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Smoldering Wizard

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Smoldering Wizard

Tag Archives: osr

Musings on the OSR Blogosphere and Forums

22 Monday Sep 2025

Posted by Doug in Opinion

≈ 7 Comments

Tags

blog, blogging, communities, forum, forums, osr

Link to discussion

There are some posts on the historical OSR blog scene that I’ve read recently from the Grumpy Wizard and Grognardia (here, and here). They lament the current state of the old-school gaming community, compared with how vibrant it was in the heyday of the OSR, when blogs and forums ruled and conversations on both were commonplace, as well as linked commentary on other blogs.

Travis at the aforementioned Grumpy Wizard notes that the blogs of this era informed him of games and gaming history that he was not aware of:

The era of D&D from 1974 to 1981 was something I knew nothing about until I started reading OSR blogs. … John Peterson’s Playing At the World blog, Grognardia’s retrospectives, and others filled me into the fact that there was a lot more to the hobby and it’s history that I was completely ignorant of.

Here is a choice quote from James at Grognardia on blogs and the rampant sharing of ideas:

The OSR blogosphere was, in many ways, the intellectual and creative heart of a movement none of us fully understood while it was happening. Before social media transformed everything into a fast-scrolling feed of ephemeral opinions and algorithmic noise, blogs allowed for longer, more thoughtful engagement. There was conversation between blogs, even, perhaps especially, when we disagreed, as we frequently and passionately did. Posts would spark responses, build on shared ideas, or spin off in wild new directions. Someone would post a new take on alignment or a character class, and within days, if not hours, half a dozen other blogs would riff on the idea in a cascade of strange and wonderful interpretations. That kind of idea-driven collaboration was a joy to witness and to be part of.

And another from James on cross-blog pollination and community:

Similarly, blogs engaged with one another. There was a lot of cross-pollination in those days – as well as spirited argument. One of the reasons I look back so fondly on those early days is that there really was a sense that the OSR was a genuine community.

I discussed similar changes twice, in the context of the move away from forums – the first time was 11 years ago when the OSR-verse moved to G+, then again when G+ was shut down. My initial objections around G+ related to ease of threaded discussion and discoverability, and if anything, this has gotten worse since then. Discord and Facebook and the large micro-blogging platforms are walled gardens that don’t allow public search engines to crawl even their “public” communities. Reddit, while being publicly searchable, suffers from old comments or posts being quickly buried and forgotten (commenting on an old post doesn’t bring it back to the top of the post list). I’ve noticed a lot of post repetition on Reddit between related subreddits and even within the same subreddit, where the same ideas are re-hashed time and time again because the old discussions are effectively lost. MeWe, which I noted back in 2018 was the erstwhile replacement for G+, has stagnated and is not widely used, and in any event, also suffers from being a walled garden.

The blogosphere, such that it exists still, facilitates public linking so that similar discussions can be read and compared (much as this post is doing). I still think forums are a better way to form a community to discuss and share ideas, but blogs have two main advantages that complement forums: 1) They encourage long-form posts and 2) they allow the author to have control over their own content.

It’s also easy for a blog author to link to a forum post or topic, so the two don’t have to be mutually exclusive. Nine years ago, I started the Smoldering Wizard Forums as a response to the Swords & Wizardry Forums shutting down, since then my own forums have morphed into a generic old-school gaming discussion and play-by-post platform, and I routinely link my posts here to that forum for discussion.

I don’t think this is nostalgia – the community back in the early days of blogs and forums was better in many ways. Perhaps the worst part of the current mess of platforms is that they have split the community. Some only hang out on forums, some on Discord, some on Facebook or Reddit, and there is not a lot of cross-platform pollination, either because it is not possible, or is prohibitively difficult (if it has to be done, one ends up sharing screenshots of conversations from those other platforms, which of course can hide relevant context).

Will that old community come back? I don’t think so, at least not fully. I have no plans to stop what I’m doing, and I encourage other old-school gamers to start a blog or join a forum if they feel they have something to share. My worry is that the Gen-X’ers like myself that have continued to blog and frequent forums will eventually age out of the community, and I don’t know that the younger generations will pick up the mantle.

