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
Sunday, February 08, 2026
Dark Fantasy Favorites
Sunday, January 04, 2026
Shadow of the Torturer (review)
Tuesday, September 09, 2025
Reading Elric
Another complicating factor is Stormbringer—the book that (sort of) concludes the saga. It’s one of the greatest entries in the series (probably my favorite), one of the two Elric works mentioned in the Appendix N, and ironically, one of the earliest to be published.
I’m a big fan of Elric, and part of me wants to just say: Read the whole thing in internal chronological order! But I think it’s easier more helpful to offer a few different starting points.
So, how do we begin with Elric?
Start with Elric of Melniboné (1972).
In 1977, DAW Books republished Elric's saga in six books that collected the tales according to their internal chronology:Elric of Melniboné (Hutchinson, 1972, cut vt [variant title] The Dreaming City Lancer, 1972 US; DAW, 1977) ISBN 0-425-08843-XThe Sailor on the Seas of Fate (Quartet, 1976; DAW 1977), ISBN 0-441-74863-5The Weird of the White Wolf (collection, DAW, 1977, contains "The Dream of Earl Aubec", "The Dreaming City", "While the Gods Laugh" and "The Singing Citadel"), ISBN 0-441-88805-4The Sleeping Sorceress (NEL, 1971; Lancer, 1972 as The Vanishing Tower; DAW 1977), ISBN 0-441-86039-7The Bane of the Black Sword (DAW, 1977, fixup of "The Stealer of Souls", "Kings in Darkness", "The Flame Bringers" and "To Rescue Tanelorn"), ISBN 0-441-04885-4Stormbringer (cut, Herbert Jenkins, 1965; restored and revised, DAW, 1977, Berkeley, 1984, fixup of "Dead God's Homecoming", "Black Sword's Brothers", "Sad Giant's Shield" and "Doomed Lord's Passing"), ISBN 0-425-06559-6
Wednesday, July 30, 2025
Odysseus, Elric, Epic (the musical!) and tragedy
Both Elric and Odysseus are reluctant heroes (and kings of their respective islands) that leave their thrones (for different reasons) and go on adventure, bound by fate, defying the gods but also summoning them for help.
Saturday, May 31, 2025
Undead types and NPCs
- Mindless – Purely animated bodies, like zombies and skeletons. These do not need personalities or many details.
- Bodyless – Entities of mind and soul, but no physical form (ghosts, wraiths). Some will have interesting personalities and traits.
- Soulless – Powerful creatures like vampires, liches, and death knights. While they retain their physical and mental abilities, they are somehow estranged from their souls. Maybe it is stored somewhere safe, maybe it is lost, or maybe just forgotten and they could be redeemed (but that'd probably cause their physical/mental demise). "Soulless" is a more poetic than practical description. They definitely deserve some history, personality an and traits!
Monday, September 16, 2024
Black Sword Hack
Tuesday, August 06, 2024
Synergy (momentum, skills, challenges) + Conan 2d20 ramblings
Friday, July 26, 2024
In praise of Lamentations (LotFP)
Saturday, May 18, 2024
Fallout: Carcosa
good, with many shades of gray,
Saturday, May 04, 2024
Sword&Sorcery I: Introduction
I don't know when I'll finish this book but here is the introduction. Let me know if there is anything missing.
I'll add the following chapters as I write them.
---
Introduction
Old School
Sword & Sorcery (OSSS) is exactly what it says on the tin: an old school
RPG in the Sword & Sorcery (S&S) genre. We assume you are familiar with
RPGs, especially of the OSR type. If you are not, you can easily find explanations
online. [add link to "what is OSR"]. This book will not teach you to play RPGs,
since it is better to try it in practice or watch videos of other people
playing.
If you are
not entirely familiar with S&S, this book will discuss several aspects of
the genre: characters, magic, monsters, treasure, and so on. The most famous
S&S character is Conan the Barbarian, created by Robert E. Howard. Elric of
Melniboné (created by Michael Moorcock) and the Fafhrd and the Gray Mouser (by Fritz
Leiber) are other quintessential S&S heroes. These examples are particularly
important because the term “sword and sorcery” was coined by Leiber while
discussing Howard’s stile with Moorcock.
