Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Saturday, March 28, 2026

Zine Review: Black Pudding: Heavy Helping Vol. 2

Author: James V. West & Various Contributors
Publisher: Random Order Creations
System: Labyrinth Lord, OSR Compatible
Marketplace: DriveThruRPG 

 I have been looking forward to reading, using, and reviewing Black Pudding Heavy Helping vol. 2 for a very long time. That I somehow missed its publication is mark of shame upon my standing as an OSR nerd. Especially as Black Pudding: Heavy Helping Vol. 1 was everything I loved about the Old School Renaissance in one place. And doubly so as Heavy Helping vol. 2 is more of the same only better.

Black Pudding HHv2 is the collected material from issues 5-8 of James V. West's Black Pudding Zine  rearranged for easy navigation. BPHHv2 includes character sheets, character  classes, magic items, NPC hirelings and villains, monsters, adventures, a pantheon of gods, a sizable campaign setting, and a set of house rules that can be used in almost any OSR system. 

The mechanics are mostly written with Labyrinth Lord in mind, with occasional references as well to Swords & Wizardry and DCC RPG. As usual, conversion is pretty easy with the exception of the problem that Black Pudding assumes race as class as the default. Even then, extracting the racial traits from the class traits in order to convert racial classes into PC races is incredibly easy.

And as before, the art, tone, and ideas presented in Black Pudding are my kind of off-the-wall gonzo, comic-bookish, and very Punk.

What I Loved

Character Sheets

I first learned about James v West's work through his character sheets, which are frequently circulated around the internet. His intense, cartoony, Payo-influenced work really spoke to me. Whenever I play games with my family I print off some of his wild and wonderful character sheets.

Art

And the Art really does deserve some additional attention: I love James West's art style. It draws a lot from 80s skate-punk aesthetic mixed with French comics and cartoons. It is frenetic, weird, and unique. And it appears on pretty much every page of the 'zines. I don't think there is a bad piece anywhere in the book. It is brimming with chainmail bikinis, muscle-bound barbarians, eyeball monsters, serpents, slime, and cool swords.

Classes

BPHHv2 has a sizable collection of classes designed to be played in a B/X based OSR game.

Alien: a strange martian with the ability to cause potion effects with their mysterious psychic powers. 

Beastfriend: hey character with a supernatural ability to call, calm, and befriend creatures in Wild places. 

Boola: a feminine being who raises, nurtures, and is in turn protected by monsters. 

Death Witch: A Very metal magic user with reduced spellcasting ability and a chance to die every time they learn a new spell. However, they have the ability to speak to the dead and undead, command the undead like an evil cleric, and place a curse on beings that deals damage equal to their current hit points. I also have a chance of coming back from the dead every time they are killed. 

Demodyn: a tiny minor demon with the ability to conjure and manipulate fire, and who exudes a corrupting aura. 

Eyeball: a giant eyeball with arms and legs that has thief abilities and sharp perception but can be blinded by bright lights. 

The fat lady: a heavily armored female opera singer who can enhance her strength, boost her allies, or deaf and her enemies with the power of her voice. 

Feral Knight: a penitent night who has given up armor and weapons after becoming a hermit to repent for some misdeed. As the character advances they gain some clerical and paladin-like abilities, and slowly regain their ability to use the armor and weapons they shed when they became a hermit. 

Fighting wombat: a tough anthropomorphic wombat who has a higher Armor class from behind and the ability to dig at High speeds. 

Flamer: a pyrokinetic character that takes its inspiration from Johnny blaze/the Human torch of the fantastic four. 

Goon Royale: a shaggy humanoid thug with a razor sharp bite that can latch on to his foes and keep gnawing and who climbs like a thief.

Iggy: Iggy pop as a D&D class: a hyperactive bare-knuckle-brawling, shirtless lunatic that never sleeps, is almost never surprised, and gains bonuses when doing things that are stupidly dangerous.

Ninja: a slow-leveling variant of a thief with the ability to use smoke bombs, a high chance of surprising enemies, enhanced ranged attack abilities, and a chance of instant death blows on a backstab.

Norg: A lesser giant with resistance to cold and the ability to communicate with polar bears.

Orbii: tiny, round smurf-like creatures who were once created by a moon goddess to protect her daughters, their holy purpose is long concluded. At first level they get one ability such as a single spell-like power or thief skill. Once per day they can pray for the moon goddess to show her affection and gain a random blessing.