Forgotten Gems of the OSR – Oubliette Magazine

08 Sunday Aug 2021

Posted by Doug in Review

≈ Leave a comment

Tags

forgotten gems, labyrinth lord, osr, oubliettte

Oubliette was a zine edited and published by Peter Regan from 2010- 2012 (with a stray issue published in 2015). Nine issues were published in total, all available in print or PDF from DTRPG or the editor’s blog (as of this writing, a discounted PDF bundle of the first eight issues of Oubliette is available). Oubliette is dedicated to Labyrinth Lord, but of course will be useful to any B/X-type games. There were two compendiums published, each with four issues – my own hard copies are the compendiums.

oubliette-zine-covers

It had a huge array of content, from adventures and new monsters to fiction and reviews. The art by The Marg is unique and has a great amateur feel. As a whole, it is wonderfully creative. Just skimming the issues will give the game master lots of ideas they can use in their games, for example the Newland campaign setting in issue 6, or the wandering monster tables in issues 6-8.

oubliette-zine-newland-map

There are quite a few articles on house rules, including firearms, variations on the vampire, new classes and Magic-User familiar rules. At $2 a copy, you could do worse than to spend $18 on the lot of nine issues.

oubliette-zine-tomb-snake-king

I’d say that time period from 2009 until about 2013 was the height of the OSR forum/blog and there were many ideas and homebrew projects being published and discussed. It’s not a stretch to say that Oubliette fed off of that creative energy of the time. In the editorial to issue #8, Regan says he has planned four more issues – I guess only one crystallized, but I’d love to see more. In that same editorial, he says:

Most importantly, I want to continue publishing a magazine that, when I pick it up and look at it in 20 years, gives me the same rush of nostalgia that I get now from my old gaming books and magazines from the 1980’s.

Maybe it’s only 10 years, but I’d say he succeeded.

Forgotten Gems of the OSR – The Phoenix Barony

11 Tuesday Feb 2020

Posted by Doug in Review

≈ 3 Comments

Tags

david bezio, forgotten gems, osr, phoenix barony, settings, swords & wizardry, whitebox

“Small but Mighty” is how I would describe The Phoenix Barony, a fantasy adventure setting by David Bezio, the creator of X-Plorers and Shotguns & Saddles. It was originally written way back at the dawn of the OSR, in 2007 for Labyrinth Lord, and updated in 2015 with a 2nd edition for Swords & Wizardry White Box. I have the latter edition (and if anyone knows how to get a hold of the first edition, now out-of-print, the collector’s urge in me would be grateful!).

phoenix-barony-cover

It’s only 25 pages in length, but gives just enough detail on the 80-square mile Phoenix Barony to spark the referee’s imagination and run a campaign, including a larger area map, as well as two maps and a key for the town of Tathor, meant to be used as a base for adventures.

phoenix-barony-map

It starts with a brief overview of the Barony, including important organizations and religions, and continues with a gazetteer which details the main settlements and NPCs. Finally the small town of Tathor is detailed, along with a dozen or so adventure hooks.

phoenix-barony-town-map

The author adds flavor by winding a short story about an adventuring party throughout the text, a paragraph at a time. The art is Bezio’s own, not stock; it is plentiful and well done. All-in-all this is a great product if you need an adventuring locale to get a campaign started. While ostensibly written for S&W White Box, there is enough generic setting material here to work for any old-school fantasy RPG. The Phoenix Barony is currently free at DTRPG (along with all of Bezio’s other products!), so there is no reason not to grab it.

phoenix-barony-front-page

Swords & Wizardry Forum and Blog Update

14 Monday Jan 2019

Posted by Doug in OSR

≈ Leave a comment

Tags

blog, forum, osr, swords & wizardry

I had recently tried to move operations to a new blog, but I had some issues with it so I’m resuming posting here. Sorry if that has caused anyone following the blog any problems.

The Swords & Wizardry forum I created over two years ago has been a bit light on activity lately. This is partly my fault for not posting there more, but it also may be a reflection of the Swords & Wizardry community itself, which has coalesced around other venues, including G+ (and now MeWe) and Eric Tenkar’s blog and associated media outlets. No sour grapes, I created the forum for the Swords & Wizardry community and would love for it to be used as a community hub, but I don’t think it’s in the cards.

