29 December 2025

Games in 2025

Doughnut graph of the games I've played this year. There is a table following in the text that summarises the data.

As 2025 comes to a close, and it looks like I've played my last game of the year, here's a summary of my roleplaying adventures. Overall, I played eight less games than last year, mainly driven by the fact that my own campaign finished recently and I've not got back into a second game since Eternal Lies finished.

I played 50 sessions, 26 of which were face-to-face at conventions. I attended an extra convention this year (Airecon) which was fun, and I hope to go again in 2026. The Garricons remain in good health, although it continues to be a challenge to get enough GMs for the smaller conventions. Furnace's twentieth anniversary was a delight, and it was nice to open up a different space at the hotel.

The big change for me this year was the return of Traveller as dominant game with 20 sessions in total. This was a combination of the one-shot Far Horizon game in the Orbital 2100 setting, then several games run at TravCon and North Star, followed by The Jägermeister Adventure, which was great fun but needed me to think on my feet as the players frequently got ahead of me. I intend to continue with Traveller as a big part of my gaming in 2026, probably offering the Singularity campaign once it's finalised and I've read it properly.

The start of the year saw my Shadows of Atlantis game for Achtung! Cthulhu 2d20 finish. Overall, it was a great World War 2 daring pulp romp, but I've had no urge to go near anything using the 2d20 game engine since. I think I may have played too much of the Modiphius engine over the last few years and the inconsistencies in it are harder for me to deal with than the changes in Fria Ligan's Year Zero Engine.

One of my longer term campaigns finished this year and I miss it sorely. This was Eternal Lies for Trail of Cthulhu (8 sessions). We've spent multiple years and a lot of time on this game and it is probably the best Lovecraftian game I have ever played. Of course this was helped by the quality of both my fellow player, Dr Mitch, and Rich, our Keeper, who runs a superb game. The ending was poignant and challenging and emotional.

I played a full weekend (equivalent of 6 sessions) of The One Ring at LongCon, with Graham running a fantastic Tolkien based game running through the Tales from the Lone Lands campaign; his deep knowledge of the lore was clear, but it was never suffocating, and I felt completely immersed. A shout out to my other players who also made this an unforgettable game.

The final system with multiple game sessions was City of Mist, a perennial favourite of mine. I ran this at Airecon and Revelation. It's a favourite and I have no doubt that I will play again.

Powered by the Apocalypse remained a strong part of the games I've played, but no Forged in the Dark for me this year.

I've used Roll20 as my preferred VTT most of the year, mainly as Traveller is well implemented, and I ported my Achtung! Cthulhu game there when Role temporarily lost AV. It's worth noting that Roll20 has come on in leaps and bounds over the last two years, but AV remains its Achilles Heel. Towards the end of Jägermeister we were doing audio over Discord to ensure we had a stable connection. I'm intending to experiment with Role and Owlbear Rodeo next year. Of course, our Eternal Lies game was run over zoom, with character sheets on Google Docs and dice rolled physically, so it does show that you don't need all the bells and whistles!

Outside of the usual running and playing, I have continued to enjoy helping organise the Garricons and that is something which will hopefully continue going forward.

Part of my return to Traveller was creating a one off Double Adventure for BITS using two of the scenarios I wrote that have been out of print for a very long time. That was really satisfying, and I have already prepped them to be released, but we're currently wrangling with the request by Mongoose to release via the community TAS programme which doesn't support publishers doing this. Hopefully they'll be released in the New Year. This won't be my final project like this; I'm also finalising off another adventure that I'd hoped to get out this year, but it will slip into 2026.

I managed to get the BITS website up and running again, which was nice. It turns out that there was a server side issue that was blocking redirections. Now that's sorted the site is live. I would like to give it a full refresh, but that's a way off.

Overall, it's been a fun gaming year, and I'm hoping that next year will be as good!

Game System#GMPlayFTF
Traveller/Cepheus201738
Trail of Cthulhu (GS)8080
The One Ring6065
Achtung! Cthulhu (2d20)3300
City of Mist (PbtA)3303
Otherscape (PbtA)1101
Comrades (PbtA)1101
Monster of the Week (PbtA)1011
Cartel (PbtA)1011
Fading Suns1011
John Carter of Mars (2d20)1011
The Electric State (YZE)1011
In Nomine1101
Blade Runner (YZE)1011
Dragon Warriors1011

29 December 2025

First Impressions - The Hooded Man - a roleplaying game of medieval outlaws

The Hooded Man RPG

The Hooded Man - a roleplaying game of medieval outlaws - was a complete impulse purchase when I happened to be looking at the Osprey Games website. I've been fascinated by the Robin Hood legends since I was a kid, and ITV's Robin of Sherwood TV series only reinforced that. However, I've never found a roleplaying game that has made me want to play in the setting. It's no spoiler to say that this book may well have changed my view on that.

TL;DR: The Hooded Man is simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. The core mechanic is simple and effective, but has the potential to be brutal. The book is soft focus on the historical accuracy which makes sense from a playability perspective as this is myth and legend, not hard facts. However, there's enough detail presented to make it feel right. It makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.