Rat Bastard: a thieving lesser were-rat.

We've already included some Orbii and Death Witches in home games to a lot of laughs. They do a great job of classy setting design to create an off-the-wall gonzo D&D world. 

NPCs 

Like the previous Black Pudding: Heavy Helping collection, this volume includes a section called "Meatsheilds of the Bleeding Ox" with a collection of 33 potential hirelings or henchmen using the classes and abilities published in Black Pudding. A few of these NPCs use classes from the previous volume and may be difficult to use if you don't have the other volume.

This isn't just a showcase of characters that use the new classes, it also includes a few standard OSR-compatible NPCs from classic B/X classes and some truly unique and quirky NPCs, like a damaged alien robot and a haggard level-0 commoner who has an infestation of invisible imps tasked with protecting him no matter what.

The characters here are strange, quirky, and fun. The way they are presented with "turn-ons", "turn-offs" and a 1-3 sentence backstory gives you a lot of material for characterizing them. I've already included several of them in a home campaign.

Magic Items 

BPHHv2 includes 3 unique spellbooks with unusual spells and rituals built around a unique theme and NPC wizard that creates a lot of flavor for the purposes of magic. It also includes 14 named unique magical weapons that are replete with bizarre powers, fun backstories, and an excessive number of puns. They are a prime example of how a magic item can be used to create incredible depth to your game.

Adventures

BPHHv2 has a selection of location-based adventures in a variety of formats including:

  • a full-sized dungeon: "The Rat-Queen Dies Tonight" 
  • a five-room dungeon style game: "Ghilki's Hole"
  • a one-page dungeon: "Climb the Ice Stairs to Discover your Fate" 
  • A detailed and well-designed single encounters: "A Trolling We Will go" 
  • and an outdoor hex crawl: "The Standing Stones of Marigold Hill" 

All of which have tie-ins to material (classes, monsters, or magic items) presented elsewhere in the compendium, and have the uniquely manic, comic-book energy that makes Black Pudding unique. You can see the full range of popular adventure structures common in the OSR all in one place.

Settings

Beyond the single adventures, BPHHv2 includes a pair of extremely large evironments that are better thought of as campaign settings filled with smaller adventure sites.

"Underground Down Below" is a massive underdark "mapcrawl" style adventure that reminds me a lot of "Into the Depths of the Earth", a labyrinth with numerous small caverns and wondrous locations that have their own factions and ways of interacting to make it dynamic.

"Adventures in the North" is a massive hex-crawl in a barbaric frozen frostfell style environment complete with encounter tables, unique monsters, settlements with complex NPCs, rumor tables, and a handful of faction conflicts. It is bare-bones because of limited space, but would be more than enough to start a campaign and keep it rolling until the mid-levels.

It also has a Black Pudding Gazetteer detailing a world that fits the wild, gonzo material in the magazine thus far. The world of Yria is presented in a large world map with various regions given 1-2 paragraph details, while major city-states are given their own page with a number of random tables with encounters, sights, sound, and weather designed to do a lot of heavy lifting on world building.

Yria also has a fairly sizable pantheon of a dozen gods and a mythos that describes how the interrelate and how the gods relate to the world and each other, along with a creation myth in brief.

Random Tables and Rules Hacks

I love the random tables in Black Pudding; they are often very case specific, odd, and many of them would rarely be useful except for brainstorming, but they are great for mining for inspiration in much the same way Jason Sholtis' The Dungeon Dozen books are.

Tables with titles like "The goblin touched your stuff and now it...", "Then a robot walks in...", "The Wizard is Pissed Of and You are a Target of...", "Overheard Drunken Conversations", or "The PCs Run Across an Island of Hot Amazons..." can lighten up even the most taxing prep session and immediately lighten the tone of any adventure design.

Layout

The Black Pudding zine is hand-drawn and hand written with frenetic energy and fun art. It may not always be the best organized, but every page is fun to look at and brimming with creativity.

Growth Points 

I want a Tank in D&D Now...

One of the villains presented in the bestiary in Black Pudding Heavy Helping volume 2 is Zasto Fillistan, a viscious, ill-tempered wizard with an appetite for destruction, and a wide range of strange objects stolen from other planes of reality. Among his extraplanar curiosities is a "Wand of rapid fire" (an assault rifle) and "Shar-Man, the Rolling Fortress" (a Sherman tank enchanted to burn wine for fuel). While Earthly objects are far from unusual in D&D, that one is a pretty wild choice; and I know for a fact that my players would stop at nothing to get their hands on it, and woe betide the foolish GM who lets it fall into a PC's hands. But seeing it has made me desperately and irrationally want to include tank warfare in my current DCC campaign. 