Howard
(especially due to the Conan stories) is the quintessential S&S author. This
book will reference Conan stories multiple times. If you are not familiar, I
recommend reading a few short stories to get the idea. Red Nails, The Tower of
the Elephant, Queen of the Black Coast, and The People of the Black Circle are
some of my favorites. If you want to expand your knowledge of S&S
literature, there is a list of authors on page xxx to keep you entertained for
years.
There are multiple
ways to use this book: as a complete game (with characters, monsters, tools and
rules) contained in a single book, or as toolbox to create your own S&S campaign
or adapt existing adventures and modules to the S&S genre (see " Compatibility
", below).
No matter
how you decide to use this book, we hope you enjoy it!
Sword & Sorcery tropes
Sword &
Sorcery has its own tropes, somewhat different from the most famous fantasy
games. This section explains some of them. Each of these tropes are reflected
in the rules (sometimes clearly, sometimes subtly): the heroes are a bit
stronger and more competent, alignment is not always clear-cut, magic is
dangerous, and so on. Understanding S&S tropes will help you understand
some of the rules choices we have made.
Tough protagonists
S&S protagonists
are very tough but often amoral, and sometimes true anti-heroes, unlike the
noble heroes of epic fantasy. They are driven by their own interest and
passions for wealth, romance, revenge or simple survival, instead of honor and
compassion.
The
protagonists are often competent from the beginning of their stories, instead
of going “zero to hero”. They excel in multiple fields: warriors that can climb
and move silently, thieves that fight with sword and spell, and sorcerers who
are also skilled swordsmen.
Peril everywhere
S&S
settings are dangerous and unstable. They contain pure Evil, but pure Good is
harder to find. The opposition is rarely a single “Dark Lord” that threatens
the realm with his goblin minions. Instead, the world is full of callous
humans, prehistoric beasts, fallen civilizations, and cosmic entities that are unknown
to most people.
Limited scope
S&S
narratives often focus on characters and small locations rather than big armies
and the fate of entire nations. Sometimes the world and the characters appear
remarkably unchanged from one story to the other.
Many
S&S authors choose to tell stories in episodic fashion rather than part of
a big narrative. Unlike epic fantasy sagas such as The Lord of The Rings or The
Wheel of Time, the stories take shorter format and uncertain chronology. You
can enjoy Conan’s stories in any order (and the same can be said of Fafhrd, Gray
Mouser and even Elric to some extent).
Dark magic
Magic is
seldom a superpower or a universal solution to your problems; instead, it is
dangerous and costly. Most sorcerers are antagonists, but magic is a sinister tool
even when wielded by the protagonists.
Wicked cities
Civilization
is not merely threatened by outside forces: it is often rotting from the inside
and a threat unto itself. Cities and realms are not always safe harbors in
S&S settings, but places full of intrigue and backstabbing in dark alleys. Sometimes
barbarism is preferable – at least it is more honest.
Weird worlds
The S&S
genre flourished in pulp magazines that also featured horror and sci-fi
stories, in addition to fantasy. “Weird Tales”, the most important pulp
magazine in this context, featured works by Howard, Lovecraft and Ashton Smith.
Sometimes, the genres (and settings) were combined to generate dark fantasy,
sword and planet and others subgenres. Even within S&S, horror and sci-fi
elements are present, and the protagonists often have to face aliens and
demons, magic and technology, without being able to tell them apart. One
example is “The Tale of Satampra Zeiros”, by Smith, that seamlessly mixes
influences by Howard, Lovecraft and Dunsany.
Unique creatures
In S&S,
unique monsters are more common than evil hordes of orcs or various dragons.
Each monster is shrouded in mystery. This includes “nonhuman humanoids” – elves
and dwarves are rare, and, if they are present, they often have a dark twist.