That said I have no plans to take down the forum, but I am morphing it into something a bit more general, a place for OSR games discussion and play-by-post. There are now dedicated sub-forums for Swords & Wizardry and it’s associated games, and all the old content is preserved there. But I also have another motive. I’d like to experiment with using the forum to have more in-depth discussion of posts. In my opinion forums are a much better place to discuss gaming than blogs, or social media. For me and a lot of other privacy-conscious users, blog commenting seldom works due to our use of ad and third-party content blockers. Social media like MeWe is convenient but is a walled-garden – even in “public” communities, content is hidden from non-members and not searchable by the greater internet.

The forum, on the other hand, is open for anyone to read. To take part in discussions you just have to register once. It’s secured with https, and it has a mobile interface, and it’s searchable. I also administer the forum, meaning it will be around as long as I am, and even after that, it will at least readable at archive.org. The registration method I use has been very effective at preventing spam posts – I have not had a single spam post since I switched to that system two years ago.

I’d also like to offer the following to OSR blog authors who don’t want to deal with comment spam – I can give you a sub-forum for your own blog that you moderate and curate discussion on. I would encourage other forum owners to do the same with their own forums. If you want a sub-forum of your own, let me know by email, or post to the forum.

Thoughts on a New Fantasy Setting – Xirjan’s Folly

23 Friday Nov 2018

Posted by Doug in DM Resources

≈ 2 Comments

Tags

fantasy, osr, settings, xirjan

I’ve been thinking about a new setting for my OD&D/White Box games (but pretty generic as far as fantasy goes), one where the PCs explore a large exposed crag of rock with cave entrances at varying heights. The higher elevation caves will be more dangerous than the lower caves. The latter would be inhabited by the usual low-level fodder, from paths that switch back up the crag face. The higher levels would be only accessible to flying creatures (or high-level thieves or mages) or from secret passages in the lower caves. So your basic reverse mega-dungeon. I envision it as about a half league at its base and about 3,000 feet high at its peak. That is big enough that you could run a whole campaign there, but you could also run one-shot adventures based on individual caves. I made a rough sketch in my gaming notebook:

xirjans-folly

Xirjan’s Folly is a massive crag of rock thrust up from the tundra on the edge of Amand’s northern frontier, a day’s ride from Fort Pike. It is the result of a magical battle a millenia ago, from which the Arch-Mage Xirjan emerged triumphant, but in doing so laid to ruin the inhabited lands for many leagues around the site of the battle. The exposed rock revealed a myriad of caves and tunnels, and over the centuries these have become home to bandits, brigands, humanoids, and dragons – some say there are even more sinister creatures in the upper recesses. Rumors abound of vast treasure hoards and magical artifacts, but few who dared explore the crag have returned.

Here is a collection of rumors I came up with, not all will be true or some may be partially true:

  1. There are secret entrances to some of the lower caves in the surrounding lands.
  2. A dragon resides in one of the upper caves, but has not been seen for many years.
  3. Vampires in bat form fly near the caves at night.
  4. A necromancer is conducting experiments on humanoids that dwell in one of the caves.
  5. “Bart’s Band” are a group of bandits that waylay travelers in the area. They don’t live in the caves, but know some who do and have a map of one of the caves.
  6. Thieves with connections to brigands housed in the caves might be operating covertly in Fort Pike.
  7. A pool in one of the lower caves is said to cure disease.
  8. The ghost of Xirjan haunts the caves.
  9. Some of the lower caves conceal entrances to the Underdark.
  10. Hagar the Mad entered the lower caves with a squad of mercenaries and none returned. He was carrying the Spear of Alexus.
  11. Xirjan is said to have hidden magical treasures in the crag.
  12. Grimace the Thaumaturge is said to have spied some of the caves with his crystal ball.
  13. Jora the merchant had his wagon stolen last week near the crag.
  14. A tribe of giants lives in the crag.
  15. Magic still remains from the battle and some say it has strange effects on the caves and those who enter them.
  16. On the full moon were-creatures head for one of the caves.
  17. A curse is said to affect those who remove enchanted items from the crag.
  18. Sithus the Wise entered the upper caves with a retinue of hirelings and never returned. It is said he had a Staff of Wizardry.
  19. An oracle is hidden in one of the lower caves.
  20. A band of Dwarves is exploring the lower caves in search of gold.