Reliant on Content from BPHHv1

Okay, now for a serious complaint. There is a lot of material here that refers back to material in earlier issues of Black Budding. You will not be able to use about 10% of the book without either earlier volumes of Black Pudding or a copy of Black Pudding Heavy Helping volume 1. This is to be expected when you are buying a compendium of magazines, so I suppose it is to be expected, but it is something that one should be aware of before buying, and is worth mentioning on the sales page.

Consistency

Black Pudding does not really stick to one set of conventions for OSR gaming. Some classes and monsters are clearly built for Swords & Wizardry, others for Labyrinth Lord or Old School Essentials, and yet others include elements for DCC RPG or OSRIC. With a 'zine that is definitely a raw, creative endeavor I am not really surprised that it includes material that is for whatever takes the contributor at the moment, but I would love for it to be a tiny bit more consistent so that there is less conversion work to do.

Definitely Not for Serious Campaigns 

While some of the magic items and monsters could be dropped into a campaign world, Black Pudding in general is focused on weird, gonzo, and decidedly silly game play. Add almost anything from it is going to definitely make you game sillier. That's not a bad thing, but it is something that people need to be aware of.

The Underdark Map

The map for "Underground Down Below" is really dense and can be hard to read. It desperately needs to be put on a two-page spread to make it easier to process. There's just too much going on to be contained on one page and still be easily interpreted.

Nothing for Gozr?

Black Pudding's early issues had a myriad of rules hacks and suggestions that accumulated in a very tightly-presented "Black Pudding RPG", a light, fast-playing B/XD&D based game. Eventually this was separately published by James V. West as GOZR. I am truly surprised we hear practically nothing about GOZR anywhere in BPHHv2 at all, it seems like it would make a lot of sense to point players to GOZR for reference to material that had also appeared in early issues of Black Pudding, and it seems like a lost opportunity not to draw attention to it and use Black Pudding as a platform for expanding GOZR specifically.

Conclusions 

I have come to really look forward to new installations of Black Pudding. It is  frenetic, silly, gonzo, Punk AF D&D that isn't afraid of a little edgy humor. In fact, I deeply appreciate that Black Pudding knows exactly who its audience is: it is rich with spicy humor, chainmail bikinis, naked sorceresses, and goofball 'metal references. It doesn't apologize once for being very much for 80s kids who have no time for politically correct, family friendly D&D. It is happy to say "Look, we're all adults here... adults who want to take a break and be a bit childish and a little stupid" and I love it.



Monday, January 5, 2026

Game Review: Tales of Argosa


Author
: Steven Grodzicki
Publisher: Pickpocket Press
System: (Highly Modified) OSR Compatible 
Marketplace; DriveThruRPG 

Tales of Argosa is a new edition of Low Fantasy Gaming that has taken years of community testing, design feedback, and setting development and honed the game into a fast, action-heavy game built for kick-in-the door play and low-to-zero-prep GMing.

My Thursday night group recently switched to Tales of Argosa from Blueholme Journeymanne. It has been a bit of a homecoming for the group, as we started the campaign give years ago as a Low Fantasy Gaming campaign, and returning to it really feels right after two years of Blueholme. There are some things that LFG, and now ToA just do a lot better than a vanilla OSR game.

Thursday, December 18, 2025

Tomb of the Apellomancer

 

My oldest son recently formed his first D&D club at school. He is teaching his friends how to play using Basic Fantasy RPG. And, like all first time DMs, he is figuring out running the game for himself. To help him out, I created a mid-sized dungeon for him: the Tomb of the Apellomancer.

This is a light-hearted funhouse dungeon featuring magic and traps themed primarily around writing and paper, and includes a GM's cheat-sheet for first-time GMs. It is written with Basic Fantasy in mind, but, is compatible with any other OSR game you might want to use with minimal fuss.

It hasn't just served my son, either; my wife has recently started a D&D club for students at the school where she works, and has placed this dungeon in her campaign world. She is expecting her students to raid it in the new year. 

I have it up on itch.io as a PWYW title. Personally, I am just happy to have people playing it, and encourage you to grab it for free. 

Get it in Itch.io now! 

