 fear, 3 charm, 4 sleep, 5 exhaustion,
6 disease, 7 petrification, 8 an environmental hazard (hunger, thirst,
drowning, suffocation).
- Movement. Move faster or in new ways.
Roll 1d8: 1 fly, 2 climb any surface, 3 swim, 4 burrow, 5 walk on water, 6
ignore difficult terrain, 7 leap great distances, 8 slip free of grapples,
shackles, and cages.
- Misdirection. Disguise yourself, your
movement, or your actions. Roll 1d6: 1 invisibility, 2 silence (move
without sound), 3 impersonate someone, 4 create illusions, 5 leave no
traces, 6 pass as another kind of creature.
- Perception. A supernatural sense.
"Keen" versions of ordinary senses grant advantage. Roll 1d8: 1
darkvision, 2 keen hearing, 3 keen smell, 4 blindsight, 5 detect
invisible, 6 see auras or magic, 7 detect lies, 8 truesight.
- Communication. Understand or speak across
barriers. Roll 1d8: 1 all humanoid languages, 2 all spoken languages, 3
all written languages, 4 one exotic tongue (celestial, infernal, draconic,
sylvan), 5 speak with animals, 6 speak with plants, 7 telepathy, 8
understand any language you hear.
- Summoning. Call or create a creature to
serve you. It looks friendly and possibly loyal but is not enslaved. Roll
1d6 for HD, 1d6 for number of creatures (limit total to 10 HD), and see
entry 6 for creature type.
- Transformation. Turn into a creature,
usually an animal. Roll 1d12: 1 insect or spider, 2 rat, 3 owl, 4 snake, 5
wolf, 6 fish, 7 cat or tiger, 8 ape, 9 bear, 10 hawk or eagle, 11 boar, 12
a monster (see entry 6 for type).
- Special. Roll twice and combine,
invent something unexpected, or make the item especially noteworthy with
multiple functions.
---
Examples:
- Cloak: grants flight.
- Heavy armor +1 AC.
- Potion of cold resistance.
- Scroll holding a 2nd-level spell and a 3rd-level spell with 5 charges (this is a special result; I'd probably change this to a single 5th level spell, or replace it by two separate scrolls)
- Spear +1, +1d6 lightning damage.
- Two-handed sword +1 (1d10).
So far, these are cool if a bit ordinary. I haven't changed a thing. Let's try a few more:
- Helm that allows the wearer to see magical auras.
- Light armor that raises Dexterity by +3 (or sets it to 18) [I could change this, but since its is light armor, I think the Dex boost makes sense].
- Potion of healing.
- Belt of Strenght.
- Scroll of Levitate
- Shield that reduces damage from fiends by 50%.
I didn't even need to re-roll anything. Last pass, with some die rolls:
- 19, 6, 11 - Now this requires some input. I'd say it is a holy symbol that makes you a monster slayer (+1d6 damage to monsters) while you carry it. Maybe a sigil, tabard, etc.
- Level 1 scroll.
- 6, 2, 13 - We could stop at 6 and make it a healing potion, or roll on the second table and make a potion with 2d6 uses that protects you from fear.
- 8, 13, 5 - A ring of protection from disease.
- 16, 6, 17*, 11*, 14*, 6, 12 - A "mace of communication" sounds funny but doesn't quite work for me at first, so I re-rolled three more times (roll with asterisks were discarded) until I got a mace that causes additional 1d6 damage to undead. I could have stopped at a +1 AC weapon, come to think of it.
- Ring of Constitution.
As you can see, no "Legendary" status items, these would require rolling more 20s. But almost all the results are perfectly usable with little effort. I'll probably tinker a bit more with it before I finish my Old School Minimalist PDF (if I ever do), but at least I think I've found the right path here. Or almost...
Did I miss any obvious cool item or effect?
Thursday, June 11, 2026
"Serious" fumbles I can enjoy
As I’ve said before, I usually don’t like fumbles or critical failures in combat, at least in more "serious" campaigns; they make fighters look foolish.
Worse, the higher level a fighter gets, the more attacks they make; if every natural 1 is a fumble, fighters end up failing far too often. When you’re rolling 4 or 5 attacks per round, one of them is almost guaranteed to be a ridiculous blunder. Critical failures do happen in real life, but not nearly as often as a single die face suggests.
The idea of a saving throw to confirm whether the fumble actually happens is a decent (mathematical) fix; but with multiple attacks and multiple saves you end up with lots of rolls that don’t lead anywhere.
Instead of focusing on the character, we could focus on the weapon or the environment. Keep fumbles, but only in situations that are genuinely risky; and the effects shouldn’t make the character look like an idiot, but highlight the limitations of the weapon or the setting instead.
