Friday, May 16, 2025
Save Versus Senescence
Thursday, May 15, 2025
Performance Anxiety
Late last summer, I first broached the idea of my House of Worms Empire of the Petal Throne campaign finally ending. As regular readers know, House of Worms is the longest campaign I’ve ever run with a stable group of players. Week after week, year after year, we have returned to Tékumel, exploring its labyrinthine politics, alien gods, and decaying glories together. It’s been a singular experience, one I never quite expected to last this long when we first began playing more than a decade ago.
In fact, when we started House of Worms, I had no expectation that it'd last more than maybe a few months. At the time, I hadn't played in the world of Tékumel in almost ten years and, even then, it was for only a brief period, so I assumed something similar would happen. This time, though, something clicked and did so almost immediately. The characters took on lives of their own. The setting opened up like a great unfolding map, rich with possibilities. The players responded with curiosity and commitment – and so did I. Before long, we had a real campaign and that campaign became a weekly tradition, a touchstone not just for our hobby lives but also for our friendships.
I’m proud of what we have accomplished. The characters evolved from unknown newcomers to key players on the imperial stage. Locations, events, and characters that began as vague sketches soon crystallized into defining elements of not just of the campaign but our conception of what Tékumel is like as a setting. Choices had consequences. Deaths mattered (often in unexpected ways). Victories felt earned. What began as a yet another attempt to play an old school roleplaying game few remembered soon became something more: a collaborative, shared history of the sort that I think is genuinely unique to this hobby of ours.
Still, it’s time. The campaign started to lose a lot of momentum in 2024 and we all recognized this. The characters had been through a lot during the previous nine years of play and, while there were still lots of places they could go, we'd nevertheless reached a point that felt like some kind of ending was in sight. Certainly, we could play on – as a setting, Tékumel is immense and filled with possibilities – but to do so would feel like lingering after the curtain has fallen. Better, we decided, to end well than to drag things out past their prime. That knowledge doesn’t make it any easier, though. There’s a sadness in ending a campaign of such longevity.
There's also satisfaction and pride and lots of other positive feelings too. The House of Worms campaign shouldn't be mourned but celebrated. Likewise, my players are very loyal; they've asked me to start a new campaign when we finally conclude our current one. They want something fresh but with the same spirit of discovery, depth, and continuity that defined House of Worms. Their enthusiasm is heartening. It means I did something right. It means the game mattered, which makes me very happy. I often think we don't recognize just how meaningful and important a good RPG campaign can be to the people who participate in it.
So, even as things wind down, I am very pleased by what we've accomplished – but I'm also more than a little anxious about the future.
The truth is I’ve launched many campaigns over the years. Most of them didn't last. Some sputtered out after only a handful of sessions. Others lasted a respectable amount of time but never achieved the same alchemy as House of Worms. That’s the way of things. Long-running, deeply satisfying campaigns are rare. They are accidents of chemistry, timing, and luck as much as planning and design. You can’t force them into being, no matter how hard you try to do so. This is one of the more frustrating aspects of roleplaying as a hobby: there are no guarantees that you'll actually enjoy what you're playing, especially not over the long term.
Part of the challenge is structural. Life intrudes. Schedules shift. Interests drift. Players move on. Sustaining any long-term creative endeavor, especially one that depends on the consistent involvement of several adults with busy lives, is very hard. Sustaining it for ten years is, frankly, a minor miracle and, like all miracles, it’s not one you can replicate on command.
There’s another kind of challenge, too: the weight of comparison. After something as long-lived and beloved as House of Worms, anything new is likely to feel slight by contrast. Early sessions will lack the depth of history. New characters will feel unformed. The setting will feel empty until it is slowly filled in over the course of weeks and months. It’s hard not to wonder then: will this new campaign, whatever it winds up being, catch fire the same way? Will it grow into something fun and meaningful or will it fall apart before it ever finds its legs?
Wednesday, May 14, 2025
Retrospective: Nephilim
I think anyone who's been deeply involved in the hobby of roleplaying games for any length of time will eventually come across a game with which they become obsessed – not necessarily because they actually play it but because the game's concept or presentation happen to strike an unexpected chord with him. Over the decades since I was initiated into this hobby, I've had several such games. The one I want to talk about in this post continues to be an object of fascination for me more than 30 years after its publication, both for its virtues and its flaws. It's a game that I think could have been bigger and more successful than it was, if only it hadn't been produced by Chaosium in the mid-90s, a time of particular turmoil for the venerable California game company.