Sunday, December 7, 2025

Solo Gaming Fiction: Bad Medicine (pt. 3)

 There wasn't time to guess at how stupid the move was; there was just time to move. Lise disengaged her boots and hammered on the controls in her hand, twisting and turning the cargo pod, building up as much momentum as the tons of medicine could manage with nothing but cheap gas jets, as she rode it out between the closing shutters, sighing with relief when the edge of the pallet caused a mighty squawk as the safety system froze the shutters.

She rode the pallet of medicine out into open space, her heart was pounding; oxygen consumption rate alarms blaring over her helmet comm.  She twisted the pallet and let it drift slowly towards the hull of the station parallel to the plating. Keying the pallet to follow her, she began the task of trudging across the hull between her rings of detection. Everything in her screamed to hurry, but in space, as they used to say in the 'Corps, rushing will get you killed.

 "Holden, are you reading?"

"I'm here."

"I just barely got out of the OT. The Bandits were early. I've got the payload. Monitor comms for me, would you?"

"You're cute when you talk like a soldier."

"Scan now; flirt later." 

"Yes Ma'am!"

Lise smiled in spite of herself. She'd needed that. There was nothing to do now but keep walking her strange, drunken route along the Space Station's hull.

"...Okay, there's nothing about the uh... OT.. in the Station Sec' channels, but we did just get an unauthorized work pod launch, and somebody's running interference to keep it from getting intercepted."

"Shit. I want you to start venting the Arrow's cargo bay now, and start warming up the M-Drive. Keep on sensors. Low energy sweeps. Let me know when the pod is coming."

Holden paused she could hear him interacting with her bridge computer.

"Look, Lise, scanners I can do, but I'm not a pilot."

"Take your time, even double-timing it I'm probably 17 minutes out. Remind me to invest in a thruster pack when I get paid."

Breathe easy. Breathe slow. You're in more danger from tearing your suit than anything else. Lise focused on taking slow steps and steering the pallet. She carefully registered a flight plan for the 'Arrow as soon as she was on board. But some part of her wanted to claw out of her skin.


Pain lanced through her ribs, as she took a particularly narrow turn and for a moment she was on one knee crying and cursing softly. 

"What's wrong?!"

 "Another Spasm", Lise said as she knelt on the plating for a moment. Tears floated free, starting to form a shell of liquid on the inside of the helmet. "I just need to breathe and keep my head in the game. I'll be there in 7."

"Is there a reason why you are still wobbling around the ship like a drunken Bwap on Holiday? They already know you're out there."

"The Bandits know I'm out here, but they are avoiding official channels. If I don't trigger any alarms it stays that way. They have no legal right to stop my departure or search the ship."

Come on!

She forced herself back to her feet and started making longer, faster strides. There was no time for pain.

Wednesday, October 29, 2025

Solo Gaming Fiction: Bad Medicine (pt.1)

One of the things I make a point of doing any time I am reviewing a TTRPG is to play a couple of sessions of it in solo mode so that I can get a feel for how it plays at the table. If I am going to share a game with you, I want to make sure I am doing my best to have good information. It is not enough to describe the mechanics of a game; I want to have a sense of game play.

This unfortunately slows down my reviewing process - a lot.  Recently, one of my kids has developed some pretty extreme issues related to the way his autism expresses itself. I have had to drop everything - including work - to take care of the little guy. Finding the time to sit down and take a trip into a dungeon or into outer space has been hard as of late. And when I do, it has been more for the joy of playing than for the purposes of the blog.

 But I wanted to relate a cool story from a recent solo game. I decided to sit down and play a round of the 2022 Mongoose edition of Traveller so I could have a better basis of comparison to Cepheus Deluxe and Stars Without Number, which I want to finally review properly in the near future.

This is the first adventure of my home Traveller campaign; and I will present it in four parts to make it more digestible than last year's Death in Space story. 

Monday, October 13, 2025

Game Review: Cepheus Deluxe, Enhanced Edition

Author(s):
 Omer Golan-Joel, Richard Hazlewood, Josh Peters, & Robert L. S. Weaver 
Publisher: Stellagama Publishing
System: Classic Traveller / Megatraveller
Marketplace: DriveThruRPG

 Cehpheus Deluxe, Enhanced Edition is a retroclone that mixes elements of Classic Traveller with Megatraveller and a few more modern upgrades to make it play a little more smoothly.