~

G+ is Shutting Down

08 Monday Oct 2018

Posted by Doug in Opinion, OSR

≈ 3 Comments

Tags

communities, forum, forums, g+, osr

Google confirms that they are shutting down G+ in August of 2019. I can’t say I’m surprised. Although they make mention of an obscure security issue, the real reason is that no one really uses G+, and when they do, they are on the site for a very short time. Obviously the greater OSR community is an exception, but not one big enough to change the stats. So if you read between the lines, G+ doesn’t make any money for Google in advertising, so they are transitioning it to a business offering.

I’m not really that upset about this. I’ve talked before about the problems with G+, it’s communities are a poor substitute for forums (and now my mention of how ephemeral G+ discussions are takes on new meaning, as communities fall off the internet for good). Who has the most to lose? I’d say the small-press OSR publishers, who rely on G+ to get word out about their new products. They’ll need to switch to some other platform – their own blog, or social media like Facebook or Twitter. It used to be common for small publishers to have their own sub-boards on OSR forums, maybe that will become more prevalent again. Also, gaming groups (including my own) use G+ to schedule games, this was one of the few things G+ was actually good at, especially when you wanted to run a hangout game. My own hope is that forums once again become public hubs for the various branches of the OSR community.

Update: It seems the OSR community decided fairly quickly to migrate to MeWe. While it seems to be comparable to G+ in many ways (better in some, worse in others), it is a walled garden – in other words, you need to have an account to see posts, and nothing is indexed via the public search engines. You also can’t browse group content unless you join a group (even supposedly ‘open’ groups), a big negative in my book. For all of Google+’s faults, you did not need to have a google account to browse a public G+ group. It was truly public. MeWe is a relatively new social networking site, so it’s possible things will change, but for now I have to say moving there was a step backwards for the OSR.

~

A Quick Look at Pits & Perils

13 Sunday Nov 2016

Posted by Doug in Review

≈ 5 Comments

Tags

fantasy, old-school, osr, p&p, pits & perils, rpg

Pits & Perils (P&P) is an old-school  fantasy RPG created by James and Robyn George that is quite unlike most other OSR games. It is designed to be simple, modeled after the earliest D&D incarnations of the 1970s, but with many unique elements and rules. I’ve played in or ran a few P&P games over the past year or so,  it is fun and quite a pleasure to be on either end of things. There is a basic setting and a few adventures available, along with two rules supplements that add more classes, spells, monsters, mechanics and magic items.

Pits & Perils

For referees, P&P really hits the sweet spot of minimal prep time and simple mechanics.  The supplements are presented such that referees can pick and choose what extras they would like to add to their games. The basic game mechanics use six-sided dice only (with optional rules for d20-based combat in one of the supplements), the general rule is 9+ to-hit and 7+ to save or apply an ability or skill, on two dice.

As a player, you won’t waste much time creating a character, the whole process takes about five minutes. Choose or roll an ability, choose your class and side (alignment), roll for gold, outfit your PC, record a few stats (hits, armor bonus, spell or faith points) and you’re done. There are the usual six abilities, but no ability scores – your PC starts with only one ability that can determine what class and types of skills she can attempt. So, for example if you rolled strength as an ability, you might choose  to be a fighter, however any PC with strength could attempt to, say, bend bars. Index cards are the perfect size for P&P character sheets, although I like to use a Pits & Perils  character sheet I created in Google docs for hangout games – I can share it with the other players or the referee allowing us all to edit it as needed. Encumbrance is very simple, you can carry armor, shield and 10 items, plus 1,000gp. That’s it. No tracking of weight, and a PCs movement rate is just based on what kind of armor they have. P&P uses a race-as-class system, the race/classes you would expect are there – Clerics, Magicians, Fighters, Thieves, Elves and Dwarves.

P&P spell list

Clerics, Elves and Magicians can cast spells by expending spell or faith points. Unlike other OSR games there are no spell levels, any magician can cast any spell from the entire list of spells by expending a spell point. However, certain spells have a greater duration or affect as the PC advances in level. The spell list is quite clever, each spell is described by one four-letter word, like ‘stun’, ‘bolt’, ‘heal’ or ‘ruin’, with a paragraph on each describing how they work.

