Sunday, April 12, 2026

12 April 2026 Castles&Crusades and Greyhawk

 12 April 2026

    Not too much going on, gamewise. We are playing Lord of the Rings 5e, which we are all enjoying. Dan is certainly a master of Middle Earth! I am desperately trying to get my Greyhawk/Blackmoor game up and running again, but it's been hard since people--including me--have to keep cancelling. It pissed Ed off to no end, and I don't blame him. He's a social guy, and when he plans to play, then doesn't, he gets cranky. of all of the players in our group of six, Ed is definitely the most consistent. 

    I am going to sell some stuff to Noble Knight if they offer me a fair price. I am getting rid of things I don't want or need, and I am not buying anything new, even though there are some tasty Kickstarters out there from the Troll Lords. If I am patient, I can get the stuff for 50% off once its in circulation. One thing I learned during Lent: do not impulse buy. But: it is hard. My precioussssss...

    I also told my brother that I am not too into his grand idea of turning this into a business. I love, love, love these games, and I love playing them, but creating content isn't something I really enjoy. I take stuff from all over, chop it up, slap it back together, add my own ideas, then run it. That's what I've always done; that's the joy for me. I love being a game master. Writing modules? Not so much. 

    So I'm kicking around the idea of just running in Greyhawk going forward, and using Castles&Crusades as the ruleset. I do still really like DCC, but it's a bit silly for me, even though it's super fun to play. It's a true beer-and-pretzels game, and all we do is laugh! But I like to run a bit more serious of a game, so C&C in Greyhawk will be my jam. This week. God knows I've changed my mind before. I have been listening to a podcast interviewing a guy who has been running the same campaign for 46 fucking years! Amazing. 

    This guy, Lord Gosumba, has had God knows how many players and does something I find interesting: he sets up a region that evolves in response to what his players do, but also evolves on its own without their influence or input. So I thought a bit about this as I was walking this PM. Identify a region, set up an onion (low level danger, connected to medium level danger, connected to high level danger), advance the timeline, and when when group is done, start the next group in the same place. Ed has done something similar with his DCC game and I like it. I'm thinking this through, but it's an intriguing idea. 




Thursday, March 26, 2026

26 Mar 2026 On Not Being A Writer

     I have come to the realization that I don't like writing adventures. I'm not sure why this should be a surprise: in 45 years, I don't think I've ever actually written a full adventure. What I do do is take what other people have written and make it my own. I suppose this is good information to have and my little brother is trying to start up some kind of a gaming company, and would like me to be a part of it. I fear he may be disappointed. 

    Here is a true story related to this issue. In the summer of 2003, I decided to finally write a novel. At that time, Wizards of the Coast was still publishing many, many fiction books set in their de facto campaign world, the Forgotten Realms. The things that had always held me back from my dream of becoming a writer were no longer an issue. I had a full-time job, I was happily married, I was no longer in school. My life had settled down into a very happy and comfortable place, and now--now at last!--I could do the thing I had dreamt of doing for most of my life: write. I had the summers off. I had a genre I loved. I had time, time at last, to be a writer.

    And...I fucking hated it. I wrote one chapter then stopped (it was a good chapter, I'll say that much). I would put off writing, write then delete, write a little, write a lot, disregard, avoid, and generally not do the thing that I had told myself I wanted to do for (at that point) twenty years. I felt guilty. I felt frustrated. I felt disappointed. I felt a bit angry. I felt sorry. Finally, by mid-August of that year, I gave myself permission to stop putting so much pressure on myself and just stop. When I did, I felt this enormous wash of relief come over me. I knew then, 23 years ago, that I was not a writer, that I wasn't going to become a writer, and that the gap between how I imagined it and how is actually was was unbridgeable. I don't think I've written a single piece of fiction longer than five or six pages since then. 

    So pecking away at module/adventure writing over the past six months or so has reminded me that I am, in fact, not a writer. I don't enjoy it, I'm not that good at it, and I feel the same kind of pressure that I did in the summer of 2003. I am stopping. I don't want to. And that's fine. 

    My wife is a writer. She writes full-time. She published books, goes to author signings, and makes mad money. The sheer amount of work that she does--most of it not related to actual writing, but rather to the running of her business--is exhausting to simply watch, let alone do. Living with a real-life working author has only underscored the reality that I am, in fact, not one. So be it. 

What does that mean going forward with the inchoate Wicked Place Games? Well, my super power--the thing I absolutely love to do-- is run games. I am a game master, and I am good at it (I think). Running games, creating stories, connecting things together, taking an idea and running with it, and using my imagination to cobble together disparate parts from all of the bats flying around in my belfry--books, stories, movies, songs, legends, lore, myths--is the part of the TTRPG space that gives me energy and gets my mind roaring. So Dennis and I will work out something; some way to make this a part of our lives as we approach retirement and begin the next phase of life. But writing is not going to be it, I think. I just isn't something that I enjoy. 