About two years ago I ran a campaign using White Star: Galaxy Edition as a base set on a starship called the C.H.V. Natani, and posted play reports here (1, 2, 3, 4, 5). It was meant as a short game to give us a little break while some of our players dealt with life issues that made dedicating time to our heavier more involved Silver Gull campaign was difficult. While I was playing White Star with my friends, however, I kept running up against the limitations of the system.

My players didn't find starship battles in White Star as exciting as they wished they were. A couple of players wanted to dabble in mercantile endeavours, which White Star wasn't built for (heck, one of my players was a gmae dev' on Elite: Dangerous and was hoping for a game experience like it) And while they enjoyed some of the silliness of space-faring rockstardom and jedi powers to an extent, they ultimately preferred the adventures where the characters' odd superpowers didn't come into focus. In other words, they really would have been happier playing Traveller.

And so I looked for a Traveller-based game that I could grab in hardcopy at a reasonable price, because I am fed up with .PDFs. Ideally I wanted something I could get both physically and digitally, and so I settled on Cepheus Deluxe and I am glad that I have.

Tuesday, September 23, 2025

Apellomancy

 I am co-writing some adventures with my son for his schoolmates in Basic Fantasy RPG. We decided to design a style of magic based on names and nicknames to play a role in the early adventures. This led to us designing five spells created by the feared Appellomancer, Ngo-Gua whose tomb the PCs will be raiding in search of a book of the True Names of evil spirits (the Numaomicon). 

I thought I might share the spells here to offer up some humour. 

The PCs might be able to find Ngo-Gua's spellbook and thus acquire and these for their own nefarious purposes. 

Tuesday, September 9, 2025

Making a Zine Accessible to the Incarcerated

Okay, fair warning, I am going to go a bit out of character here and speak my mind on a topic that isn't gaming. I keep my blog apolitical because getting involved in discussions of the Political with strangers on the Internet is exhausting, fruitless, and these days attracts bullshit gestapo behaviour from illiberal assholes on both sides of the spectrum. 

Shortly after I made Drakken in 2022 I was approached by an organization in California that was dedicated to promote literacy in prisons. Apparently, Dungeons & Dragons was their most requested reading material from inmates at the time. D&D being expensive as it was at the time was simply not possible, but the potential benefits of TTRPGs for inmates was too good to pass up. They were hoping that I would be willing to let them, for a modest fee, distribute Drakken, remixed a bit to meet their requirements.

I told them they could have it for free.

Thursday, September 4, 2025

Channeling My Inner 10-Year-Old

My last two articles (pt. 1, pt. 2) covered the creating of a cozy campaign I had intended for my family for slow and rainy days. It was a response to the spell that the game Stardew Valley seemed to have over my wife and kids.

Personally I am quite proud of the creation, and thought it could be a lot of fun. But, sadly, its reception was, at best, lukewarm. Serves me right for jumping into a project before getting the buy in, I suppose.

So I asked my kids what they wanted in a role-playing game, and the best answer I got was "I want to do awesome stuff!"

"What kind of awesome stuff?" I asked.

"You know! Awesome!" was sadly as far as the answers got. 

So, I sat down and thought about what my kids seem to think is "awesome."

Tuesday, September 2, 2025

The Journal of Agatha Fizzyflask -- My Cozy Campaign Experiment (pt.2)

Created using HiDream I1 fast

In my last post I described how I created a tool that let me create a series of magical maladies, their cures, and adventure locations where the important ingredients to those cures would be found.

(I decided to skip the poisons in the end, because the material I already had was more than enough for what I needed.)

The next step was to put it all together! I envisioned a campaign where a few strangers to the Dommar valley would be stopping as their caravan waits for a rock-slide to be cleared from one of the passes through the mountains, and find themselves suddenly called to action to help on the basis that they are bored strangers, intelligent, and literate. The local witch, a she-gnome named Agatha is missing, and one of the villagers has come down with a perilous case of Frostbite Fever. They can't wait for Agatha any longer, so they beg the PCs to read Agatha's book and help them make the cure.

And this would be the core basis for the campaign. The PCs encounter some peril in the village that one of Agatha's cures or potions could resolve, and so the PCs find themselves replacing Agatha as the village herbalist, alchemist, and witch... at least until they can learn of her fate.

Friday, August 29, 2025

My Summer was Full of Games

 I realize I haven't posted on here in a hell of a long time! My Summer was a glorious mix of in-real-life and in-game adventures.