The English version of Nephilim – I have never seen any of the French editions – appeared on the scene in 1994. Though sometimes compared (favorably or otherwise) to White Wolf's "World of Darkness" games for its superficial similarity, Nephilim was in fact distinct because of its deep immersion in real world occultism, esotericism, and philosophy. This fact probably played a role in its limited impact on the wider RPG scene at the time. At best, Nephilim was, no pun intended, a cult classic, admired by some for its unique vision and polarizing to others due to its complexity and mysticism. With the benefit of hindsight, Nephilim appears to be a game that feels both ahead of and constrained by its time, with an ambitious yet flawed attempt to merge the metaphysical with the game mechanical.Nephilim places the players in the roles of titular Nephilim, powerful elemental spirits who have been reincarnating through human bodies for millennia. These beings seek enlightenment and ultimate mastery over magic, all while hiding from secret societies such as the Templars and other forces bent on suppressing their supernatural influence. The game draws heavily from esoteric traditions, like alchemy, the Kabbalah, astrology, and the Tarot, in order to create a setting that’s more intellectual than visceral. The world of Nephilim isn’t about heroics or adventure in the traditional sense, but about the slow, unfolding journey of self-discovery, spiritual awakening, and the management of hidden knowledge.
The beauty of this game lies in its depth. The Nephilim characters are not ordinary adventurers but beings of great power, constantly at odds with the limitations of human existence. Reincarnation plays a central role: your character may have lived many lives, across different times and places, and will continue to do so for eternity. This concept of eternal recurrence provides a wealth of roleplaying opportunities, as players are tasked with piecing together fragmented memories and uncovering truths hidden in past lives. This frame invites a certain kind of player, one interested in exploring questions about identity, morality, and immortality against the backdrop of occult mysticism.
However, this central conceit is also a double-edged sword. The complex background of the game, while rich, can feel inaccessible to players unfamiliar with occultism or those simply hoping for a more traditional fantasy adventure. Nephilim doesn’t offer the more traditional gratifications of slaying monsters and looting treasure; it instead asks players to navigate a web of arcane lore and hidden agendas, which can be overwhelming or unsatisfying for those unprepared for its slow pace.
The game’s mechanics are built around the Basic Role-Playing system, which was a wise choice, because it was familiar to fans of Call of Cthulhu and RuneQuest, both of whom might well be interested in the subject matter of Nephilim. However, the game doesn’t fully embrace the simplicity of BRP. Instead, it introduces several layers of complexity with its systems for magic, past lives, and the metaphysical forces known as Ka.
The Ka system is central to the game, representing the elemental forces that shape each Nephilim. It’s a fascinating concept that ties into character development and the use of magic, but it can also become a burden to manage. Characters must balance their elemental affinities, harnessing them to gain power or enlightenment, but doing so requires a deep understanding of the system. The Ka system, while thematically rich, often feels clunky and opaque, especially for players who are more accustomed to streamlined mechanics.
The magic system is similarly intricate. Divided into a series of occult sciences – alchemy, astrology, summoning, and more – each one presents unique rules, rituals, and challenges. While these magical systems offer a degree of customization, they can quickly overwhelm players. The complexity isn’t inherently a problem, but the lack of clear guidance on how to use these systems often leaves players floundering. Nephilim can thus feel like a game in search of a user manual, where the richness of its background material is undermined by the difficulty of navigating its rules.
Further, the game's character creation is a daunting process, involving past lives, elemental alignments, and a variety of other factors that require significant attention to detail. While this deep character customization can be incredibly rewarding for dedicated players, it can also be a barrier to entry. Newcomers may find themselves lost in the weeds of the system before even getting to the heart of the game.
One of Nephilim's strongest aspects is its presentation. The art and layout, while not groundbreaking by modern standards, exude a gothic, surreal quality that perfectly complements the game’s mystical themes. The illustrations are dark, moody, and evocative, which nicely complements the atmosphere of the game, even if they occasionally obscure the clarity of the text.
At the same time, Nephilim's presentation does suffer from the typical issues found in many early '90s RPGs, such as dense blocks of text, inconsistent layout, and a tendency to overload players with information without clear guidance. The mysticism that pervades the game is often reflected in the game’s writing style, which can occasionally veer toward the impenetrable. This is a game that assumes players are already familiar with esoteric traditions and it doesn’t always make the effort to ease new players into its complex world.
At its best, Nephilim offered a unique approach to supernatural-themed RPGs, one that blended philosophy, magic, and exploration in a way that was unusual at the time (and probably still is). The game's background is rich with possibility and its mechanics take a "contemplative" approach to character growth and development. For those willing to put in the effort to understand the system and immerse themselves in the game’s themes, Nephilim could offer a truly unique roleplaying experience.
