Here’s the thing: sometimes the most practical advice is something you already knew. My top book of 2024 doesn’t reinvent the wheel. It’s not a new philosophy or a groundbreaking productivity hack. Mostly, it’s a book that tells you, plainly, to wake up early and take charge of your day. And you know what? I … Continue reading Top Read of 2024
Year: 2024
Suitors of Thune
A social matrix game for your entertainment! 🙂 Rules Start with a problem. Say what happens next. There is no order of play. Anyone can add to what happens. If two or more players have different ideas of what happens next, they each roll 2d6, re-rolling ties. What the highest roller said happens next. The … Continue reading Suitors of Thune
Jagged D&D
Shipwright "Are you an "evens" person or an "odds" person?" my mentor asked while we sat in his backyard. "Evens," said I. "Thought so. "Evens" lends itself to perfectionism, uniformity, rigidity, and compulsive behavior." I thought back to my obsession with orderly tables and layout while creating Adventure Hour! and editing blog posts long after … Continue reading Jagged D&D
Playing With Youngers: Revisiting Games Online for Kids
Hey there! I just ran across your interview on the Bastionland podcast this morning and was super interested. I'm a longtime teacher and currently run Shadowdark in an after school club for middle schoolers. I've also dabbled a bit in Outschool. Are you still running games/courses there? I'd love to hear more about your experience … Continue reading Playing With Youngers: Revisiting Games Online for Kids
Cold, Dead Handshakes: Getting to the Spirit World
"'Tis but one way to fight those nightmarish haunts stalking the swamps and cities, laddie. Macabre and unsettling, but as they say, 'fight fire with fire.' Same goes for ghosts, I s'pose. To get to the spirit world, you'll need a guide. But don't ye dare take MY hand. Take this one. Fairly old, that … Continue reading Cold, Dead Handshakes: Getting to the Spirit World
Monsters of might, myth, and contradictory rumors
Henrick Tamm A lot of the OSR is about trying to re-create that first feeling of adventuring: The world is strange. There's much to be discovered. Your decisions matter. Magic is magical. Monsters are monstrous. The OSR often invents new monsters or gives twists on existing formulas to recapture what it was that made monsters … Continue reading Monsters of might, myth, and contradictory rumors
The World of 100 Wonders
There is no magic in this world but for these one hundred items... Find the PDF on the itch store! 🙂 The original text comes from Patrick Stuart of the False Machine blog. These entries have been edited out of fascination to increase their likelihood of arriving at more gaming tables. Find the original article … Continue reading The World of 100 Wonders
Firefly: The Game as a Four-Legged Traveller Sandbox
What if you could take Firefly The Game and transform it into Traveller? After reading Sir Poley's Four Legs of Traveller series, you'll come to understand there are four beating hearts nested together within the Traveller framework: Ship Mortgage Payments Random Character Creation Random Encounters Patrons Goal Normally, Firefly The Game runs on a Story … Continue reading Firefly: The Game as a Four-Legged Traveller Sandbox
Change Your Tools, Change Your Life
When you recall your day, you might boil it down to some actions you took, some things that happen to you and how felt about those things. Let's focus on actions because what happens to you is less in a person's control and how you feel about those things is a lesson in Stoicism we … Continue reading Change Your Tools, Change Your Life
Haunted Hogwarts Matrix Game
Rules: Start with a problem. Say what happens next. There is no order of play. Anyone can add to what happens. Any player may challenge what another player says and SPIN THE WHEEL. The host may veto what another player says, but this must be done before the wheel is spun. The game ends when … Continue reading Haunted Hogwarts Matrix Game