Brier Island North lighhouse,
taken from the deck of the Mega Nova

IRL I took a family roadtrip that put nearly 3,000km on the Mazda, and along the way I attended art festivals, live concerts, joyous family functions, long days on the beach, and a whale watching tour where I got to see nine individual humpback whales and a few minke whales.

I also produced a pile of episodes of my solo RPG podcast Swords Against Madness, following my heroes getting themselves in pretty deep in their gonzo sword-and-planet weirdness, played in Swords & Wizardry.

It wasn't my only solo-gaming time spent. I took a couple of days of lazy relaxing to play through a massive chunk of Jason Sholtis' Operation Unfathomable and Odious Uplands, and had an absolute blast! 

These modules are the best example of making 1st level awesome that I have ever had the pleasure to experience. I have both a review upcoming and possible a few bonus episodes of Swords Against Madness summarizing my playthrough... with all of the running and screaming involved.

Monday, July 14, 2025

Help Me Buck the AI Monkey

 

When I created Swords Against Madness, I wasn't expecting a big hit. I figured that my own LSD-soaked imitation on Tale of the Manticore with immortal space barbarians and killer robots might garner an audience of 20... including my friends and family.

I sure as hell didn't expect it to have over 500 regular listeners and thousands of downloads. I am astounded, amazed, blessed, and humbled by the response  to my show.

Now I want to make it into an eve higher-quality, weirder, wilder, trippier project than before.And the first step to that is to ditch one of its weakest points: the AI-generated music.

Friday, July 4, 2025

Making the Low Levels Awesome

 I've been running a Swords & Wizardry game at home the last few weeks that has been possibly one of the most fun, most campaigns games I have played to date.

My idea started out both simple and challenging: "What if I ran a D&D game with as much surreal, plane-travelling weirdness as there was in late-90s Magic: the Gathering. I'm talking the peak insanity of the era of Tempest, Ice Age, Urza's Destiny, and Urza's Legacy, where the game was simulating a war between insane cthulhoid cyborgs and a race of precision-bred magicians with living shards of crystal and an inter-dimensional goblin horde in the middle.

I wanted low-level PCs to be roaming the planes, dealing with truly out-there wizards, and warped magical entities. As always, I subscribe to the theory that level one should feel as awesome as level 10.

My Setup


 Swords & Wizardry played RAW, but using a cosmology based on the AD&D2e / D&D3.X era Great Wheel / Planescape planar layout.

The PCs come from a kingdom on a mostly-undetailed world I am basing mostly on a mix of H.P. Lovecraft's Dream-Cycle mixed with a bit of Lord Dunsany, then brought kinda' down-to-earth with the trippier bits of The Elder Scrolls' Tamriel.

 At the beginning of the campaign the PCs are new arrivals at Armathan, a grand castle on a high-mountian meadow. The Mountain's great workshops are powered by a waterfall and streams that run right through its undercroft. The Castle itself was built as a part of and to defend a silver mine and an important monastery. The mine in turn connected to ancient pre-human ruins. 

Monday, June 9, 2025

The Solo Roleplayer's Network

 I wanted to draw you attention to another project I have been involved in!

A while back I started talking about my great enjoyment of solo rpg podcasts, such as Tale of the Manticore, Legend of the Bones, and Stories from the First Watch.

Then I started my own: Swords Against Madness.

Since then I have joined a community of creators of these amazing solo-game inspired pods (as well as comics) and really found my tribe. 

Recently, with PJ Sack of A Wasteland Story as the idea man, and Jon from Tale of the Manticore as the voice of wisdom, and me as the tech monkey, over a dozen solo roleplaying podcasters set up a The Solo Roleplayers Network with a website where you can check out a wide variety of podcasts inspired by solo TTRPGs.

 There are so many amazing games being shared here (and I listen to all of them!)