Unfortunately, I suspect that rarely happened. Nephilim has a lot of flaws. The complexity of its rules and the obscure nature of its background material can, as I said, be off-putting for many players. Its occult focus, while a selling point for some, may feel inaccessible or even pretentious to others. The game is undoubtedly aimed at a niche audience – players willing to invest time in deciphering its symbolism and mastering its systems – which no doubt played a role in its inability to achieve broader appeal.
Tuesday, May 13, 2025
REVIEW: Dragonbane
The First Proclamation of Renewal
O citizens of Béy Sü, Jewel of the Empire, Cradle of Dynasties, and Soul of the World:
For centuries we have called ourselves faithful and yet we have failed in our most sacred of duties.
Ditlána, the Rite of Renewal, commanded by divine law to be undertaken every five hundred years, lies neglected. The gods wait – and we have made them wait too long. The city groans beneath the weight of that delay. Its bones are old. Its heart is still. Its walls are choked with silence and, within that silence, fester rot and blasphemy.
The Temple of Belkhánu, long a sanctuary of Stability and Repose, has become a shadowed fane for something older and far more terrible. There, beneath clouds of incense and threnodies to the honored dead, the foul cult of the One Other has taken root – tended not by outlaws, but by priests masked in reverence and armored in tradition.
Therefore, the Temple of Belkhánu in this city shall be the first to fall. Stone by stone; beam by beam.
Its relics, if true, shall be preserved.
Its servants, if loyal to the gods and the Petal Throne, shall be spared.
Its hidden masters shall be cast down and scattered.
Let this be the first hammer-blow in the long-overdue renewal of Béy Sü.
This is not sacrilege. This is not conquest. This is not vengeance.
This is obedience to the will of the gods and the cycle of centuries.
This is the sword raised to purify.
This is Ditlána.
Let the traitors wail. Let the halls of power tremble if they must – but the city will be reborn.
The Empire will be reborn.
The gods will not be mocked, nor will their patience last forever.
Let the banners fly. Let the fires burn. Let those who love Tsolyánu stand and be counted.
Thus speaks the Sword of Judgment. Thus speaks Eselné.
REPOST: The Articles of Dragon: "Setting Saintly Standards"
That's where "Setting Saintly Standards" steps in. Bennie proposes that saints are special servants of the gods who've achieved immortality and some measure of divine power. He makes them on par with Greyhawk's "quasi-deities" like Murlynd or Keoghtom, but explicitly tied to a specific deity, whom they serve and whose cause they promote. The article lays out their spell-like abilities and offers four examples of saints from his own campaign to give the referee some idea of how to create saints of his own. He likewise suggests that some saints -- "patron saints" -- may have shrines dedicated to them and, over time, achieve sufficient power to become demigods in their own right. Exactly what this means for relations between the saint, his followers, and the deity he ostensibly serves is never discussed.
I'm on record as intensely disliking the reduction of gods and semi-divine beings to game stats. It's not for nothing that I dislike both Gods, Demigods & Heroes and Deities & Demigods. One of D&D's worst failings is its reductionism, its voracious appetite to turn everything into either a monster to be killed or a piece of magical technology to be wielded. Saints, as Bennie imagines them, are just big monsters -- or little gods -- to be confronted rather than anything more sublime. Maybe I'd be less bothered by this if he'd have adopted another term for what he's presenting; I don't think the idea of fighting gods is necessarily out of bounds. For certain styles of fantasy, it's even highly appropriate. But saint has a very specific meaning and Gygax's mention of them is almost certainly tied up in the implicit Christianity of early gaming.
Late 1983, though, was a long distance away from 1974, though, and the culture of the hobby had changed. What to Gygax had seemed obvious was now in need of explication and not just explication but expansion. That's why Bennie broadens the use of the term "saint" to include the servants of any god, not just Lawful Good ones. Thus we have St. Kargoth, a fallen paladin, among the four examples he provides us. To say that the idea of an "anti-saint" or "dark saint" is bizarre to me is an understatement. Mind you, I find the idea of non-Lawful Good paladins similarly bizarre, so clearly I'm out of step with a lot of gamers, no that this is any surprise.
Monday, May 12, 2025
The Long Game: Exceptions to the "Rules"
In the comments to Part I of "The Long Game" series, a reader wrote:
I’m curious to read about some of the cases where you violated your principles and how it worked out.