The book is the standard full colour hardback that Osprey Games use to such good effect - extremely portable and well-produced. It's 192-pages long and contains everything that you'd need to run a Robin Hood style campaign. It was written by Graham Rose (whose previous credits include Paleomythic, which I've never played or run, but have heard good reports about) and illustrated by Brainbug Design. I absolutely love the striking Hooded Man design used on the cover of this book.

You can get the book and PDF directly from Osprey Games, but as usual, you have to pay for both. That said, it will still probably cost you no more than a normal core book with PDF included from other publishers. As Osprey are part of Bloomsbury, you can get the book through normal bookshop distribution as well, and the PDF is also available via DriveThruRPG.

Core Game Mechanics

The game is deliberately vague about when it is set, except that it's England sometime in the 12th to 13th Century. By default it's set in Sherwood near Nottingham, and in the period when King Richard the Lionheart left Prince John in control of the realm while he was crusading.

The game uses six-sided dice in a pool for resolution, and also has a number of D66 tables. Characters are mechanically defined by the traits that they have. Starting characters will usually have three traits, which means that they will - by default - roll a pool of 3D6 in a test. When rolling dice in a test, the player is looking for a 6 to be rolled (much like in Fria Ligan's Year Zero Engine) to achieve a success. However, rolling multiple 6s doesn't change the level of success and there is no way to push or re-roll. The GM is discouraged from asking for rolls on things that the character should be good at.

The dice pool starts with the number of dice equal to the number of traits that a character has. If one of the traits is especially apt for the test, then an extra die is added into the pool, increasing the chance of success. Other characters can assist, each adding a further die to the pool, at the risk of being exposed to the consequences of failure. There is no limit to how many characters can assist, except what the GM feels is appropriate. Most characters will have a companion that can assist them.

Dice rolls in tests are player-facing. Players will roll to defend themselves rather than the GM rolling to attack with a foe.

Tests have different levels. Ordinary tests are looking for a single 6 to succeed. Troublesome tests need two rolls to be succeed. Threatening tests need three rolls to be successful. Formidable tests need four rolls to be successful. Fiendish tests need five rolls to be successful. Tests at a higher level than troublesome will be harder to achieve. Success on a roll may reduce the leave of the test subsequently, even if the foe isn't defeated. Context is also key; if the players can come up with the right ploys, a fiendish foe could be reduced to ordinary.

Starting characters will find things hard initially; a 3 dice pool has a 42% chance of a single 6, rising to 51% if they are assisted by their companion, and 59% if someone else helps etc. However, their prowess will increase quickly, as the default for the game is to add a new trait or talent after each adventure concludes up to a maximum of ten traits (83% base success). There is a recommendation that you may want to slow this progression if you're playing very regularly.

Combat, Battles, Actions & Hazards

Combat is run using the test system. The GM determines initiative and if there's any doubt then players can make an Aware test to see if they go before the enemy. Movement ranges are abstract. Fleeing combat can lead to enemies getting an opportunity attack. Chases are run as a Quick test.

Characters can try various ruses to gain advantage of some sort of (for example, a bonus die, a distraction causing an enemy to lose their turn or some kind of delay). Of course, foes can also try to do this back. Normally, a combat success will cause one wound, which is enough to take an opponent out. However, more challenging opponents need more wounds to be taken out.

If a player fails their defence roll, they take a wound and a trait is temporarily knocked out, reducing their dice pool and preventing them being able to gain an extra dice from it. If all traits are knocked out, the character is defeated and vulnerable. Armour will block damage in a fight twice (if plate) or once (if other armour or a shield). It will need a repair to regain effectiveness.

There's a decent example of combat to draw upon.

Recovery has several routes - bandaging, sleep, leeches and more will help heal wounds with an absolute maximum of eight in one day if all options are taken up. However, it's unlikely that they'll all be available at once.

There is a simple battle system in place if a larger conflict needs to be resolved. The success will depend upon numbers, troop types and the leadership that the characters give to raise morale, & plan strategies. The system is very basic (so a side won't break from losses unless the GM or the players decide that it should) but will be effective in use.

There's a section exploring actions that could be taken outside combat - for example, hunting, harvesting, escaping, hiding and crafting. In all cases they use the core mechanic but there's some guidance on how to apply it (for example, how much meat would be gained by hunting).

There's a list of typical hazards; everything you'd expect is there. Cold, Darkness, Disease, Falling, Fatigue, Fire, and Hunger. You can also be misfortunate; the GM may require characters to make a Fortune test to avoid this. If they they fail, their woes build up. You can also be notorious; you may need a Virtuous test to avoid being recognised as an outlaw! This may be more challenging in places you're well known.

Building Characters

Characters start with a description that reminds me a little of the Cypher System

Name is an appearance, demeanour person seeking motivation, and accused of crime. Yes - every character is an outlaw, accused of a crime.

There's a selection of options for all these in the book (and extra bits in the appendix). You can choose or roll to find out what the character is like.