  • Tale of the Manticore: a rich novel-like dark fantasy played with B/X D&D; TotM is the template on which most of the other podcasts are built for good reason.
  • Legend of the Bones: a well-told dak fantasy heavily influenced by medieval Norse, Celtic and Anglo-Saxon history using B/X D&D.
  • A Wasteland Story: a gritty, hard-hitting solo role-playing story set in the Fallout universe (matching tone with the original Interplay games) using the Fallout 2d20 role-playing game. 
  • A Game of One's Own: featuring a range of indie TTRPG games played solo and turned into audio dramas to showcase them, including Mountaintop Isolation, Dragon Dowser, To the Bitter End, Pitcrawler, Death of the Author, Hedge Witch, Universe at Your Door, Forgery, Why We Fight, and Knockoff
  • Errant Adventures: a series of solo games played in Ironsworn, Starforged, and Traveller, often intrigue-heavy science fiction adventures. 
  • Legends from the Fireside: an extremely old-school D&D adventure that really captures the 80s gaming vibe played with Old School Essentials
  • Soul Operator: a surreal survival horror story focused on human relationships in the face of Lovecraftian horror played with Welcome to the Habitrails.
  • Echoes of Eshaton: a post-apocalyptic primal punk scifi game played as short mini-series and snapshots that build on each other to paint a picture of a world rising from the ashes with Degenesis.
  • The Lone Adventurer: a high-octane manapunk spy and crime thriller using D&D5e, Blades in the Dark, Chasing Adventure, and Warbirds - changing system to suit the needs of the narrative.
  • Roll by Myself: a long-form game that alternates between actual play and audio drama based on it featuring two-session plays of solo journaling games such as Grandpa's Farm, Blood on My Name, and Deadline: A Clockwork Press
  • The Solo Roleplayers Podcast: A podcast that is a mix of actual plays, interviews, and how-tos on playing solo TTRPGs. Includes playthroughs of Shadowdark, Forbidden Lands, Starforged, and Crown and Skull,among others.
And more being added all the time,

Wednesday, May 28, 2025

Product Review: One Shot in the Dark: Return to Duervar (& OSitD Expansion Module Maker Kit)

Author
: Jon Cohen
Engine: One Shot in the Dark
Publisher: Tale of the Manticore
Marketplace: DrivethruRPG 
(Expansion Module Maker Kit DriveThruRPG)

I have recently had the privilege of being a playtester for Jon Cohen on One Shot in the Dark: Return to Duervar and I really had a blast doing it.

By way of full disclosure, Jon and I have been collaborating along with a few others to create a network for solo semi-actual-play podcasts, and he has been a voice actor on my podcast, so it is fair to say I consider him a friend and colleague. And I am a massive Tale of the Manticore fan. Portion your salt appropriately.

One Shot in the Dark is an ultra-light solo RPG scenario that allows you to have a pretty satisfying solo dungeon crawl in 15-50 minutes using a deck of cards and some D&D dice. You can read my review of One Shot in the Dark here. Suffice it to say that it is a great way to scratch the dungeon crawling itch, makes very few demands on your time, and costs as much as a large coffee. It is good fun, and I have played it a few times over the years.

Monday, May 26, 2025

Broken Wings

Q: How do you make god laugh?

A: Announce your plans. 

This month has seen me go to the funeral of two beloved relatives and between them fight my way through two different stomach bugs. My great hope of making May the month I breathe life back into Welcome to the Deathtrap went completely down the drain. I am even going to have to be a week behind on episode 19 of Swords Against Madness.

I have not let my creativity slack off, however. I took the time to put my notes on the Death in Space campaign I told you about earlier in the month into a downloadable format for anyone interested

Broken Wings includes:

  • A pitch for a campaign set on Amissa based on scrounging in ancient industrial ruins.
  • 6 PC Origins that fit on my interpretation of Amissa
  • 20 Alternate PC backgrounds for a desert planet
  • 6 Alternate equipment packages for characters who live on a planet

 And rules for incorporating them into a running game of Death in Space whether it is set on Amissa or not.

Download it Here

Friday, May 2, 2025

Artful Vaguness in Setting Design

 Earlier this month, I started a campaign of Death in Space with a few friends. Life and scheduling conflicts have forced me to put playing Undeadwood on hold. 

After my solo game last Christmas, I've been itching to play more Death in Space. I love flavour of dark science fiction that DiS brings. 

More importantly, The Tenebris System is an amazing starting point for a campaign setting. It has plenty of the ideas to get you rolling, but vague enough that you can put your stamp on it without too much difficulty. In fact, The Tenebris System is a brilliant case study of the technique of Artful Vagueness

Artful Vaguness:

Artful Vagueness is the skill of using suggestive or open language to elicit a response in a way that encourages the other party to use their creativity in answering.

Sunday, February 9, 2025

An Atari-inspired Campaign for Traveller/ Cepheus Engine

I have been tinkering with a new campaign to play at home with friends and family inspired by my current binge of old Atari games and retro sci-fi. I wrote it specifically for Cepheus Deluxe: Enhanced Edition from Stellagama Publishing, but it should run with almost any form of Traveller with a few tweaks.