I thought this was an interesting premise for another post. What follows is a look at each of the maxims I presented in that series and the times I ignored them. My purpose here is twofold: first, to make it clear that even when a referee is intentional in how he structures and runs his campaign, it's probably impossible to avoid straying from his own principles from time to time; and second, to show that doing so is not the end of the world. My maxims aren’t a formula. They’re more like a recipe, something that each referee can (and should) adjust to suit his own tastes.
Play with Friends
I believe this very strongly and have said so many times over the course of this blog’s history. By and large, roleplaying games are best experienced with friends. That said, I recognize this isn't always possible.
A good example is my House of Worms campaign, which is far and away the longest and most successful campaign I’ve ever run with a stable group of players. It began in March 2015 with six people, most of whom I barely knew at the time. I was acquainted with them through the late, lamented Google Plus, but calling any of them "friends" then would have been a stretch.
Despite that, we clicked. Maybe it was dumb luck. Maybe it was a shared willingness to be respectful, imaginative, and curious. Whatever the reason, those strangers eventually became friends – and the campaign, as longtime readers know, became something of a legend. If I’d stuck rigidly to my maxim, that never would have happened. In fact, it’s just possible that the lack of pre-existing social ties helped. It gave us space to find our own dynamic within the evolving campaign, without any outside baggage. In a setting like Tékumel, that’s actually quite valuable.
I still think prior friendship helps – a lot – but it doesn’t always have to come first. Sometimes, the campaign is the crucible where friendship is forged.
Stay Consistent
A consistent schedule of play is one of the best foundations for a long-running campaign. I think the lack of it is precisely why you so rarely hear about campaigns lasting even a year, let alone five or more. I’d go so far as to say it’s the hardest maxim to follow and the one whose absence is most likely to doom a campaign. If you’re not meeting regularly, week after week, the odds are already against you. Off the top of my head, I can name at least half a dozen campaigns I started that fizzled out because either the players or I couldn’t commit to a regular schedule.
And yet: in the late ’90s, I refereed a Star Trek campaign with a wildly inconsistent schedule, thanks to the vagaries of real life. By all rights, it shouldn’t have lasted, but, instead of dying out, the long gaps between sessions gave everyone time to anticipate the next one. When we did play, people came to the table energized and full of ideas. The campaign moved slowly, but it moved nonetheless. The irregularity gave it a kind of mythic quality. Every session felt like an event. That, more than anything, kept it alive.
Momentum matters, but sometimes scarcity makes something more valuable. Irregular play won’t kill a campaign if the players are committed for other reasons.
Accept the Lulls
This is another tough one, though for different reasons. Most of us enjoy roleplaying games because they let us escape, whether from the everyday or the already-too-eventful. They offer us a chance to step into a different world full of mystery, adventure, and danger. As a result, we come to expect a certain level of excitement from our sessions. We crave it – not just the players, but the referee too.
A good example once again comes from House of Worms. Around the third year of the campaign, the characters had settled into the Tsolyáni colony of Linyaró. I had all sorts of ideas about their taking on the responsibilities of governing a colony – economic decisions, trade, managing political and religious factions – but it turned out to be far duller than I’d hoped. Sessions dragged. I could sense a kind of restlessness in the group.
So I had some demons show up and start burning the place down.
I didn’t know why they were there. I hadn’t planned it, but it didn’t matter. The players enjoyed the sudden chaos, and it kicked the campaign into motion again.
Lester Dent once advised that if you’re stuck writing a pulp story, just have some men with guns burst into the room. That’s actually not bad RPG advice either, though I wouldn’t rely on it too often.
Be Flexible
Even though I believe firmly that the referee is a player too and that his interests and enjoyment matter, I also think a good referee needs to pay attention to which way the wind is blowing. Sometimes, you’ll spend time setting up something you’re excited about, only for the players to ignore it completely. It’s frustrating. That’s why so many referees try to fight against it, nudging or steering the players back toward “the good stuff.”
I’ve certainly done that, but sometimes, it’s better to let go – or at least let it simmer in the background.
In House of Worms, I was always keen on the idea that the characters would eventually leave Tsolyánu and explore the mysterious Southern Continent. I set up at least two separate enticements for them to head south, and they ignored both. Finally, I offered them the governorship of Linyaró and they took the bait. What followed was years (both in-game and real time) of exploration and discovery among the lands and peoples of that fabled place.
Flexibility is good, but so is persistence. Sometimes, it's OK to keep a thread alive in the background until the players are ready to pull on it.