Name - there are some great, apt name tables in the book. There's an initial 3D table, trying this out I get Henry or Helen off the first roll, and Hayward or Mardale from the second. I'm not sure why this is a 3D6 table, as the bell curve will make the names at either end of the bell curve from more rare.

Henry Hayward or Helen of Mardale

Appearance & Demeanour - again rolled on a 3D table. Rolling twice I get:

Slight & Restless, and Pale & Modest.

Motivation - this is the character's objective or goal in life.

Glory (seeks renown or fame) and Justice (wants justice for themselves or the downtrodden).

Crime - this is what the character has done or is accused of, and what they are notorious for. It could lead to their recognition by the authorities.

Poaching and Debt

Putting these together we have:

  • Henry Hayward, a slight and restless man seeking renown or fame, accused of poaching.
  • Helen of Mardale, a pale and modest woman who is seeking justice and accused of the crime of debt.
Let's give them some traits - once again you can choose or roll.

Henry - randomly, I get one trait from Table A and two from Table B.
They are:  Brave, Quick and Cunning.

Helen - one from each of the tables.
They are: Aware, Dextrous, and Strong.

Every train has an associated test where it is a benefit.

Players can choose to have their character have a Hindrance - this is something that mechanically can make things awkward for them is certain situations. You can choose them or roll them. Bizarrely, it's a 2D table that runs 1-12. If you take a Hindrance, you get an extra trait.

Henry takes a Hindrance, which is that he's hunted - someone - a noble or a bishop - has someone out for him. He gains the extra trait of Wilful

Helen doesn't take a Hindrance.

Each character has a talent, representing their background.

Again, you can choose or roll.

Henry was a Reeve - he used to be a court official, but no longer. Perhaps that's why he is hunted. He gains a Quarterstaff from this background.

Helen was a Healer - she knows healing plants and can make medicines and use leeches. She also has a Quarterstaff.

Finishing off, we have 
  • Henry Hayward, a slight and restless hunted former Reeve seeking renown or fame, accused of poaching. He is brave, cunning, quick and wilful and has a quarterstaff and clothes including a hood and a hat.
  • Helen of Mardale, a pale and modest healer who is seeking justice and accused of the crime of debt. She is aware, dextrous and strong and has a wimple and hood.
Let's find out about their companions.
  • Henry is accompanied by Roger Brewer, an aged, brooding person seeking allies and accused of overcharging for ale. He's creative, cunning and fortunate, and has a dagger and tinderbox.
  • Helen is accompanied by Gunnora Kinwick, a striking, confident person seeking renown and accused of debt, being unable to pay the sheriff's taxes. She's aware, charismatic and guileful, and has a dagger and a sack.

Creating an Outlaw Company

The next stage of setting up to play is to establish an outlaw company, very much similar to Robin Hood's Merry Men. Once again, this is through the use of a random table that you can roll on or choose from. You pick a description and a name for the group. Again, it's a 2D table so there will be a bell-curve on the names. Rolling randomly, I get the company name The Valiant Hunters.

Although you can leave it at that, you're encouraged to create at least one village with which the company can interact with. There's a description of what a village would be like in the time period, but the game encourages you to blur the lines and not necessarily look to establish the game in a village that existed historically. Of course, you can do this is you prefer. 

There are random tables for the village name and why it was founded, both rolled on 3D (so with a bell curve on names and reasons), or you can choose. Another table gives a distinctive feature for the village - what it is widely known for - and another gives a speciality that it can provide if it is allied to the outlaw company. This will range from supplies to aid of some sort such as carrying messages, healing or concealing the company. There's another table that allows you to create several unique villagers.

Trying this out, I get Fernham, a village established because of a crossroads, known for its meadows and able to provide allied outlaws with food. 

Villages become allies when they are aided by the outlaw company, and then one member of the company makes a successful Virtuous test. If they fail, they can always try again when they render aid another time (and get a bonus on the test as they helped previously).

Background and Game Master's Section

The Game Master's Section opens with a short summary of where the Robin Hood tales come from, then a little on the history, with details of Kings, Nobles and Clergy. Castles are described, and then a section gives some example historical outlaws, before moving onto describing villages.

As well as villages, the Game Master's Guide section provides information on towns (which predominantly differ from villages by being bigger and having sever shops), and also Inns. Naturally, this includes a table for their names (4D). There's some guidance; for example, the landlord may well refuse you service or somewhere to stay if you look like a bunch of ne'er-do-well outlaws from the forest who can't pay their way. If the company don't look suspicious, there's a description of the food that will be available.

If they can't get into an Inn when travelling, then the company could try and persuade a local or see if a local monastery will put them up. Otherwise, they'll have to camp out.

There's a description of cities and how to handle them; they're effectively like larger towns and will have upwards of a thousand inhabitants (Nottingham had around 1,200 during the period). There's a D66 table of city encounters to spice up any time spent in one. Larger towns and Cities cannot be allies of a company.

