Some shiny links from about the internet! For even more, try last weeks set found here or the weekly r/OSR blogroll or check the RPG Blog Carnival. Bloggie-nominated. Originally inspired by weaver.skepti.ch, delinked by request.
Attronarch's Athenaeum launches RPG Blog Carnival: Underworld & Wilderness Adventures
ToucantSam hosts mini map jam
Rise Up Comus posts The retinue came arrayed in their finery and their armor [In the House of the High King]
The Tao of D&D gives us Subterranean Infrastructure and You
Gibbering Pudding writes So, what do you want to do?
PonderTheGoose gives us Against the Odds: Incentivized Play
To Be Resolved shares Making a Character You'll Enjoy Playing
For Want of a Silver Bullet posts Go For The Schmuck Bait
Luck Roll writes Zoning Out
For Want of a Silver Bullet gives us Magic's Psychographic Profiles Work For RPGs Too
Dungeon Merlin shares You probably already know how to be a better player—you’ll just have to take it seriously
Lostwatcher Games posts 10 Tips for Roleplaying Characters in a Faction
Jellyfishlines writes HOW TO BE A GREAT TTRPG PLAYER (PERSONAL ADVICE I’VE LEARNED)(YMMV)
Farmer Gadda's TTRPG Hayloft posts Player Advice Bandwagon - Gadda's Entry
LootLootLore writes I am sorry, but you should show your entire ass
Personable Thoughts writes Questions to ask yourself as a player
B/X BLACKRAZOR shares Being A "Good" Player
02 November 2026
29 October 2026
d10 repurposed artefacts of the ancient dwarves (RPG Blog Carnival)
Vulcan Stev's Database gives us this months prompt Magic Items, the Weirdest and Best for the RPG Blog Carnival.
We have previously visited the Dwarf Roads carved by the ancient dwarves when their airship-empire buckled under the cults of the Final Star, let us now look at some more specific artefacts from their early epoch of alchemical-botanic mastery before the meat grinder of the war against the Final Star.
1. Portable Forge - 'portable' in a dwarven sense, this cunningly wrought forge-and-anvil is designed to be carried and used where needed for repairs. The forge flame should be fueled by cannisters of extracts of plants now believed extinct but it has been found that by removing the cover from the flame and feeding things into the furnace door quickly, the white-hot flame can be summoned and sustained for brief periods. The flame can burn through anything from dragon-hide to stone and the furnace itself can consume and destroy all but the most potent magical artefacts.
2. Scribing tool - intended to aid creation of artworks on the bronze bulwark doors of the dwarf roads with a tiny, very hot flame, it has been found that replacing the original fuel source with high proof alcohol and twisting the nib to its fullest extent makes a passable short range-flame thrower. Consume one bottle of high-proof alcohol or other flamable liquid to cast Burning Hands.
3. Herbal extractor - a twisting complex of pipework in a 1'x1'x6" slab. Openings on one end are intended to take herbs and concentrate them down to extracts before extruding them through a dropper. Meant to seat in a slot within a treatment bed or a medical automata, it can be act as a standalone distilling and concentrating unit. The extrustion dropper is sturdy, it is possible to spike something with it and inject them directly with whatever has been stuffed into the input hopper.
4. Eclectic Thread - a later development from the Membrane Wars, this spool of woven metallic thread allows magical devices to be bound together. Historians suppose this was for repairs but it has been found to be potent for combining any magical items and allowing them to occupy less space (combine to occupy one inventory/wearable slot) though which item triggers on use can be tricky (Spellcraft/Arcana check to get the one you want).
5. Fossil-raising staff - drag the tip firmly around a fossil or other rock-embedded object to crumble away the rock matrix. Rub the wire-bristled top across the fossil of interest and it will animate as Animate object, with HD appropriate to the size of the original creature. The only limitation is the supply of fossils and labor time to scribe out and brush over the fossils of interest - it seems to be powered by the effort of the user. Fossils remain active for a full turn of the moon after being awoken.
6. Ring of Shadowlessness - wear this ring and your shadow disappears and you become immune to any light based attack or effect where light has to fall upon you. You become difficult to see, giving bonus to visual-based stealth checks. Every day of being worn, pass a DC5 fortitude save or lose a point of constitution.
7. Navigation console - another rectangular slab 1'x1'x6" containing a whirring nested orrery- this was pulled from a transcontinental airship and will direct you to wherever you ask it to, as long as it recognises the name. Learning the lost names of ancient dwarven holds would allow it to unerringly take you there.