Don’t Cling
Ideas are cheap. A good referee is always coming up with them. However, some ideas get stuck in your head. You fall in love with them. You convince yourself they’re essential. I’m not proud of this, but I’ve done it. In those cases, I’ve kept throwing the same idea at the players until they finally gave in.
That’s not the same as being flexible, which is reworking an idea into a new form. I’m talking about sticking to the same idea in the same form and just pushing it harder.
This happened in my Barrett’s Raiders campaign. I really, really wanted the characters to gain possession of a tactical nuclear weapon – in this case, a medium atomic demolition munition (MADM) – and have to deal with the consequences. I kept hinting at it through rumors, intercepted radio chatter, offhand NPC comments. The players didn’t bite. So eventually, I just had them stumble across a Soviet truck with the MADM in the back during a random encounter. Suddenly, they had it and were stuck with it.
To my surprise, it worked beautifully. Possession of the nuke shaped the last weeks of their time in Poland and helped propel the campaign toward its current trajectory.
It’s good to let ideas go. Sometimes, though, it’s okay to push – so long as you’re ready for what happens when the players finally take the bait.
In the end, maxims still matter. They’re the distilled essence of long experience and, most of the time, they’re good guides. But roleplaying games thrive on messiness, contradiction, and surprise. I still follow my maxims – most of the time – but I also don't fret about the times when I decide to break them.
Friday, May 9, 2025
"Better a usurper than a herald of the end."
From a speech delivered by Prince Eselné Tlakotáni in the Hall of Unfurled Banners of the Palace of War, Béy Sü (10 Fésru 2360 A.S.)
“You are here because you wish to know my intentions. You wish to know why I have marched legions into Béy Sü and shattered the sanctity of the Choosing. I will tell you why.
My glorious father, Hirkáne, the Stone Upon Which the Universe Rested, is dead. By tradition, once he is entombed in the vaults beneath Avanthár, the Rite of Choosing a new emperor begins. But how can we pretend that rite still matters, when one of the candidates for the throne is not a prince, but the puppet of a god who should never be named? I talk not of Sárku but the One Other, a pariah god whose worship was rightly banned in Tsolyánu millennia ago. In the face of so great a threat, I will not allow the Choosing to take place. I will not permit anything that might give the One Other a foothold in Tsolyánu.
Many of you will say I subvert tradition. But if Dhich’uné ascends the Petal Throne, it is not just the Choosing that will be ended. All will end – and the One Other will sit upon the Petal Throne forever, wearing the mask of Dhich’uné.
So no: I will not let him ascend. Not while I draw breath.
By now, many of you will have heard whispers about a bargain, an ancient pact, a blood price my line has paid since the reign of my father’s fathers. You will have heard that the sacrifice of the defeated princes sustains the Empire and that, without it, it will crumble.”
I spit on that bargain.
If the Tlakotáni made a pact with the One Other, then shame on them. I will not honor it. I will not feed it more sons and daughters so it can grow fat upon the bones of princes.
An Empire built upon such a foundation is unworthy of the loyalty of any man. I’d rather the Empire fall than survive through allegiance to such a foul god.
This is not mere ambition. This is necessity. I do not seek the Petal Throne simply for power. I seek it to close the door before that thing walks through it and calls itself emperor.
And if that means I am damned by the priests, if the high clans curse me and tradition recoils at my name – so be it.
Better a usurper than a herald of the end.
My sister, Ma’ín, stands with me now. She has finally cast off her veils of ambiguity and spoken plain. She chooses the Empire, not its undoing. And you, noble lords and high priests, must know: this decision was not lightly made. The blood that flows through our veins is also a burden we carry.
But not all blood speaks with clarity. Mridóbu, the master of scrolls and subtle poisons, hides behind his ledgers and his robes, huddled in Avanthár with his bureaucrats, pretending neutrality is wisdom. He opposes me – not openly, not yet – but he stands against my actions because I am loud, because I am honest, because I leave no room for a clever escape.
As for the others, I cannot yet say. I hope they will stand with me. I intend to make my case to them, but I will act regardless of what they choose, because I see no other option.
I now make my choice plain. I have made it with sword drawn, with banners raised, with no room for doubt. The Choosing is broken – because it was already broken, shattered by Dhich’uné’s foul designs. I have no patience for masked horrors or ancient ghosts who whisper from their tombs.
I now claim the Petal Throne – not just for glory, not to wear a high diadem, not to live in luxury. I claim it to end this nightmare before it begins.
And if you call me traitor, then call me traitor. If you call me usurper, then so be it. Let history debate what name to carve on my tomb.
But let no one say I stood idle while the Empire died.”