Wednesday, March 18, 2026

18 March 2026 On the Design Struggle Bus

     I admit: writing TTRPG stuff is hard. I don't love it. So far, I have written three scenarios--The Slime Lord, Old Gnaw, and the Spring Tower. They are fine. They need to be play tested and refined. I started to write a module for Castles&Crusades, The Runes, but I got in over my head really quickly. The reality is, I am not really enjoying the process. I love playing games, and running games. Writing them is less fun. I haven't been able to GM since October because things at home are challenging right now (and have been for almost two years). I just don't have the bandwidth.

    I wonder if I am casting my net too widely. I am thinking about working backwards, i.e. starting with an encounter or two, like as gourmet as I can make it, then building outward. I have been kicking around the idea of populating a small city and seeing how that feels (vs. a region with various encounter points--random, set, etc.) 

    I like Matt Colville. He is the main guy behind MCDM, a small gaming company that punches very much above its weight (it's only 12 full-time employees, but makes remarkable things). His Running the Game series on Youtube has been a delight over the past five or six years as he is a guy who thinks deeply and well about TTRPGs: how they work, how to think about them, and how to design them. He is an open book about game design, and as he (and his team) developed their own game, Draw Steel, he produced design journals on Patreon so that people could watch, almost in real-time, how their game was being built. Fascinating stuff. One of the things I've learned from him over the years is to question assumptions. Why do we use dungeons? What is a dungeon? Why do we use the six stats, generally speaking? How do we do monsters, and why? These kinds of inquiries get to the root of game design. 

    So I'm wondering if I am going to large at the outset. The reality is, I haven't ever done this before. I've played and run games for 45 years. I've never written actual material for someone else to play. I think I'm going to try narrowing my lens; making the aperture smaller, and see how that goes. Let's see how a five room dungeon goes. That's the most basic unit of ttrpg writing. 




Saturday, February 28, 2026

28 February 2026 Lent and Drinking from the TTRPG Firehose

 

    I have a buying problem. I buy too much TTRPG stuff. I see things, I get Dragon Sickness, and then I purchase them. Sometimes I'll sell them just so I can buy more stuff. There is something to be said about being a collector for sure: I love these books, and--at least in the past--they tend to become more valuable over time, but truthfully, I am often just buying stuff to buy it. There is so much TTRPG product out there, and it is so incredibly compelling to me, that I feel like I am trying to drink from a fire hose. In January, I realized I spent close to $600 on game stuff! A bunch of books from Troll Lords, a bunch of online stuff for Foundry/Forge, and an entire expensive set of books for Dolmenwood. It's not like I don't have the money, but when I added it all up, I was given pause. Felt wasteful. So for Lent, I decided to not buy anything at all re: gaming and books. Sounds like such a simple thing to do, and it is, but...it's hard. I have noticed the tempation already, multiple times in just one week. I crave...I covet...I desire...I needs it...I wants it..the Precious...

    We have been playing Lord of the Rings, which is fun. I have wanted to get my C&C Greyhawk game going again, but things at home are often times unstable due to issues with my younger daughter, so I can't really focus or commit to game mastering. I've been feeling a bit off lately, too, so that's made things spicy. I have been dicking around with different adventure ideas that I have, trying to lock in and figure out what I want to work on next. Generally speaking, all is well right now, so I'll save my money and use my imagination for free for the next several weeks.




Friday, February 20, 2026

20 Feb. 2026 "Curses to the dragon! Curses to Smaug!": AI, Foundry, DCC, and C&C

     It's been a while since I wrote. I fucked around with Foundry for a few weeks and ended up not loving it. There is a lot you can do with it for sure, and there are many more games available on that platform than there are on Roll20 (at least, the ones that we play). But I got entirely sick of fiddling around with settings every time I touched the thing. So as me brudder pointed out, you can set things up exactly the way you want them (true), and you get better at it the more that you do it (also true). I'm sure I'll go back to it at some point, when we are playing OSE or something, but for now, I think I'll stick with Roll20 for the games I am running/would like to run. 

    But even Roll20 is getting a bit fancy, which brings me to my thoughts about AI. Just screwing about, I was able to make a short .gif of an AI generated video that captured what was in my imagination with near perfection. It looks awesome, and I was able to add it to Roll20. Really cool for atmosphere. So instead of me trying to describe what is in my imagination, I outsourced it to Grok, which scoured the internet for other people's work then regurgitated it for me. 