8. Long range voice caster - this is bronze spiral horn that can be worn over the shoulder, full of baffles and flanges that somehow magnify words spoken into it and make them clearly audible to people at great distances, regardless of what is in between. A few finger-buttons along the front edge allow the distance to be adjusted, the voice caster must be accurately pointed in the correct direction independently. Experimentation has shown that holding down all the buttons and speaking loudly creates an effect like a Shout spell, with 5d6 points of damage at 30ft. Adjusting the buttons allows the range to be increased though the damage reduces to 1d6 at 50ft.
9. Excursion block - another rectangular slab 1'x1'x6", mostly smooth sided except for gearing sockets at the back and a set of small pins in holders can be pulled out and given to folk. Twisting a knob to point at the pin-holder makes a circle filled with multicoloured metal grains display general health indicators for the person wearing the pin. These health indicators are somehow always the most relevant one at the moment - vertical descent speed, rate of blood loss, local oxygen decline rate, etc.
10. Testing Harness - a cross between a person-sized bronze octopus and a large pumpkin with three slots, this has a half-dozen articulated tentacles with manipulator claws on the end and a pristine one has clusters of optics and bristling sensors on the side. The slots are sized to take any of the 1'x1'x6" slabs above and the testing harness can then self-propel and use whatever capabilities the slab has.
All of the above can be found in the tunnels and vaults of the ancient dwarves, occassionally resting inside console panels, often amongst the scattered bones and armour of a battlesite or loose on the corpses of looters. Sages suppose that there may be complete examples of ancient dwarven airships in glaciers or at the bottom of anoxic lakes that would allow the full potential of these slabs to be revealed.
For more odd items I have two threads - the legacy of the Predator Queens with their corrupted elven tools and weapons - and the illithid artefacts both big and small from Spelljammer.
Other references:
The Final Star - Bearded Devil
Jungle Dwarves of Forgotten Gorzu - Lizardman Diaries
We have previously visited the Dwarf Roads carved by the ancient dwarves when their airship-empire buckled under the cults of the Final Star, let us now look at some more specific artefacts from their early epoch of alchemical-botanic mastery before the meat grinder of the war against the Final Star.
1. Portable Forge - 'portable' in a dwarven sense, this cunningly wrought forge-and-anvil is designed to be carried and used where needed for repairs. The forge flame should be fueled by cannisters of extracts of plants now believed extinct but it has been found that by removing the cover from the flame and feeding things into the furnace door quickly, the white-hot flame can be summoned and sustained for brief periods. The flame can burn through anything from dragon-hide to stone and the furnace itself can consume and destroy all but the most potent magical artefacts.
2. Scribing tool - intended to aid creation of artworks on the bronze bulwark doors of the dwarf roads with a tiny, very hot flame, it has been found that replacing the original fuel source with high proof alcohol and twisting the nib to its fullest extent makes a passable short range-flame thrower. Consume one bottle of high-proof alcohol or other flamable liquid to cast Burning Hands.
3. Herbal extractor - a twisting complex of pipework in a 1'x1'x6" slab. Openings on one end are intended to take herbs and concentrate them down to extracts before extruding them through a dropper. Meant to seat in a slot within a treatment bed or a medical automata, it can be act as a standalone distilling and concentrating unit. The extrustion dropper is sturdy, it is possible to spike something with it and inject them directly with whatever has been stuffed into the input hopper.
4. Eclectic Thread - a later development from the Membrane Wars, this spool of woven metallic thread allows magical devices to be bound together. Historians suppose this was for repairs but it has been found to be potent for combining any magical items and allowing them to occupy less space (combine to occupy one inventory/wearable slot) though which item triggers on use can be tricky (Spellcraft/Arcana check to get the one you want).
5. Fossil-raising staff - drag the tip firmly around a fossil or other rock-embedded object to crumble away the rock matrix. Rub the wire-bristled top across the fossil of interest and it will animate as Animate object, with HD appropriate to the size of the original creature. The only limitation is the supply of fossils and labor time to scribe out and brush over the fossils of interest - it seems to be powered by the effort of the user. Fossils remain active for a full turn of the moon after being awoken.
6. Ring of Shadowlessness - wear this ring and your shadow disappears and you become immune to any light based attack or effect where light has to fall upon you. You become difficult to see, giving bonus to visual-based stealth checks. Every day of being worn, pass a DC5 fortitude save or lose a point of constitution.