Campaign Updates: The End is Nigh
Barrett's Raiders
House of Worms
Thursday, May 8, 2025
Letting Someone Else Do Our Imagining
One of the most curious contradictions at the heart of our shared hobby is the tension between creativity and consumption, a topic I've wrestled with many times over the course of this blog’s history. From its very inception, the RPG hobby has encouraged its participants to be creators – of rules, settings, monsters, adventures, and more. Indeed, the earliest editions of Dungeons & Dragons often go out of their way to emphasize this. In OD&D, for example, Gygax and Arneson famously invited referees to take what’s offered and build upon it, adapt it, and, where necessary, discard it. "Decide how you would like it to be," they write, "and then make it just that way!"
This sentiment, perhaps more than any other, is the heart of what we now call "old school" gaming. The referee is not just a consumer or a facilitator of rules, but a world-builder. The rules are scaffolding, not scripture. The game is yours: take what you want and leave the rest, as a wise old man once said.
And yet, not long after those exhortations to freewheeling invention, TSR and other publishers began selling roleplayers pre-made rulesets, adventures, and settings. The Keep on the Borderlands, Tegel Manor, Apple Lane, Buffalo Castle, and more, each is a vision conjured by someone else, lovingly detailed and made ready for us to explore. These modules are often excellent and many of them loom large in our collective memory. They are, paradoxically, personal experiences so many of us share in common, as I discussed here not that long ago. So many of us have cut our teeth on the same classic adventures or flipped through the same dog-eared setting material. There’s thus a strong communal identity wrapped up in those shared artifacts. They’re what unite us across decades and continents. Ask an old school gamer about Bargle or Strahd or Acererak and you're likely to get a grin of recognition and quite possibly a story or two.
This is the foundation of a shared culture – a canon, if you like, not of texts but of experiences. That canon was shaped not just by our own tables, but also by the creative work of others. TSR, Judges Guild, Chaosium, Flying Buffalo, FGU, each added to this rich stew with their own distinctive flavors. Griffin Mountain, City State of the Invincible Overlord, Death Test, Chivalry & Sorcery Sourcebook were all, in their own unique ways, invitations to play in someone else’s dream.
There lies a conundrum. For a hobby so rooted in individual creativity, if you look at its history, you’ll also notice a surprising dependence on the creations of others. We lionize the do-it-yourself ethos even as we buy a megadungeon, back yet another retro-clone project, or download a map someone else has made. We celebrate the idea that each campaign is unique, spun from the mind of a referee and shaped by the unpredictable actions of players – and yet we often start those very same campaigns in someone else’s sandbox. I know this all too well, because I’ve done it myself and indeed am doing so right now. None of my regular campaigns, including my long-running House of Worms campaign, takes place in a setting entirely born of my own imagination.
Is this a contradiction? Perhaps, but, at the same time, it’s also part of the strange alchemy that makes RPGs what they are. When we pick up someone else’s adventure, we’re not wholly surrendering our imaginations. I prefer to think we’re collaborating, whether with a professional designer from the days of yore or with a fellow hobbyist today. A good adventure module isn’t a finished "story," but rather a map, a toolkit, and even a provocation. We bring it to life. We personalize it. We fill in the gaps. Sometimes we’ll even discard half (or more!) of it. The best pre-made materials aren’t necessarily constraints on our creativity but catalysts for them.
Still, I often find myself pondering this seeming contradiction, in part because I’ve played a role, if only a small one, in the commercialization of the hobby. Over the decades, I’ve written and published my own works, contributed to the larger hobby, and of course, I’ve bought more than my fair share of games, modules, and other products, as my regular Retrospective posts can attest. So, I’ve benefited from this strange system, but I’m also wary of what it might cost us in the long run. Are we, little by little, outsourcing our imagination? Are we becoming too quick to look for a pre-packaged solution when we could come up with our own? Or are we, as we always have, simply standing on the shoulders of others to better see the worlds we want to build? I don’t know. There’s no easy answer.
Wednesday, May 7, 2025
Retrospective: Star Wars: The Roleplaying Game
Tuesday, May 6, 2025
"Babylon is falling ... and it's falling fast."
An excerpt from a sermon preached by Elijah Traynor at the Displaced Civilians Assistance Zone (DCAZ) outside Fort Lee, Virginia on December 6, 2000:
They call it "order," what them boys in the base are building. Steel walls, crisp uniforms, rifles at the ready, but it ain’t order they’re offering. It’s fear dressed up like law – a scarecrow stitched from scraps of the old world, strung up on bayonets, and fed with lies.
