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
Thursday, December 30, 2021
I WANT it to attack me! Defenders, marking, and cover (5e quick fix)
Tuesday, December 14, 2021
Brazilian monster sketches (Rick Troula)
Saturday, December 11, 2021
The Black Company (dark fantasy book review)
The Black Company, released in May 1984, is the first novel in Glen Cook's ongoing series, The Black Company. The book combines elements of epic fantasy and dark fantasy as it describes the dealings of an elite mercenary unit – the Black Company – with the Lady, ruler of the Northern Empire.
In Dragon magazine issue 96 (April 1985), Gary Gygax wrote this about The Black Company which is what inspired me to seek it out originally. Anyone else read this way back then?"A good game book If you havent read The Black Company by Glen Cook (Tor Books, Tom Doherty Associates, Inc., 1984), then you are missing a good book which relates closely to the AD&D® game. I cant swear that the author plays FRP games, let alone any of TSRs offerings, but somehow he has captured the essence of them, regardless. The Black Company reads as if it were a literary adaptation of actual adventuring, as it were, in a swords & sorcery milieu akin to that of a proper AD&D game campaign. The style of writing is neither heroic nor swashbuckling. There is none of Robert E. Howard in the book. It is a dark work. Nevertheless, it is one fine bit of fantasy authorship. I recommend it to all role-playing game enthusiasts for many reasons, not the least of which is that it will assist in proper fantasy role-playing. For $2.95 this book will provide both reading enjoyment and much support for your RPG activity. It is one you shouldnt miss."
Friday, December 10, 2021
Table tools, booklets, and Into the Unknown
The game is divided into five digest-sized booklets, optimized for use at the gametable:
- Book 1: Characters holds all you need to quickly create a new character (52 pages)
- Book 2: Playing the Game has all the essential rules for players to get going (28 pages)
- Book 3: Magic is strictly for those players whose characters are spellcasters (54 pages)
- Book 4: Running the Game has everything a Game Master needs for running old-school games (85 pages)
- Book 5: Monsters holds a selection of ready-to-use critters, complete with morale scores and treasure types (65 pages)
These are all laid out and edited to be as quick to scan and find what you are looking for at the table as possible- no more getting bogged down by looking things up in play!
These are all Affiliate links - by using them, you're helping to support this blog!
Tuesday, November 30, 2021
Hexcrawl x Pointcrawl - when to use them
I'm not going through definitions here. Let's just say that a hexcrawl means exploring a territory that is divided by hexes, with no clear paths, and a pointcrawl means exploring a territory through preexisting paths and points of interest.

This is a typical pointcrawl map (source). You cannot make your own path; to get from Gettysburg to Grafton you must pass through Harper's Ferry.
You can have both at once (source):
Thursday, November 25, 2021
Black Friday/Cyber Monday Sale DTRPG sale
Thursday, November 18, 2021
Teratogenicon - print version now available!
TERATOGENICON - our most impressive book so far - is a collection of tables and essays on how to create your own monsters.
It contains one chapter for each of the fourteen most famous monster types (aberrations, beasts, celestials, constructs, and so on). Each chapter examines specific habits, appearance, goals, traits, powers, origins, and many other topics. In addition, the appendixes will help you to create stats (for both old school and contemporary games), to roleplay monsters, and to include all monster types into a coherent whole, among other things.
The book is beautifully illustrated by Rick Troula (of The Displaced fame). Take a look at the previews to see for yourself!