Of course, the other place that our company of merry outlaws will be spending a lot of time is the forest. As usual, there are tables for naming locations (3D) and detailing rural features (2D). There are also Sites which may be of interest, located away from villages and towns. There are two tables for this; one gives the nature of the site (2D) and the other the condition (1D). This can range form ruins through to new builds. Most will be functioning, but perhaps not fulfilling their original purpose.

Journeys have a set of rules to make them more interesting. The game doesn't provide a map, but does give an example of one created using the rules for locations, villages and sites. It's recommended that this is gridded out with each square a day's travel. The Journey procedure breaks travel intro three day chunks, maximum. 

Each of these journey chunks requires five checks; a navigation test using Aware for the scout to find the right route (a failure could lead to a delay or a misfortune from the hazards section). There will then be an encounter roll (which runs the risk of fatiguing characters if it happens at night). This has a D66 table to draw upon. Each character then has the chance to carry out one activity; typically this will be foraging, gathering or hunting. Repairs can be carried out when camped, but unless the characters have adequate supplies then they will have to live off the land. Characters must have sustenance (food and water) and can suffer from hunger and thirst if they don't have the right supplies. They also need protection from the cold, which usually means a fire. 

There's an example map of a fictional area called the Oak Woods with four villages and a number of sites and locations to visit. It's a great starting map.

The Outlaws can establish a permanent camp if they prefer. It can be hidden and defended when they're absent, but it will take materials, time and a set of Creative tests to establish the camp. They always start with a hearth for a fire, but can have a whole variety of other options (lookout points, a brewery, a forge, a garden, camouflage, traps and more). The characters will have to acquire the right materials to develop their camp. They can call on allies, if they have any, or carry out raids to obtain supplies. 

There's also guidance on fencing items that they may have stolen or have been gifted as a toll from rich merchant's that they have waylaid. They can keep the money, or they can use it to help their fellow villagers, robbing from the rich to aid the poor. There's table with typical values of items and advice that some will need a bigger city to shift on. Dealing with a Fence is a dangerous thing in itself, needing cunning and charismatic tests.

Sherwood Forest and Nottingham both have some more details, with ideas on how they could feature in adventures. There's details on both the city and the castle there. Kirklees Priory is described,  along with St Mary's Abbey in York. The section continues to describe the various villages in the legends in terms of the rules and how they could be used in an adventure. These are great anchors to hang the villages and sites that you create around for your campaign.


Opponents & Allies

There's a section with Foes. These are typically beasts or people, but in cases they're described in the context of the challenge that they may present. For example, a dog is an ordinary foe in most cases, but can be troublesome or threatening if they are large or aggressive. Wolves are usually threatening, and the characters would not want to be hunted by a pack. People also have tables for the typical folks that can be encountered, and also rogues and guards who could cause trouble. There is also a table of quarry, potential targets whose purses could be liberated. In all cases, there's a name, a difficulty level and the weapon/equipment that they have. 

Finally, there are Villains. These will usually be at least Troublesome. They'll have villainous tactics available; for example, they could be accomplished (players don't gain a dice for having a weapon to use against them), Brutal (always do two wounds when they hit) or Cowardly (always grab a servant or guard to take the wound instead of them). The section on Villains has a seven examples which could easily be slipped into a game. These range from knights through to Forest Witches.

Infamous Villains are also described; The Sheriff of Nottingham, Guy of Gisborne, Prince John, the Prioress of Kirklees Abbey and the Bishop of Hereford.

As well as Villains, there's a section on famous outlaws. They could be rivals or allies. Naturally, this section covers Robin Hood (giving three different options on who he was), Little John, Maid Marion, Will Scarlett, Friar Tuck, Much the Milller's Son, Alan-a-Dale, and the Saracen (in a nod to Robin of Sherwood and the Costner/Rickman Robin Hood. There's a further selection of less well known outlaws and allies who have been mentioned in the legends.

Dark Magic

There is an optional section on sorcery. It's optional as the older Robin Hood tales do not have it, but characters and opponents can develop a range of talents from alchemy though augury, to the power to create illusions. These talents all have the necessary tests described. There are some examples of those that use these powers, including 'The Wild Man', a follower of the pagan gods dressed in deerskins with antlers growing from his head. The powers are mostly subtle and low key.

Guidance on a campaign

There's some solid advice on running a campaign - it's recommended that the initial adventures are pretty simple (rob a merchant to help a village, help someone, find things for the camp) but then explains that it's likely the drive for the campaign may start to come from the players themselves. 

A selection of goals are suggested; growing the company, building their camp, getting spies and agents in place, gaining allies and so on. There's a discussion on building in sub-plots, using recurring allies and villains, before a page of adventure seeds. There's a lovely introductory idea for Robin Hood to find them and send them on with an important message and their first adventure. This is expanded out to a one or two session adventure. There are another two adventures which are nicely thematic and expanded out (and there's at least one more on Osprey's website).

Solo

There's a section on playing the game solo, with some good guidance and a worked example to draw upon.

Appendices

These contain name lists, and 12 ready made characters. There's also a two page character sheet. These are all downloadable here.