I’ve seen their kind before. Men who think a badge and a mandate makes them righteous. Men who'd sooner shoot than stoop. Tell me, what Gospel do they preach at Fort Lee? The Book of Logistics? The Gospel of Supply Chain Management? You can’t heal the soul with MREs and marching orders.
They burned Richmond to save it. That’s what they said, right? Rooted out the rot. But I ask you: who sowed the seed of that rot? It wasn’t just the ones who put on the New America flag. No, it was the whole rotten orchard – the lobbyists, the generals, the technocrats, and every last priest of Progress who bowed to Mammon and called it "freedom."
I ain’t blind. I know what New America is. A wolf dressed like a shepherd – all fire and thunder, no grace. Only folks who’ve never cracked open a Bible could mistake that kind of bloodlust for righteousness.
Babylon is falling, brothers and sisters, and it's falling fast.
Some of these folks here, they’ve put their hope in the men behind those walls. Others, well, they whisper different names. But me? I don’t put my hope in men. I’ve read the Book. I know what comes next.
Don’t trust too easily, brothers and sisters. The Beast don’t always wear horns.
"Trespassers! This is my home."
For all my current misgivings about the 1983 AD&D module, Ravenloft, I don't actually dislike it and indeed have many fond memories associated with it. I was reminded of this when I saw this ad from issue #78 of Dragon (October 1983). Whatever you think about Ravenloft and its influence over the subsequent history of D&D, there's no denying that this is an effective advertisement. It piqued my interest when I first saw it and, even now, decades later, it grabs my attention.
REPOST: The Articles of Dragon: "And now, the Psionicist"
This unsuitability of the psionics rules was widely acknowledged by nearly every gamer I knew back in the day. Consequently, many of us greeted issue #78 of Dragon (October 1983) with some pleasure, as it was largely devoted to psionics and its problems. Of the articles in that issue my hands-down favorite was "And now, the psionicist" by Arthur Collins. Collins was one of those authors, like Roger E. Moore and Ed Greenwood, whose stuff was always good. He wasn't as prolific as Moore or Greenwood, but he never failed to impress me. Indeed, if I were to be completely honest, I think Arthur Collins was my favorite old school Dragon writer and "And now, the psionicist" reveals part of why I think so.
The article takes the then-bold step of introducing a new character class -- the psionicist of the title -- as a way to make the psionics rules both workable and enjoyable. More than that, though, Collins also does something even more remarkable: he makes the AD&D psionics rules intelligible. He does this through his explanation of the psionicist's class abilities, such as its acquisition of attack and defense modes and psionic disciplines. It's a small thing, really, but it had a profound effect on me as a younger person. For the first time, I began to feel as if I understood how psionics was supposed to work. Likewise, the notion of making psionics the purview of a unique class rather than an add-on to existing classes was a revelation to me. It made so much sense that I couldn't believe no one had thought of it before. (Someone had, of course -- Steve Marsh -- but their version of psionics never made it into OD&D as written).
"And now, the psionicist" is fairly typical of Collins's work. Rather than wholly rewrite AD&D, he instead clarifies and expands upon the rules as written, in the process making the original rules both understandable and stronger. It's a talent all the best Dragon writers had in those days, but Collins, in my opinion, made it into a high art. Moreso than any other writer, he showed me that, strangely organized and presented as it was, AD&D's rules weren't wholly arbitrary; indeed, they often made sense if you actually took the time to look at them objectively and think about the logic behind them. The proper attitude when encountering a rule that seems "broken" is to step back and consider it carefully before deciding to excise it from the game. That's an attitude that has stuck with me after all these years and one I continue to recommend to others.
Monday, May 5, 2025
Traveller Distinctives: The Patron
The key to adventures in Traveller is the patron. When a band of adventurers meets an appropriate patron, they have a person who can give them direction in their activities, and who can reward them for success. The patron is the single most important non-player character possible.
The group is contacted by a newly married couple, who decline to give their names, but have reason to believe that their respective parents are not pleased with their union. They will pay Cr3000 to each member of a group who will escort them safely to a planet beyond their parents' sphere of influence.
Saturday, May 3, 2025
The Long Game (Part III)
Friday, May 2, 2025
The Long Game (Part II)
When launching a new campaign, I try not to overprepare. I begin with a broad concept or locale, often something quite minimal, like a regional map, a few factions, or even just a handful of evocative ideas. I don’t want to box myself in too early or create the illusion that the campaign has a “plot.” Instead, I focus on a starting situation with open-ended possibilities.