Protagonists are almost always humans from various backgrounds, usually from a
strong or mythic lineage (e.g., from fallen Atlantis or Lemuria).
Unreliable deities
Deities in
S&S settings are often unreliable or simply absent. Demons, monsters,
monarchs and even gigantic beasts can be worshiped in lieu of actual deities.
If deities exist, they are often capricious and mysterious, sometimes having
their own hidden agendas and dark appetites.
Blood and passion
Some
S&S stories are famously for its violent aspects, including bloody
descriptions of combat. Sexuality and romance is portrayed in a more realistic and
cynical manner – or leading to tragic consequences. S&S art often contain
bare-naked bodies of muscular men and voluptuous women. A few stories include (more
or less obvious) references to murder, torture, sexual assault, and so on.
Needless to say, you do not have to include any of these aspects in your games.
The rules
My favorite
kind of rules are easy to use and remember, while also providing players enough
variety for their characters.
In
addition, I like them to be compatible with my favorite modules - usually,
those using the OSR label or the classic ones written before the year 2000. The
goal is being able to use these modules whenever I need, with minimal or no
conversion.
At the same
time, I enjoy the simplifications and the additions that often come with modern
(post-2000s) games: a single unified mechanic for multiple tasks, skills and
feats to customize PCs, and so on.
Basic Fantasy
RPG (BFRPG) by Chris Gonnerman was one of my greatest inspirations for writing
this game – not only for being a great set of rules but also for adopting a
Creative Commons license that allows others to use their material.
The rules
contained in this book attempt to fulfill the requirements described above and
enforce some of the S&S tropes mentioned above. You might notice that PCs
are tougher than usual, magic is more dangerous, magic items are a bit scarcer,
etc.
The rules
contained herein are “advanced” in the sense that we assume you are familiar
with other RPGs. Still, they should be clear enough that no important question
is left unanswered.
A note about Dark Fantasy
Basic
Sword &
Sorcery tropes, as explained above, shares some tropes with dark fantasy. This
book is, in some ways, a sequel to my first RPG, Dark Fantasy Basic. While some
ideas are similar, the rules have been almost completely rewritten not only to
make them better fitted to S&S but also to take advantage of all the years
of experience I had with that system since then.
The basic mechanic
Before
delving into PC creation, it is useful to understand the basic mechanic of the
game.
When a
character tries to do anything that carries a risk of failure, roll 1d20, plus
modifiers (usually due to ability and class/level), with 20 or more signifying
success. A “hard” difficulty is assumed; the GM may set other difficulty number
(DC) for particularly easy or hard tasks, as described in the following
chapters.
This
process is called a “check”. When the books call for a check, assume it means
rolling 1d20, adding the relevant modifiers, and succeeding on a 20 or more,
unless otherwise specified.
Combat,
spellcasting, skills, all work in a similar way.
Now let’s create some characters!
Saturday, April 27, 2024
ORWELL @2081 - the PDF is now available!
As I've mentioned before, this is an interesting RPG - one of a kind, really.
The writing is provocative and enticing; it paints a very grim picture of the future (and present...).
The setting is Europe in the year 2081, unified under one totalitarian party called The Family. The United States of Europe (USE, for short) are a playground for all the bad ideas this century has already come up with (and some of the classics from the last 100 years). Citizens are rated by an arbitrary and mean Social Status system, puberty blockers are mandatory for all but the Elites. All of this is shrouded through a huge media ruse: reality is hidden behind a fully augmented and gamified layer, maintained by an AI implanted at birth and controlled by The Family. Citizens never grow up, just grow older and if they aren't high in social status, they are bled and used for everything they have, most of the time without even realizing it. That veil is lifted for some, and with that comes resistance (or opportunity).It’s a game that assumes players are open to exploring all kinds of ideas and willing to put some thought into the stories they tell and experienced DMs who want to explore a system that challenges them as well. It is also a satire of a dystopian future that may not yet fall upon us …
- Tragic/satiric views of our possible futures.