In Conclusion

I really like this game. It seems simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. I was initially concerned by the test mechanic, but when I realised the speed that characters could improve that removed my concerns. However, a dice pool looking for rolls of six can be brutal. Perhaps the only mechanics criticism I could give is that I don't understand why some of the random tables have been done with bell-curve multi dice rolls rather than a flat and equal chance, but you can just pick off the tables anyway so it's not really a big thing.

The choice to be soft focus on the history makes sense from a playability perspective as this is myth and legend, not hard facts.  However, there's enough detail presented to make it feel right. The book makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.

29 December 2025

28 December 2025

When is a Sorcerer not a Sorcerer? - Stranger Things 5 (extremely minor spoilers)

The "Stranger Things 5"" logo, red glowing text on a black background.

My better half and I have been watching the final season of Stranger Things during the break and generally enjoying it. We're on tenterhooks for the last episode drop on New Year's Day.

Once again, the series draws heavily on D&D, with miniatures, missions into the Upside-Down being called Crawls, and references to the Abyss as a different plane of existence. 

However, there's one reference that is niggling me. A character is described as being more like a sorcerer than a wizard, as they have innate powers. Now, the fifth series is set in 1987, during the halcyon days of the first edition of AD&D. It wasn't until D&D 3rd Edition that Sorcerers became a thing in the game rather than just an alternative name for a wizard.

RPG Stack Exchange has a great article discussing how sorcerers came into the game here

I completely get why they use the reference like this; many of the folks introduced to D&D through Stranger Things will only ever have experienced D&D 5e where sorcerers have always been a unique class distinct from wizards. It makes sense to use the analogy to explain what's happening on the screen as the audience will get it. However, when you've been playing the game as long as I have, you get drawn to the anachronism and discrepancy, just like I can never unsee a misplaced apostrophe!

Anyway, I definitely recommend the final season as it weaves strands together from the past. Hopefully the last episode will deliver an appropriate send off; if it doesn't, perhaps it would have been better if Vecna wins.

28 December 2025


 

24 December 2025

Xyntillan - More to do because Roll20 has added useful things (OSR) [Minor Spoiler]

A snip from a screen showing Map Pins in Roll20. The example shows a map with a bridge with an elf character token on it (with an 8/8 hit point bar). There is a red ghost text label ‘A1’ and then a pin with the words ‘A1 - Gatehouse’ below. Above that is a tool tip that shows the player description text from an handout, and in a grey-blue box, the GM text. The player text says: “ A1 - Gatehouse Much of the structure lies in picturesque ruin. Mossy, vine-covered gargoyles perch on the massive stone heaps.” and the GM Text says: “ 1:6 ambush by Gilbert Malévol "The Fox" (#01) and his merry men, 3d8 Bandits, demanding company to "Stand and deliver!" from fortified positions on top of the rubble.”

After yesterday’s post, I had a short call with Graham to test that I’d set up all the dynamic lighting correctly from a player’s perspective, and once I’d enabled vision for the token and assigned it to him, everything worked fine, which was really nice to see. We checked out lighting, whether the doors (secret or otherwise) worked, and whether the GM text was invisible. All good, which was a relief as it’s taken nearly two years and three Christmas breaks to get this far.

The OSE character sheet worked fine, which means that so long as I had my copy of Castle Xyntillan to hand, it’s good to go. 

However, then I noticed the new map pin feature that’s in beta on Roll20. This allows you to drag a handout to a location and have it appear as a pin as shown above. You can choose whether it is completely hidden or visible to the players. The example above is completely hidden (given away by the dotted line around the tool tip) but a simple click would reveal the text that isn’t blue-grey to the players. The blue-grey text is the GM hidden information on the handout. 

This is fantastically useful; as you can see above, I have the put a short description(*) there so I can immediately set the scene for the players, and I can see some of what may happen in the room below. I say some, because presently, the tool tip doesn’t scroll, but there’s enough to get me away.

(*) By short description, I mean the whole description as this is an OSR module and there’s not any fluff in the text.

This will make running the game so much slicker, I think that I need to add it in. It shouldn’t take too long, as I have the PDF, but it does need me to do this for every location!

I do think that Roll20 have really picked up the pace of their development. There’s lots of useful things (like the dynamic lighting for a page being in the main menu now, and the GM being able to change lighting settings with a simple right click on a token, and players being able to open their character sheets with a right click on their token, and auto-measurement of distance being live when moving tokens…) starting to appear and the VTT as a whole feels fresher and faster. Now, if only they could get AV properly stable…

24 December 2025

23 December 2025

The gates of Castle Xyntillan beckon (OSR)

An extract image from the cover of 'Castle Xyntillan' showing a part crossing the bridge to enter the castle. One has a pack animal and is raising a torch to light the archway, while being watched by gargoyles. Behind them the rest of the part stands on the bridge looking out and pointed. A skeletal party walks in the graveyard below, pointing at the brave adventurers.

Beyond the small town of Tours-en-Savoy, the road passing through the mountains branches.