For example, when I began the House of Worms campaign, I gave the players a simple premise: they were junior clan members on an assignment from their elders in the bustling city of Sokátis. That was it. From there, we started to explore Tékumel together and nearly everything in the campaign developed organically from that starting point. Those early sessions were a kind of calibration, helping me learn where the players’ interests lay, what kinds of challenges engaged them, and in what directions they wanted to go.
So, early on in any campaign, I focus less on outcomes and more on possibilities: rumors, locations, hooks, and the movements of important NPCs. I try to offer meaningful choices from the beginning and avoid pushing the players in any particular direction. That’s why I usually use the word referee rather than game master. I see my role as that of a neutral adjudicator of player decisions, not the director of a pre-planned story.
This is foundational to what distinguishes old school RPG play from many of its later descendants. I don’t write scripts. I don’t plan story arcs. What I do is keep track of the world and what’s going on within it. I try to treat it like a living place, where NPCs and factions pursue their goals regardless of what the player characters do. That means I maintain a brief set of notes on major players and what they’re up to behind the scenes. When the PCs intervene, those plans might change. When they don’t, the plans proceed. Over time, this creates the impression of a responsive, persistent world. It also generates future material automatically. When the characters return to a location months later, they’ll find that things have changed. I don’t need to know “what happens next.” I just need to know what’s already in motion.
Reuse and Recycle
I rarely throw anything away. Abandoned adventure seeds, unused NPCs, discarded locations all go back into the toolbox. Long campaigns are full of unexpected turns and something irrelevant in session 10 might acquire sudden significance in session 85. Players, I’ve found, are especially good at reviving old material. They remember a strange artifact or an NPC they met in passing and decide they want to follow up. When that happens, I run with it. I can pull out my notes, rework them a bit, and reintroduce the material with minimal effort. I also try to repurpose my prep across sessions. I might reuse the same map with slight modifications, though I’ll admit, it hasn’t always gone unnoticed. A defeated adversary might return with new motivations and goals. I treat the campaign like a compost heap: nothing is wasted, everything breaks down, and over time it becomes fertile soil for something new.
If you were to look at the piles of paper on my desk and shelves, you’d see that my campaign notes are messy. (Yes, I still use paper; I’m old.) But they serve their purpose. I focus only on the most important details, such as what happened recently, what major NPCs are doing, and what potential developments are still active. I’m not writing a novel, so I don’t need exhaustive recaps. What I need are reminders: what changed last session, what threads the players are following, and what might happen next if nothing interferes. After each session, I spend a few minutes updating these notes. Just ten minutes of scribbling down events and adjusting NPC status can go a long way toward keeping the world coherent and responsive. I also maintain a running list of future developments. These aren’t predictions; they're more like a menu of possibilities. This keeps me flexible while still being (somewhat) prepared.
This is a big part of how I’ve kept campaigns going: I reward player initiative with more material. If a player takes an interest in an NPC, I flesh that character out. If they pursue a particular goal or locale, I give them opportunities to do so. In this way, the players shape a lot of the campaign’s direction and even parts of the setting. I see my job as referee as more about expanding and refining what they care about rather than inventing new material from scratch. This approach keeps players engaged and takes a lot of the creative burden off me. When a campaign hits its stride, it feels more like a collaboration than a performance. Everyone is invested. Everyone is contributing.
Keep the Flame Lit
Finally, I try to keep the fire burning between sessions, if only a little. For all of my current campaigns, I have a dedicated Discord server. I post information, rumors, and questions for the players to consider between sessions. I follow up on unresolved plans. I drop hints about future developments. These aren’t elaborate, just enough to keep the campaign present in the players’ minds. A long campaign is like a slow-burning fire. You don’t need to stoke it constantly, but it needs a steady trickle of oxygen to keep going. This between-session activity also helps me gauge interest. If players respond eagerly to something I post, I know I’ve struck a chord. If not, I pivot and try something else.
In the End
By now, you’ve probably noticed that I don’t do a lot of prep in the traditional sense. Instead, I’ve tried to adopt and maintain a few good habits: stay flexible; let the world breathe; notice what the players care about; don’t panic when things go off the rails. And above all, show up and keep the game moving. Even a short session is better than none. Over time, those small sessions build into something enduring and deeply rewarding. So, these are my “secrets” to refereeing a long-running RPG campaign. They’re not revolutionary: persistence, openness, and a willingness to let the campaign grow on its own terms. If you can manage that, you may find, as I have, that years later you’re still playing, still surprised, and still eager to see what happens next.
(There will be at least one part to this series, because, in the process of writing it, I had some additional thoughts people might find valuable.)