7. Navigation console - another rectangular slab 1'x1'x6" containing a whirring nested orrery- this was pulled from a transcontinental airship and will direct you to wherever you ask it to, as long as it recognises the name. Learning the lost names of ancient dwarven holds would allow it to unerringly take you there.
8. Long range voice caster - this is bronze spiral horn that can be worn over the shoulder, full of baffles and flanges that somehow magnify words spoken into it and make them clearly audible to people at great distances, regardless of what is in between. A few finger-buttons along the front edge allow the distance to be adjusted, the voice caster must be accurately pointed in the correct direction independently. Experimentation has shown that holding down all the buttons and speaking loudly creates an effect like a Shout spell, with 5d6 points of damage at 30ft. Adjusting the buttons allows the range to be increased though the damage reduces to 1d6 at 50ft.
9. Excursion block - another rectangular slab 1'x1'x6", mostly smooth sided except for gearing sockets at the back and a set of small pins in holders can be pulled out and given to folk. Twisting a knob to point at the pin-holder makes a circle filled with multicoloured metal grains display general health indicators for the person wearing the pin. These health indicators are somehow always the most relevant one at the moment - vertical descent speed, rate of blood loss, local oxygen decline rate, etc.
10. Testing Harness - a cross between a person-sized bronze octopus and a large pumpkin with three slots, this has a half-dozen articulated tentacles with manipulator claws on the end and a pristine one has clusters of optics and bristling sensors on the side. The slots are sized to take any of the 1'x1'x6" slabs above and the testing harness can then self-propel and use whatever capabilities the slab has.
All of the above can be found in the tunnels and vaults of the ancient dwarves, occassionally resting inside console panels, often amongst the scattered bones and armour of a battlesite or loose on the corpses of looters. Sages suppose that there may be complete examples of ancient dwarven airships in glaciers or at the bottom of anoxic lakes that would allow the full potential of these slabs to be revealed.
For more odd items I have two threads - the legacy of the Predator Queens with their corrupted elven tools and weapons - and the illithid artefacts both big and small from Spelljammer.
Other references:
The Final Star - Bearded Devil
Jungle Dwarves of Forgotten Gorzu - Lizardman Diaries
26 October 2026
Shiny TTRPG links #300
Huh, 300. Well here are some more shiny links from about the internet! For even more, try last weeks set found here or the weekly r/OSR blogroll or check the RPG Blog Carnival. Bloggie-nominated. Originally inspired by weaver.skepti.ch, delinked by request.
Puzzle Dungeon shares Lair of the Lamb: One-Shot Edition
Valeria Loves gives us I was Wrong about Hirelings
Rise Up Comus shares What players want to know: 21 needed answers for session 1
Ladino's Rogue Thoughts posts Blogwagon - Be a Good Player
Today, I was... posts The Centre
Rise Up Comus writes Dungeoncrawling Advice for Players
AMONG CATS AND BOOKS shares thirty questions for sandbox campaigns
Ruckerworks writes What murder mystery writers’ ‘Fair Play Rule’ can teach D&D dungeon masters
Blog of Forlorn Encystment gives us Successful Adventures, or How to Win in AD&D
Puzzle Dungeon shares Lair of the Lamb: One-Shot Edition
Valeria Loves gives us I was Wrong about Hirelings
Rise Up Comus shares What players want to know: 21 needed answers for session 1
Ladino's Rogue Thoughts posts Blogwagon - Be a Good Player
Today, I was... posts The Centre
Rise Up Comus writes Dungeoncrawling Advice for Players
AMONG CATS AND BOOKS shares thirty questions for sandbox campaigns
Ruckerworks writes What murder mystery writers’ ‘Fair Play Rule’ can teach D&D dungeon masters
Blog of Forlorn Encystment gives us Successful Adventures, or How to Win in AD&D
23 October 2026
Campaign Restart #2 - Ducal House squeezes from the vice of scheduling
We managed to restart Ducal House after a seven month break - a second child-related campaign hiatus - putting it on the road to completing year seven as we hoped. The hiatus dropped on us unexpectedly early, shortly after I wrote 'Year Seven Begins' so the 149th session mentioned there was the last, we restarted with session 150.
We forecasted a six month break and would have achieved that but for the bard getting sick, so I consider that pretty reasonable adherence to plan.
Once we got things kicked off there was a fair bit of 'this was the plan we agreed back then, cannot recall why we chose that, but let us execute it rather than relitigate the whys and hows' - and so they set off via teleportation to their most northerly familiar location, the Temple of Kord upon the Plateau of Jor, then windwalked onwards from there. They spotted and messed with some harpies carrying a chest, then became ensnared in the 'Spirit Snare' (see room 47 of The Guest Stars compiled by The First Gokun for GLÅUGUST 2026.