- Games such as "Paranoia" and "We happy few".
- Books like 1984 (Orwell), Brave New World, and The Futurological Congress, or anything by PKD.
- Black Mirror.
- Amazingly creepy art.
Friday, March 01, 2024
GMs day sale (2024) - OSR, classic D&D and others
Tuesday, February 20, 2024
Minimalist sword & sorcery I - The concept
Here is how I would (will?) do it:
S&S Tropes
- Tough protagonists - Starting at level 3 is recommended, everyone has many talents: a fighter can climb and hide, a sorcerer can use swords and some armor, etc.
- Dark, Dangerous Sorcery - Must recreate the entire spell system.
- Perilous world - well, we already expect that from D&D. But add easy rules for starvation, dehydration, etc.
- Decadent civilization - even resting in town is a challenge.
- Some dark fantasy tropes apply here: nonhumans are mysterious, alignment is complex, etc.
Player Characters
- Ability scores: 3d6 in order or maybe something a bit stronger.
- Classes: Fighter, Sorcerer, Expert. Optional feats and skills to differentiate them.
Adventure and combat
- Most challenges are simply Target20 or similar.
Magic
- I have to rewrite it completely to make it more dark and dangerous.
Monsters
- Probably just curate the list a bit, giving more emphasis to S&S foes.
Treasure
- Must be significantly reduced (see this post).
- Single save, single XP table, single mechanic for skills, etc.
- Lots of optional rules left to appendices.
Sunday, January 14, 2024
Black God's Kiss - brief review
As far as REH-inspired works go, this one is pretty good. The ending was a bit vague (probably explained in the next story), but other than than it could be a strong entry to any REHish collection. The pacing is very fast, the setting is interesting - and could certainly serve as inspiration for your D&D games.
For some reason, I thought this was part of the Appendix N, but, surprisingly, it isn't. It would be a good addition for lots of reasons: time of publishing, theme, quality. It is better than average when compared to the other books on the list. I can only assumed Gygax hadn't read it or liked it.
It is a short book, so there is no point in writing a long review. Maybe I'll do that after I've read the other books in the series.
For now, I'll just recommend you check it out!
Tuesday, October 31, 2023
Quick HORROR tip: make it LIGHT and REALISTIC
In order to have a "scary" horror game, realism could be a good choice - otherwise, the players might fall back to fantasy tropes of peasants slaying giants.
It happened to me in one D&D game. I describe a monstrous entity and the fighter said "I attack". I said, "well, it is the size of a bus...", he attacked anyway, dealt 8 damage or whatever, and got ignored by the entity.
His actions were not absurd in a game where you're supposed to fight dragons.
"Light" rules are important too. If the rules are complex enough that make you study the character sheet for solutions, you disengage from the "fictional" and therefore lose any "scare value" that you could get from it - as described in the example above. The players was thinking "attack bonus" instead of "giant-sized flying worm".
In an horror game, you should spend significant amounts of time engaging with the fictional world - building tension, describing clues, etc.
I remember one CoC game that got my players scared by simply describing an empty room with some green ooze under the bed.
At this point, "I roll perception" could ruin the mood.
But if you need this "roll perception" stuff, the system should be quick and deadly about it.
Unknown Armies has the right idea about this - PC skills are often around 20% to 40%. They are unreliable and fail more often than not. Combat (especially with guns) is extremely swingy - you can die with a single shot OR after more than a dozen stab wounds.
Saturday, October 28, 2023
Skeleton with a bow
He is now a bit of a challenge to a group of first-level PCs by himself.
Monday, October 23, 2023
Teratogenicon is the DEAL OF THE DAY - 50% off!
Teratogenicon, our most impressive book, is the DEAL OF THE DAY on DTRPG. - 50% off!
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.
If you haven't got it yet, this is your chance. It is compatible both with OSR and modern RPGs.
If you buy it - or if you already got it - you can also buy my "everything bundle" for a discounted price, after you buy Teratogenicon.
Just check the previews to see if it piques your interest!