The monster list (monsters are called ‘enemies’) is full of the standbys you would expect as well as some unique creatures, with the usual terse descriptions. There are around 90 listed in the core rules, with many more between the two supplements. A decent selection of treasures and magic items are likewise spelled out briefly. The core book and two supplements are filled with woodcut illustrations and 1970s-like prose that accentuate the already unique feel of the game. It all has a neat, fairy-tale type of feel.

Woodcut Monsters

So how does it play? Combat is very fast, and not as deadly for first-level characters compared to OD&D or other games of that era. As an example, fighters start with 10 hits at first level, and  armor adds to a PCs hits. For example, a fighter in chain mail has 10+2 or 12 hits total. Against that, most enemies do one hit of damage on a roll of 9-11, two on a roll of 12. So players don’t have to worry about their first-level PC getting killed by a single blow from an Orc. Combat has a tactical feel, with hit bonuses given for flanking or outnumbering, and all two-handed weapons (including bows and slings) gaining +1 to damage. On the other hand, most enemies have 1-3 hits per level, so an Orc, which is a level one creature, just might be killed by a single lucky blow, more likely two – but still, this gives P&P a more heroic feel, at least at low levels. Which brings me to my only criticism of the game, that there is not much of a power curve for fighter or thief PCs as they advance in levels. Spell casters become quite powerful as they accumulate spell or faith points, but apart from getting more hits at each level gain, fighters and thieves stay pretty power-neutral until they hit 9th level. At that point, fighters get two attacks per round and thieves finally do double-damage on backstabbing attacks. But this is minor and overall, P&P is an excellent game that I highly recommend. Pits & Perils (along with some starter bundles and the other adventures and supplements) is available on DTRPG and in print at Lulu.

A Quick Look at Shotguns-n-Saddles

23 Wednesday Dec 2015

Posted by Doug in Play Reports, Review

≈ 3 Comments

Tags

david bezio, old school gaming, old west, osr, shotguns-n-saddles

I ran what turned out to be a fun gaming session this past weekend. I wanted to do something a bit different, so I dug through my stock of read-but-never-played games and settled on Shotguns-n-Saddles, a creation of David Bezio (also the original creator of  X-plorers).

shotguns_n_saddles

The rulebook is only about 60 pages of actual rules, including stat blocks for famous western villains/heroes and an intro adventure (which  I ran), so it only took me a couple of hours to prepare. In the adventure, the PCs find themselves in the middle of a potentially deadly ranch land dispute in southern Texas.  The rules encourage players and GMs to have fun with all the Old West tropes seen in TV and movies, and this we did. I ended up running it solo for one player, so I had to tone down the encounters and NPCs a bit, but this wasn’t all that difficult. We left the session at a cliffhanger for next time, the PC hiding in a corn field from a band of Mexican rancheros who were hunting for him after he shot and killed one of them.

Six-shooter

I wouldn’t say the game is based on any existing games (it’s not OGL), but it will be quite familiar to anyone who has played old-school D&D. Much of the game centers around attribute checks – there are 12 attributes rolled 3d6 each, but only the bonus or penalty is recorded. A check means getting greater than or equal to a target number on a d20, adding the player’s level and relevant attribute to the roll (similar to Scarlet Heroes). Each PC picks or rolls for a background, which can give attribute bonuses, and starting PCs get one special ability. More can be had by leveling up. There are special rules for dynamite use and shootouts.  All-in-all, Shotguns-n-Saddles is a fun, simple game. There is a supplement available (called Spirits-n-Spurs) that adds some supernatural elements to the game, and there are a couple of separate adventures available in PDF. I’d recommend it to anyone looking for a change of genre.

G+ Communities: The Good and the Bad

21 Sunday Dec 2014

Posted by Doug in Opinion

≈ 13 Comments

Tags

communities, forums, g+, google plus, hangouts, osr, play-by-post

I’ve noticed a shift away from web forums and towards Google+ Communities for many OSR games and projects. While it’s certainly not a bad thing to get a community of interested folks together to discuss what they love, I wonder if this shift is splitting the greater old-school gaming community. There are some who don’t have and won’t create G+ accounts, I myself was reluctant to create an account, Google’s “real name” policy rubbed me the wrong way. If I want to be pseudo-anonymous, then I should be able to do so. From a practical sense, this policy was totally counter to the notion that people have different personas (personal, professional, gaming, etc.) and might not want them to become entangled (note: Google has since dropped the real-name requirement for G+). The ‘Circles’ concept is really kind of clunky when combined with G+ communities – you can’t post to a circle and a community at the same time, for example, or to multiple communities at once. And Google pages (what I ended up using to create my gaming persona) are really meant for businesses, so they are in some ways second-class citizens. For example, using the mobile G+ client, it is impossible to start a hangout using a google page identity. You can join a hangout, but not create one as you can using your ‘primary’ identity. There are also no separate features for Google pages – no Google drive, for example. If you want two, distinct Google document repositories, you need separate Google accounts.