Art of the group by the Bard
As I punched in the session numbers I was struck by how there seems to have been three eras to the campaign going by gaming intensity
Era #1 - up to session 57, where we ran an average 3.5 sessions a month, getting 20 hours of gaming in
Era #2 - across the first campaign hiatus and up to session 142, getting ~ 7 hours a month in over 2 sessions
Era #3 - from 143 to now, getting just over a game a month on average, 4.5 hours
What this means is that I need to tighten up my game style for the shape of the sessions we can expect to have or otherwise things are likely to drift in an unsatisfying manner.
Thinking back to the different game phases - the initial phase was super roleplay focussed. With lots of relationships, lots of direct 1:1 RP and direct interactions with NPCs. Chewing the scenery, interacting with everybody, splitting up, lots of spotlight shifting around and so on. This was typical for the first 57 sessions, concentrated in Thenya. That ran from start in March '20 up to July '21.
The second block was questing basically - two big cycles, what became The Dukes Last Quest and then recovering the sword of the forgotten god. The first encompassed the journey to the Plateau of Jor, negotiations with the Giants, searching for Lost Conchordia and venturing into the Temple of Annam. After a brief time back in Thenya to bury the Duke, they set off again, this time to the Land of the Dead to retrieve the artefact sword and then slay that gods last avatar with it. This was much more high impact wilderness adventuring. We skipped over the real crawl adventuring because they had access to mobility through the Spelljamming Saddle so it was mega point crawl, site to site, dropping in on whatever seemed interesting and avoiding much of the slog inbetween. That ran from August '21 to August '25.
The end of the second part was more or less after they had come back and finished tidying up - done the beach episode, took a side trip to the Moon just because and were more or less gearing up to take a swing at their next big problem. Since then until now has been gathering information and deciding a strategy to go after the DodKong. This also encompassed a second hiatus and now we are back again - will there be another inflection or a continuation of this trend?
Looking at the time ahead, we are looking at fairly restricted gaming time - it is always going to be in the evening, always going to be a short slot. Two hours if a weeknight, three hours if it is a weekend. We will be doing well if we get in five hours a month which is well down on the glory days of five hour sessions multiple times a month. This is a campaign that has a deep tradition of discussing and noodling about which I am not sure will be as sustainable if anything is to get done. Given that we are now two cancellations due to illness in three attempts, planning for one short session a month seems realistic.
I think given the difficulty in recapping when significant time passes and the large quantity of information being juggled, I will need to crack the whip as a DM bit more and drive decision making - not what the decision is but that a decision be made. Scenes need to become less characterful and more action oriented, to close out threads and reduce the loose ends being dealt with. I should probably look up how to make NPCs stand out quickly and boldly - I read someone pointing to thinking about what that NPC wants in a scene. Have them turn up once, burn brightly and then exit. Where the conversation does not just get elided into a montage, that is.
For the same reasons I am looking at a whole set of short sessions and if I am potentially also looking at pretty constrained prep. What I might need to do is almost pre-write a whole block ahead of time and then just execute the major scene elements. I have let the players follow their noses a lot but with short sessions, I need to steer things harder - get one or two concrete things done every session, otherwise it will begin to feel like a swamp where no progress is made or traction achieved.
Feels like do everything I typically do for the open table games but on an even tighter timeline.
We forecasted a six month break and would have achieved that but for the bard getting sick, so I consider that pretty reasonable adherence to plan.
Once we got things kicked off there was a fair bit of 'this was the plan we agreed back then, cannot recall why we chose that, but let us execute it rather than relitigate the whys and hows' - and so they set off via teleportation to their most northerly familiar location, the Temple of Kord upon the Plateau of Jor, then windwalked onwards from there. They spotted and messed with some harpies carrying a chest, then became ensnared in the 'Spirit Snare' (see room 47 of The Guest Stars compiled by The First Gokun for GLÅUGUST 2026.
Art of the group by the Bard
As I punched in the session numbers I was struck by how there seems to have been three eras to the campaign going by gaming intensity
Era #1 - up to session 57, where we ran an average 3.5 sessions a month, getting 20 hours of gaming in
Era #2 - across the first campaign hiatus and up to session 142, getting ~ 7 hours a month in over 2 sessions
Era #3 - from 143 to now, getting just over a game a month on average, 4.5 hours
What this means is that I need to tighten up my game style for the shape of the sessions we can expect to have or otherwise things are likely to drift in an unsatisfying manner.