For example, a longsword needs space to be effective. In a cramped tunnel it still works (you can use half-swording, etc.), but it’s suboptimal; that could cause the fumble. You could even build a table of things that might go wrong on a natural 1, but only if it makes sense in context. If there’s no additional danger, then nothing funny happens.
Another option is to give the enemy an opportunity to strike with an advantage; maybe you overextend, make a reckless swing, and miss, opening yourself up to a counterattack. That way the focus isn’t on your “stupid mistake,” but on the danger you’ve exposed yourself to.
Let's try to combine both ideas. Here is how an actual rule I might use would look like:
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When you roll a natural 1 on an attack, it is always an automatic miss. In addition, it can cause serious consequences if you’re in a risky situation:
Close allies: If an ally is too close to your target (e.g., shooting into melee or attacking a grappled foe), roll again to see if you hit your ally.
Tight spaces: If the area is too cramped for your weapon, you strike a wall and take a –4 penalty on your next attack with that weapon.
Flails and chains: If you’re using a flail, roll again to see if you hit yourself (half damage).
Fragile weapons: If you’re using a low-quality weapon or one unsuited to the target (e.g., a common blade against a stone creature), your weapon may break or lose its edge (–1 damage until repaired).
Dangerous stunts: If you’re attempting a dangerous stunt, such as jumping form a higher point etc., you failed catastrophically. Fall prone, take damage, save for half.
In all cases: You lose your footing, expose yourself, and take –2 AC until the start of your next turn, unless you spend an attack to regain balance.
---
Monday, June 08, 2026
It is time to ditch the "good GM"
The myth of the "good GM is required to play" is an old tale in our hobby. I thought the myth had been laid to rest, but it is often raised from the dead with talks of "elite GMs" that know all the rules by heart, or "great GMs" that are skilled voice actors or that have amazing improv skills.
It is time to ditch this idea. In fact, it’s long overdue.
The "good DM" was often used as an excuse for “difficult” games: “this confusing game is great, it just requires a good GM to function.” Or, more neutrally, as a warning: “this game is good BUT it requires a good GM to run.” For me, it should be used as outright criticism: “this game is not easy to use, and it requires a GM that is above average to make it work.”
There is no objective way to measure or evaluate the quality of GMs, and no serious research exists AFAICT. People who usually talk about “good GMs” are often just talking about themselves in a display of arrogance and bravado.
Until we have objective evaluation, we can imagine that GMs divide into good, bad, and average, with the majority (around 68%) sitting in the middle of a normal curve. If you’ve read the DMG or know basic statistics, you understand this.
Imagine rolling 3d6 for your GM skill as a "prime requisite": requiring a result above “average,” say 13–14, would exclude most people unnecessarily from the “class” of GM.
A good RPG should be good for most players and GMs, except when you’re deliberately making niche content.
In short: most GMs are mid, great GMs are rare, and that’s fine. A game that is only viable or fun for the highly skilled is doomed to fail; even chess, poker, or football can be fun for beginners.
Great creativity, memory, improv skills, mastery of 200 pages of rules, and vast literary knowledge are wonderful things to have, but they shouldn’t be required to run a good game.
In fact, we all remember the time (often as kids or teens) when we barely understood the rules, had never read any RPG theory, and still managed to have memorable adventures. RPGs should be fun for the averages and even below-average, not only the self-professed “elites.”
In addition, RPGs should help me run a game, not force me to fight the system in order to make it work.
That’s why I try to create good tables and tools, so you (or, frankly, I) don’t need to be an awesome GM to make something great with them. I don’t want to put all the burden of creation on your shoulders if you’re using my games; in fact, I want to save you as much work as I can.
[Here is one example. My goal with the setting is not to require you to read Edgar Rice Burroughs, Clark Ashton Smith, Lovecraft, or Roadside Picnic in order to enjoy it, even if I would recommend you do. The idea is that you can get the same feel I enjoy simply by rolling the tables as written, without needing to construct it all yourself].
One of the happiest feelings I have after creating random tables is rolling, combining and realizing the combinations instantly generate cool ideas I hadn't considered. In other words, not because I thought of something cool, but because I found something I hadn’t thought.
Likewise, when I’m running (or writing) a module, I want things to be simple and clearly spelled out. I don’t want to be unexpectedly forced to train my creativity or improv skills. My focus should be on running the game and responding to the players’ choices—not wrestling with the text.
In conclusion:
By all means, read all the rules, memorize (or even tinker with) the most important ones; dive into Appendix N books if you want (you know I do); learn how statistics work; try improv; make voices; crack jokes; write your own adventures, and tweak or complete existing ones.
These are all useful, fun skills, and they will make you a better GM and a better player. But they are absolutely not required to play RPGs.