Most travellers cross themselves and press onwards, hoping to reach the small priory on the pass before sundown, and continue towards Rüti Canton and its merchant towns. Yet some, mostly the foolhardy and the less than scrupulous, take the less travelled road climbing through the shadowy pine forests and into the silent mountains. There, after two days of travel, lies the Valley of the Three Rainbows, and on the shores of a crystal-clear lake, the crumbling parapets and fantastic towers of Castle Xyntillan.

How long the immense, ragtag building complex has stood is not known, only that it was erected on the remains of a much older structure. The masters of Xyntillan, the Malévol family, have ruled the province since Charlemagne and perhaps earlier, each generation adding to Xyntillan in its own way. Their corruption, and curious habits which have never put them on good footing with the Bishop of Chamrousse, has long haunted their reputation, leading to their spiritual and material decline. At last, the current head of the family, Jean-Giscard Malévol, decided to move to his smaller but less costly and considerably more fashionable summer palace in Chamrousse, and abandon his family nest to time and the elements.

However, that was not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps have fascinated the fortune-seekers of a dozen lands – and never mind the ghost stories.

Introduction to Castle Xyntillan, p7

Castle Xyntillan on Roll20 in a Chrome Browser window. The top of the screen shows the four levels built into the VTT, while the main window shows the dynamic lighting in play, with a GM layer view so the black and white map has red text on for the GM eyes only. The Chat window starts with a box that says "Thou dost return safely, but changed", then below it are test attacks by a character called Testa K'racta using a mace (hitting for 6 HP) and then a test save vs magic wands for the same character (which also succeeds on a 16). 

After lots of starts and stops, I've finally completed building Castle Xyntillan in Roll20. This is a large dungeon made for Swords & Wizardry for characters of level 1 to 6. I think I made this harder than I needed to, as I decided to set up dynamic lighting because I think it gives a much more creepy effect, which is right for exploring a (somewhat) abandoned chateau. 

It's been a bit of a learning curve, but it's almost there. The only decision I need to make now is whether to add the key characters into the Roll20 journal so I can just drag and drop them in. The biggest challenge I managed to create for myself was managing to put the maps on the Token Layer not the Map layer, but that was fixed quickly one I realised what had happened.

I've set this up to use Old-School Essentials because I like that rule set (and early D&D is pretty much interchangeable on the fly). I could see it being pretty fun for Shadowdark too, if that floats your boat more. 

This is one of those perennial projects that I dig into over the Christmas period. Speaking with Graham, it's kind of like the West March thoughts he gets. However, somehow I've managed to get the key bit over the line! I have to do a couple more tests, but hopefully I've now got a potential open house dungeon to use irregularly through the year.

I like the idea of a game with slightly less pressure for people to be there all the time. 

Do you have gaming projects you dig into over the festive periods, only for them to get set aside for the rest of the year?

23 December 2025

21 December 2025

Facebook, meh.

Message that greats you when you open the Facebook Messenger app in macOS now. "Messenger desktop app is no longer available. You can continue your conversations on the web or mobile. For your security, we recommend deleting this app.", which is followed by two buttons - go to web or learn more.

I don't like Facebook.

I use it because some of the active communities for gaming spaces are there, and also there are family and friends that I find easiest to reach there. The kind of folks who suggesting something like Mastodon or MeWe would get a blank look from.

Messenger has been a key way of communicating with those folks (although I use SMS/RCS/iMessage and WhatsApp much more commonly with the folks I talk to more).

Meta have just killed the desktop version of the Messenger App, meaning you need to go into Facebook to message folks or use the mobile app. Kind of frustrating.

Dialogue box with a message "You can try again in 11 minutes, 20 seconds. You have 4 more tries to enter your PIN before it won't work any more. If you've forgotten your PIN, you can reset it. Learn how.", followed by a button "Skip restoring".

I managed to typo my PIN for encrypted messages when I went to the web interface, so it gives you a 15 min wait before you can try to restore chat history again. And a scary '4 more tries message'.

While I'm waiting, here's a book recommendation:

Cover of a book with red background and an image of a pair of legs rising out of a blue rounded square like it's a pool. The top reads: "The Sunday Times Bestseller". The Title is: "Careless People - A story of where I used to work. Power. Greed. Madness." The Author is Sarah Wynn-Williams. There are two more promo quotes: "Jaw dropping - Financial Times" and "Devastating... highly enjoyable - The Times".

Sarah Wynn-Williams' autobiography on her time with Facebook is quite revealing and Meta has tried to cancel her as a result. She's not allowed to promote the book due to an injunction. Publisher info on the book here. The first third of the book, I was shocked with her naivety, the rest I was feeling for her and increasingly shocked.

It doesn't make me like Facebook any better.

21 December 2025

20 December 2025

What if the Satanic Panic never happened? - a UK response to a Grognardia post.

Still from Stranger Things Season one showing four kids playing D&D around a table in the basement

In a recent post on Grognardia, James Maliszewski pondered on what would have happened if the Satanic Panic about D&D never happened. Did it drive sales or did it drive some people away? (Probably both). Did parents discourage or encourage people to play?