Thinking back to the different game phases - the initial phase was super roleplay focussed. With lots of relationships, lots of direct 1:1 RP and direct interactions with NPCs. Chewing the scenery, interacting with everybody, splitting up, lots of spotlight shifting around and so on. This was typical for the first 57 sessions, concentrated in Thenya. That ran from start in March '20 up to July '21.
The second block was questing basically - two big cycles, what became The Dukes Last Quest and then recovering the sword of the forgotten god. The first encompassed the journey to the Plateau of Jor, negotiations with the Giants, searching for Lost Conchordia and venturing into the Temple of Annam. After a brief time back in Thenya to bury the Duke, they set off again, this time to the Land of the Dead to retrieve the artefact sword and then slay that gods last avatar with it. This was much more high impact wilderness adventuring. We skipped over the real crawl adventuring because they had access to mobility through the Spelljamming Saddle so it was mega point crawl, site to site, dropping in on whatever seemed interesting and avoiding much of the slog inbetween. That ran from August '21 to August '25.
The end of the second part was more or less after they had come back and finished tidying up - done the beach episode, took a side trip to the Moon just because and were more or less gearing up to take a swing at their next big problem. Since then until now has been gathering information and deciding a strategy to go after the DodKong. This also encompassed a second hiatus and now we are back again - will there be another inflection or a continuation of this trend?
Looking at the time ahead, we are looking at fairly restricted gaming time - it is always going to be in the evening, always going to be a short slot. Two hours if a weeknight, three hours if it is a weekend. We will be doing well if we get in five hours a month which is well down on the glory days of five hour sessions multiple times a month. This is a campaign that has a deep tradition of discussing and noodling about which I am not sure will be as sustainable if anything is to get done. Given that we are now two cancellations due to illness in three attempts, planning for one short session a month seems realistic.
I think given the difficulty in recapping when significant time passes and the large quantity of information being juggled, I will need to crack the whip as a DM bit more and drive decision making - not what the decision is but that a decision be made. Scenes need to become less characterful and more action oriented, to close out threads and reduce the loose ends being dealt with. I should probably look up how to make NPCs stand out quickly and boldly - I read someone pointing to thinking about what that NPC wants in a scene. Have them turn up once, burn brightly and then exit. Where the conversation does not just get elided into a montage, that is.
For the same reasons I am looking at a whole set of short sessions and if I am potentially also looking at pretty constrained prep. What I might need to do is almost pre-write a whole block ahead of time and then just execute the major scene elements. I have let the players follow their noses a lot but with short sessions, I need to steer things harder - get one or two concrete things done every session, otherwise it will begin to feel like a swamp where no progress is made or traction achieved.
Feels like do everything I typically do for the open table games but on an even tighter timeline.
19 October 2026
Shiny TTRPG links #299
Latest shiny links from a week on the web. For even more, try last weeks set found here or the weekly r/OSR blogroll or check the RPG Blog Carnival. Bloggie-nominated. Originally inspired by weaver.skepti.ch, delinked by request.
Dice Exploder shares Transcript: Thri-Kreen (Dark Sun) with Zedeck Siew
Throne of Salt writes Power Word Kill is a first-level spell
Nordic Larp shares Steering for Survival
Roseline gives us Decoding skills in TTRPGs with the 5 Node Interface Model
Prismatic Wasteland casts Blogwagon Summons: How to Be a Good Player
Dice Exploder posts Pawn Stance is Objectively Correct*
AMONG CATS AND BOOKS shares what would elmcat do
Writing my Odd Game gives us Why are new Players the best Players?
nate whittington writes it ain't about you
Billhook Blog posts Advice on Playing Games and a Recipe for Glazed Carrots
Patchwork Paladin shares Giving Feedback in a Game
False Machine gives us Our Lives as Dogs
Groupfinder posts State of tabletop - 2026
Startplaying writes Are TTRPGs Helping Kids Build Real-World Skills?