    I admit, I found it a bit depressing, but AI is now everywhere, all the time. It is unavoidable. How much I want it to be a part of my life is something I think about a great deal. For me, the core satisfactions I get from this hobby are social (it is something I do with my friends) and imaginative (it is my creative outlet). While AI and VTTs are helpful tools--and to be honest, we wouldn't be playing at all without a VTT (or would we? More on that in a moment)-- I have this uneasy feeling that AI is going to consume everything if we let it. If you are interested (whoever you are, reading this unremarkable blog) you can see my deeper thoughts on the subject here: Against the Machine

    Tolkien hated the Machine, too, so I will stand with the dwarves of Erebor and pledge myself to resistance in this most important part of my life. Make no peace with evil. Curses to Smaug! 

    So, anhwhoo, I have been reading and writing some DCC content. Thus far, I've completed three DCC adventures and I'm kicking around an idea for a fourth. We've been playing The Lord of the Rings (the Free League 5e variant) with Dan in the DMs chair, and we've all been enjoying it a lot. Last night we tried Basic Role Playing on Foundry--Dennis running the show-- and had a good time with it. It was just a short science fiction scenario based on the old TV show Space: Above and Beyond, and it was a lot of fun. I am hoping to re-engage with my C&C Barrowgate game in the very near future. That is a good campaign that we all like.




Thursday, January 8, 2026

8 January 2026 Foundry and Old School Essentials (and Foundry)

     After a long period of hectoring gentle suggestion by my brother, I finally purchased the Foundry VTT system, as well as the Forge...implementation, I guess. Then, naturally, I had to buy the DCC ruleset, a huge campaign, and a module. All in all it set me back about $200, but that very same day I received my first "We're Sorry We Made You Deaf" check from the Department of Defense for $180. The universe provides. 

    Foundry, so far, seems like it has a lot of options, but I am going to have to fuck around with it a great deal to learn how to use it. It's a little disappointing to have to leave Roll20 behind after six years, but it doesn't have great implementations of the games we are playing and Dennis swears that it's better, so we shall see. From what little I've messed with, DCC is certainly way better on Foundry/Forge. 

    I am hoping to restart my Barrowgate campaign, on hold since late October due to issues taking place at home. I was just going to move on to something else, but Dennis, Ed, and Dan said they wanted to continue that particular game, which was flattering to hear, so we will! I'm going to use this as an opportunity to learn Foundry/Forge, and to try out something new: Old School Essentials. I have this game on my shelf, and my understanding is that's it's a cleaned up version of the old B/X rules with a good helping of AD&D DNA inserted into it. The irony of going from AD&D in the 90s to all these different systems--3e, 5e, DCC, Dragonbane, BRP, Castles&Crusades--then landing right back where I started is not lost on me. It is a very simply game compared to modern rule sets, so I am curious if we will find the action economy too plain (that's a complaint that I had about AD&D way back when) when compared to more dynamic systems. I am forever looking for the Goldilocks system: not too hot, not too cold. C&C came very close, as did Dragonbane. I love DCC, too, but it's hard to take it seriously, which is fine: it's a frigging ball to play. All we do is laugh!

    So we shall see how all of this goes. It's nice to have a hobby, to have the resources to pursue the hobby, and others to enjoy the hobby with. 


(4 day later): I have dipped my toes into Foundry. There are a lot of little setting points that have big impacts (i.e. setting about vision on the token prototype, the token on the board, and the scene). Lots of little dohickies and gewgaws to learn. While I appreciate that Foundry has way more games available, I am not finding it easier, or better, than Roll20. I just need to do more reps. 





Wednesday, December 31, 2025

22 December 2025 Random TTRPG Musings

 22 December 2025


    Yesterday was the first official day of winter. It is cold and dark. I have nothing to add about that.

    I had been working on a Castles&Crusades adventure, but I never felt that good about it (even as it was coming along fine). I find the system to be a tiny bit vanilla, to be honest, and the market is teeny-tiny if we ever wanted to actually sell things. Then, I started working on something for BRP, a system I really like, but found it a tad too crunchy for my taste re: writing. Playing, sure, but writing? Then, I took what I was writing for BRP, switched it over to DCC, and let my imagination loose. The system is incredibly easy to work with (you can see the comparison of a BRP stat block vs. a DCC stat block below, both for the same creature, a ghoul), and it brings out the absolute crazy in me. As a life-long fan of Sword&Sorcery, Appendix N books, and Weird Tales, DCC scratches a deep itch in my brain for just my plain fucking gonozo imagination. Space-horror! Sci Fi-fantasy! Mix is all up in a pot and see what comes out! So fun!




12 April 2026 Castles&Crusades and Greyhawk

 12 April 2026      Not too much going on, gamewise. We are playing Lord of the Rings 5e, which we are all enjoying. Dan is certainly a mas...