I posted a brief response in the comments on his blog, but here's an expanded version.

I was fortunate that, despite growing up in a practicing Roman Catholic household where mass every Sunday was non-negotiable, my parents had open minds. They encouraged me to read widely, with library membership from a young age, and my father passed on his love of SF and fantasy novels (although he never read 'The Lord of the Rings' until after I did. I started to explore wargames, and then found out about roleplaying games from a magazine article and a library book that I talked about previously. My mother picked up a copy of Holmes Basic D&D from a local gift store for a Christmas Gift from my Aunt for me, and I bought myself the Games Workshop box set of Call of Cthulhu 2nd Edition, having failed to find a copy of either the little black books or Starter Set for Traveller

There was no pushback or resistance to me getting or playing these, and I started with a few games with friends locally before I started secondary school. I felt encouraged to do this. I only ever ran once for my family - a one-to-one Cthulhu session with the starter haunted house scenario with my father, who approached it very brutally (he blew the house up). What I didn't realise was that he had - in the past - got quite disturbed when he was reading books by Dennis Wheatley, which was the reason there was no horror in his otherwise fantastic library of genre paperbacks. He later told me the game brought back unhappy memories of that experience. However, it didn't stop him encouraging me.

Living in the UK, I started secondary school the same year that the Stranger Things kids started High School, and the Satanic Panic was something heard of and commented on but really something in the USA for us. My school was a faith one, a Catholic Comprehensive, so you'd have thought that if there was going to be any resistance, you'd see it there. But I didn't. The school actually supported me setting up a club - aged 12 - to play RPGs every lunchtime. We kicked off with Basic D&D and Call of Cthulhu but rapidly were into Traveller and more. Very soon we had a group of kids and several games masters. The school was always positive and supportive (and we ran several charity fundraising drives related to gaming). 

My Religious Education teacher, a rock and metal fan, was particularly supportive, having previously been involved in gaming via a sibling and university. Thank you, Miss Smith/Mrs Birch for supporting me in something that's stayed with me my whole life!

Overall, when people raised the question of the Satanic Panic it was quietly dealt with, and we never saw a blocker. We were just the geeks who were playing games at lunch like the Chess Club did, except back then no-one used the term 'geeks'.

The encouragement to explore roleplaying and the freedom to take responsibility for setting up and running a club helped build confidence, belief and engagement for me. I can only thank my parents and teachers for their support in doing this as it shaped my life and gave me something I continue to enjoy.

Where you supported or did you have barriers for your gaming life? Did you start more recently? What brought you into this space?

20th December 2025



14 December 2025

First Impressions - Deck of Worlds - Worlds of Chrome and Starlight (SF)

The Deck of Worlds "Worlds of Chrome and Starlight" set which shows which looks like a colony in space with windows. The box has a 'The Story Engine' logo top right, a 'Deck of Worlds' logo in the middle, under which is written 'WORLDS OF CHROME & STARLIGHT" and 'science fiction expansion'. The box is square.


I picked up the Deck of Worlds during the recent promos (you know, Black Friday, nearly Christmas etc.) as it's been something that intrigued me. Now, although I've put it away until later in the month, I decided to experiment with the SF expansion as that wasn't shrink wrapped and I was pretty curious.

Deck of Worlds is a GM/writing aide designed to get the creative juices going either by building a location randomly or by making choices having looked at the cards that you've drawn. It's a follow on from the Story Engine Deck(*) which did something similar for creating plots and stories.

(*) The Story Engine Deck always confuses me as the logo looks like the Story Engine RPG logo but it's completely unrelated)

 An example of the Deck of Worlds "Worlds of Chrome and Starlight" set in use. There are piles of six different card types surrounding a region laid out focused on a colony and anomaly in a fallout region. The text that follows describes the details on the cards.

There are six different types of card, each of which serves a different purpose. Using the example above, I'll talk through the differences.

  1. Regions - these define the broad brush scope of the area you're looking at. In the case above, fallout is the region type, implying that there is some form of contamination in play.
  2. Landmarks are found within regions. It's worth saying that I've nested these all together, but the example given in the box set is to generate a region, and then landmarks to go within it. Anyway, we have a colony with cisterns which is close to an anomaly. Three landmarks in a region of fallout.
  3. Origins cards define significant events in the past. In this case the fallout region is the site of terraforming incident, and the colony was founded by a political splinter group.
  4. Attribute cards add present day relevant features, in this case the anomaly is a source of precious fuel and a valuable industrial material.
  5. Namesakes are ways of adding nicknames or more details. In this case, the colony is a place without privacy and the anomaly is fractal and self-sustaining.
  6. Advent cards drive events that could change the area's future. In this case the colony has an important power source running out. Drawing a namesake card indicates that this is nuclear. A second advent card indicates that there has been a shocking data breach that exposed private secrets. In a colony without privacy, what could that be?!
I did a mix of random draws and selections to build the colony above, and I'm pleased with how it came out. I think I could build out a scenario or two from those inputs for Traveller or Star Trek Adventures

Let's try a second one.