Dice Exploder shares Transcript: Thri-Kreen (Dark Sun) with Zedeck Siew
Throne of Salt writes Power Word Kill is a first-level spell
Nordic Larp shares Steering for Survival
Roseline gives us Decoding skills in TTRPGs with the 5 Node Interface Model
Prismatic Wasteland casts Blogwagon Summons: How to Be a Good Player
Dice Exploder posts Pawn Stance is Objectively Correct*
AMONG CATS AND BOOKS shares what would elmcat do
Writing my Odd Game gives us Why are new Players the best Players?
nate whittington writes it ain't about you
Billhook Blog posts Advice on Playing Games and a Recipe for Glazed Carrots
Patchwork Paladin shares Giving Feedback in a Game
False Machine gives us Our Lives as Dogs
Groupfinder posts State of tabletop - 2026
Startplaying writes Are TTRPGs Helping Kids Build Real-World Skills?
17 October 2026
Review + Actual Play: Potvory
tl;dr: a rules-light game of playing creatures of Slavic myth, an interesting lens, something different to the usual adventurers.
Potvory is a tabletop adventure role-playing game which offers "a new look at traditional Slavic mythology through a queer lens" as per the cover. I backed it during the Kickstarter originally as it came from a local team and I do like interesting zines.
I had the great good fortune of getting to play it at a recent con that was being run by the authors. The game was not actually run by them themselves but we got to play it with the full bells and whistles special kickstarter edition that had some nice little things like a tear off character pad and reference cards for all of the player character spirit archetypes including one Kickstarter exclusive (who was a little bit too eldritch horror for the table).
The zine has a chunky card cover with glossy print and it feels good in the hand. The book is nice and simply laid out with great margin notes calling out relevant things which is actually quite nice. There are art inclusion at the bottom of the pages and some nice full page pieces for all the character archetypes.
So what is actually in here?
Potvory is a tabletop adventure role-playing game which offers "a new look at traditional Slavic mythology through a queer lens" as per the cover. I backed it during the Kickstarter originally as it came from a local team and I do like interesting zines.
I had the great good fortune of getting to play it at a recent con that was being run by the authors. The game was not actually run by them themselves but we got to play it with the full bells and whistles special kickstarter edition that had some nice little things like a tear off character pad and reference cards for all of the player character spirit archetypes including one Kickstarter exclusive (who was a little bit too eldritch horror for the table).
The zine has a chunky card cover with glossy print and it feels good in the hand. The book is nice and simply laid out with great margin notes calling out relevant things which is actually quite nice. There are art inclusion at the bottom of the pages and some nice full page pieces for all the character archetypes.
So what is actually in here?
12 October 2026
Shiny TTRPG links #298
Latest shiny links from a week on the web. For even more, try last weeks set found here or the weekly r/OSR blogroll or check the RPG Blog Carnival. Bloggie-nominated. Originally inspired by weaver.skepti.ch, delinked by request.
Vulcan Stev's Database hosts Octobers RPG Blog Carnival: Magic Items, the Weirdest and Best
Medieval World gives us Castle enthusiasts, assemble!
Inside Out Library shares A world of images, hidden inside books.
Joe B. posts Divinity of conversational games
Idiomdrottning shares Rules, not rulings
Hags writes Running NPCs
Whose Measure God Could Not Take gives us Other Types of Adventurers
A shrike for my dreams posts Stop beating the Quantum Ogre
Patchwork Paladin gives us Good Adventures and Great Adventures
Personable Thoughts writes Evaluating Adventures
iamatrex writes What Can Hurt It? How to use CfB Mechanics in MotW
Rise Up Comus posts Microblog: Papercraft - Hvem kan bygge den smukkeste Borg?
Coins and Scrolls writes OSR: Building Castles
Zedeck Siew's Writing Hours gives us The Monkey King’s Many Faces
Writing my Odd Game shares Negative Space Playstyle Principles
Vulcan Stev's Database hosts Octobers RPG Blog Carnival: Magic Items, the Weirdest and Best
Medieval World gives us Castle enthusiasts, assemble!
Inside Out Library shares A world of images, hidden inside books.
Joe B. posts Divinity of conversational games
Idiomdrottning shares Rules, not rulings
Hags writes Running NPCs
Whose Measure God Could Not Take gives us Other Types of Adventurers
A shrike for my dreams posts Stop beating the Quantum Ogre
Patchwork Paladin gives us Good Adventures and Great Adventures
Personable Thoughts writes Evaluating Adventures
iamatrex writes What Can Hurt It? How to use CfB Mechanics in MotW
Rise Up Comus posts Microblog: Papercraft - Hvem kan bygge den smukkeste Borg?
Coins and Scrolls writes OSR: Building Castles
Zedeck Siew's Writing Hours gives us The Monkey King’s Many Faces
Writing my Odd Game shares Negative Space Playstyle Principles
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