8 want something lighthearted that captures the kind of fantastical popcorn Space opera that you see in the premise of 80s SF movies like The Last Starfighter or in the manuals and comics that came with early console games.

The bad guys are vile, the good guys fly cool ships, and the stakes are very high. It is definitely not like the Third Imperium... although I decided to keep some of the best ideas of that setting.

Here's my pitch:

Cepheus: IRATA

Friday, January 24, 2025

Atari Philosophy - Yars Revenge and Cairn 2e


I have been dealing with general chaos, sick family, family functions, friends in need, and an endless series of stressful diversions this month. While I get by fairly well on meditation, art, prayer, exercise, and reading, some times a guy just needs a diversion to help you blow off steam.

I am also trying to further disconnect from Social Media, because I don't see the point in just making myself angry for no profit. And what else does social media do these days? It sure as hell doesn't inform you of anything. So I have been looking for a habit to build to replace the habit* of popping on to X on my phone.

And I have found a great activity for both!

I recently picked myself up an Atari Pocket Player Pro, a little handheld device that was released for Atari's 50th anniversary by My Arcade.

Any time I need to take a quick brain break, instead of checking my feeds, I grab the gadget, and I play round of an old favourite like Asteroids, Warlords, Solaris, Yar's Revenge, or Missile Command. It takes me only a few minutes to have a satisfying round of Yar's Revenge, unlike a modern game it is easy to put down, and I will come out of it feeling happy and satisfied, rather than grouchy.

This is not a review of the particular device, but if you want some quick observations I will leave some as a comment. Why I'm bringing it up here is that I had a revelation about why I still love and enjoy these games so much, and why, even given the incredible limitations of the technology of the time, they were so darned good.

Monday, January 13, 2025

My Holiday in Outer Space: Cepheus Engine and Mongoose Traveller

Is is January 12 already?!

2025 has been absolutely crazy for me, readers! And not necessarily in a good way. I haven't had much time for hobbies since my Christmastime Dead in Space solo game. But I have had some new things land in my lap and on my hard drive over the Holidays.

Cairn 2e arrived on my doorstep as a late gift last week, and it looks amazing! I am trying to steal some time for a solo game to sink my teeth into it so that I can give you all a fair review. I was also able to replace my ruined copy of the Dungeons & Dragons Rules Cyclopedia with the generosity of everyone who picked up Strange Ways last month.

But the more interesting thing that landed in my lap was synchronicitous.

Spending My Holidays in Outer Space

This Christmas I wanted to travel to outer space, so I brought my hard copy of Death in Space along. Death in Space is awesome, and I played a lot this holiday, but I wanted a bit of variety... 

For years I have had wanted to give Traveller a try as well. Originally written by Marc Miller for the impring Game Designer's Workshop in 1977. It was one of the first role-playing games, and was designed to be able to handle a wide range of different kinds of Science Fiction. It's fans have supported the game with such devotion that it has been in publication pretty much constantly since 1977 in some form or another, and the game remains backwards compatible with products released in the 70s today.

It's biggest influence was the book Space Viking by H. Beam Piper (the second of a trilogy), and a lot of elements, including how hyperspace works in traveller, the Sword Worlds faction, and elements of the history of its original setting, The Third Imperium of Man are lifted straight out of Space Viking.

Interestingly, a lot of pop sci-fi makes reference to Space Viking, but if you missed it (which is easy to do) you wouldn't catch them. For example, Space Viking includes a planet called Hoth and a starship called the Rozinante, which are borrowed respectively by Star Wars and The Expanse.

You can read the book on Project Gutenberg if you are curious. I did as part of my hoiday in space, and I don't think you'd be sorry.

I also made sure that Cepheus Deluxe, Enhanced Edition, was on my tablet so that I could finally give myself a taste of Classic Traveller.

If you missed it in my Old-School Science Fiction Roundup, Cepheus Engine is a thrid-party retroclone of Marc Miller's original Traveller RPG, with a few minor quality-of-life tweaks. It was created a few years ago in order to have an open-source version of the game during a lull in its production by its current IP-holder Mongoose Games.

My wife took an interest in Cepheus Engine when I described its life-path character generation Although she didn't enjoy it in practice it led to us both taking a deep dive into the history and various versions of the game.

So imagine my surprise and delight when I saw that Bundle of Holding had a Traveller Bundle featuring a stack of manuals including both the 2024 update of the core rulebook, and the light-weight Traveller: Explorer Edition.