So back to communities. I find them inferior to web-based forums in several areas. One big one is search. G+ community search is terrible – you get a plain text box for entering search terms and just two choices for filtering results  – ‘most recent’ or ‘best of’. That makes search pretty useless, no searching post titles, or comment bodies, or showing all results, or results from a particular sub-community – all of which are common features in web-based forum searches. It makes the discussions seem ephemeral – once it goes off of the front page, most people will never scroll down to see it. This saddens me – I like browsing old forum threads for topics that pique my interest, many going back years on places like Dragonsfoot, Goblinoid Games or the ODD74 forums.

Second, the conversation format. Trying to follow a conversation on a post is difficult where there are lots of replies and especially where some are longer than a few lines – you have to select to expand those comments. You can post a link as a primary post, but forget about posting multiple links, or embedding them in comments, or quoting that reply that is 20 comments up the chain…it can’t be done, at least easily. You can always cut/paste, or manually type links or invent a quote format, but there is no built-in support for this as there is in forums. The commonly accepted format of replying to a previous comment by referencing the poster’s G+ name is not very helpful as far as seeing which comment you are replying to. All of G+ is very clearly based around mobile devices and one-off posts where you ask a quick question, show off a blog post, or picture, or some other bit of multimedia, and don’t really expect in-depth conversation. A short comment or +1, but nothing beyond that.

Now to be sure there are benefits to G+ Communities – they do make it easy to quickly share ideas, documents and point to blog posts. They pretty much eliminate spam (although you do still see the occasional blatant advertisement and kickstarter plug slip through, these are not too bad if they are topical). They make it easy to schedule hangout games, if that is what you are using. If you are a web forum administrator, managing a G+ community is easier, just due to the simplified interface. I have heard the supposition that people are better behaved on G+, but people can be jerks everywhere and I don’t think even the real-name policy stopped this.

A decent case study is the Swords & Wizardry forum – this has been ‘dead’ for some time, just about the time the S&W G+ community was formed. I can’t help but feel that lots of great ideas and conversation have been lost or just never posted at all, simply due to the ephemeral nature of the G+ community format or someone not wanting to join G+. It was about that  time (in late 2012) I was getting into play-by-post (PbP) gaming, and while S&W was my game of choice, I went over to the Labyrinth Lord forums to play, simply because they were much more active (and still are). In fact, I don’t see many Swords & Wizardry PbP games at all on other forums, I think in part due to the nature of G+. While there is a large S&W community on G+, the format itself is not a good fit for PbP games. So maybe G+ attracts gamers who are already in face-to-face or hangout groups, leaving the PbP gamers to fend for themselves.

I’d be interested to hear from those who post to G+ or to forums exclusively, or to both.  I post to both, but usually only for blog posts. Otherwise I just join in on conversations on forums.

Updates to the Character Generator List and Some OSR Links

08 Tuesday Jul 2014

Posted by Doug in OSR

≈ Leave a comment

Tags

& magazine, character generator, megadungeon, mutant future, mutant settlement, osr, wizardawn

Just a quick note that I’ve updated my list of Old School RPG Character Generators, removing stale links and adding Wizardawn, AS&SH and BFRPG pregen-style generators.

Speaking of Wizardawn, if you haven’t checked out his site, please do. It’s a hugely cool old-school RPG resource with all sorts of random setting and adventure generators, for tons of different games (including some of his own making). I used it recently to prepare for a Mutant Future game on short notice, using his Mutant Settlement generator (I’ll have a recap of those MF sessions soon).

Finally, I forgot to mention when it came out, but the latest issue of & Magazine (#9) ‘Spells and Spellcasters’ came out in May, along with the first level of a megadungeon ‘Castle Triskelion’. All free, of course (I reviewed issue #7 in January).

~

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