An example of the Deck of Worlds "Worlds of Chrome and Starlight" set in use. There are two adjacent regions of craters and flows, with an observatory and vents shown on cards. The text that follows describes the details on the cards that extend on the landmarks and regions.

This time, we have two adjacent regions - some craters with floes nearby. In my head, these are linked. The craters are the location that the first shot of the Great War was fired, an orbital strike. They're visible from space, and recent drilling at the location has broken into something shocking, and a silo of something dangerous is starting to leak fumes. There is a solar observatory at the craters, the hiding spot of world ending tech (perhaps linked to the orbital strike and silo?) and the landscape is irradiated and blasted. The observatory is infamous as the site of a terrible experiment involving plasma technology.

The floes have an unusual geothermal vent, and something about the floe region has resulted in a signal dead zone. However, a mysterious signal is now being received from the area - is it an energy pulse showing pre-war technologies reactivating, a message or a distress signal.

Again, I think that this would be really easy to extend into Traveller or Star Trek Adventures scenario.

So my first impression of these cards from the Deck of Worlds is that they will be really useful.


14 December 2025
(3rd attempt due to Blogger issues).

09 December 2025

Traveller - Porting Traveller to D&D5e, a thought experiment

an image of the Traveller 5E logo which has the subtitle 'SF Adventuring for the World's Greatest Roleplaying Game'.

On the 27th November 2025, Mongoose Publishing put the cat amongst the pigeons by announcing that they intended to bring out a D&D 5E edition of the game. 

Facebook post from Mongoose Publishing 27th November 2025. There is an image of the Traveller 5E logo which has the subtitle 'SF Adventuring for the World's Greatest Roleplaying Game'. The text below reads: "Coming from World's Largest RPGs (not Mongoose, the current Traveller is not disappearing!) in 2026! The best science-fiction role-playing game ever, adapted at last to the world's most popular rules! All of Traveller's key activities (character and world generation, personal and ship combat, you name it) fully converted to 5E's exciting, heroic game system. Spearheaded by GDW and TSR veteran Timothy Brown, with a savvy team of Traveller and 5E experts, and in full coordination with Mongoose Publishing, this new approach goes beyond just the established universe, paving the way for whole new settings. No small undertaking, Traveller 5E is envisioned as combining the key Mongoose Publishing books into new volumes, making a 4-5 book, potentially 2,000+ page slipcase set, with a steady flow of rules, adventures, and entirely new settings to follow. It's a gateway, a portal, to bring lots of gamers loyal to their favourite game system into the Traveller community. Traveller 5E, coming from World's Largest RPGs, crowdfunding in March 2026. #ttrpg #TravellerRPG" and there are 290 comment, 57 shares and 'like', 'wow' and 'sad' emojis.

This immediately led to panic (OMG are they abandoning Traveller's Engine) to vitriol (I hate 5E, why are you doing this) to more sanguine takes (This is good for the game as it will grow sales). Personally, I'm more in the latter box, and for me Traveller is the world's greatest roleplaying game. The previous D&D-engined Traveller T20 didn't harm the game and had some decent supplements (for example the Gateway campaign), plus it used High Guard as the basis for its starships.

Which led me to wonder how I would do this to maximise compatibility between the two editions.

1) Attributes

For these, I'd simply rename them in line with Traveller's conventions. You'd have to move the nobility thresholds for a 3D6 distribution, but otherwise it's pretty similar.

2) Hit Points

These are a sum of the physical attributes as usual; so a Traveller would start a little stronger on average. There would be limited opportunities to increase these.

3) Skills

I'd keep the skill levels in line with Traveller and they would come from your life path / career generation. If you have no skill in an area, you roll with disadvantage unless you have Jack-of-all-Trades (which may only ever be a single level or perhaps something like a feat that comes from a career path).

Need to reconsider how task chains would work when helping.

4) Careers and Terms

This is one of the big changes I'd make. The number of terms you serve in your career determines your level and the number of skills, mustering out elements, attribute mods you get. Serve two terms and you're Level 2, serve 9 terms and you're Level 9. Aging works as usual (you get to make a save based on a D20 DC target). Once you level up, that's the end of most skill development (it goes slowly like it does in core Traveller and you can accrue XP through training etc to get the next level).

I'd consider whether you get a general proficiency bonus in a career based on the levels you have in it. I think that would make sense, like a professional skill.

5) Combat / Guns etc.

I'd keep these the same stat-wise - hit points are on the same scale. Probably have some damage effect levels like core Traveller. Armour would affect damage as current with the only AC mods coming from dexterity.

6) Starships etc.

Again, I'd keep these the same and just adjust the skill rolls. 

7) Psionics

I'd likely treat these a bit like feats - you'd spend PSI to activate. May need to raise the cost slightly to align.

8) Conversion table

I'd have a simple table to map attributes between 2D6 and 3D6 scales.

Anyway, that's how I'd approach it from a top level perspective. A D&D 5E recognisable version that would be easy to hot swap material between system versions.

What would you do if you were designing a D&D 5E version?

9 December 2025