17 September 2025

Adventuresome Times Getting Your Magic Rocks (RPG Blog Carnival)

Wobble Rocket gives us this months prompt Magic Rocks for the RPG Blog Carnival.

This is a build-out of an ideas-bouncing conversation with Robyn Proffer on a shared discord where they were looking for a "metal that gets mined that has terrible consequences and people wanna figure out how to use it" - where my immediate thought was 'steal and repaint warpstone' that staple of Warhammer techno-arcanic genius-geniuses the Skaven. Warpstone is mutagenic, magic-boosting and addictive, snort it to enhance your spells, forge it into armour-piercing bullets, grind it to make explosives, use it in flamethrowers, leave it in your beast pens to grow exciting new mutants - all for the low-low price of madness, mutation and death - either through affliction or explosive-mishap.

Another possible idea is 'earthblood' like liquid metal or crude-oil like substance that conveys similar magical properties.

13 September 2025

New Campaigns on Obsidian Portal (2025 Update)

tl;dr: continues the stable trend since 2023 - 5e still 2/3 of campaigns, very little sign of change anywhere. So on the one hand, this is a 'nothing to report' report - on the other, the stability is the point.

Another year with scarce data on what people are playing in general (come back Orr Reports, bring light to your people...) - we turn to another years data from Obsidian Portal to try and read the tea-leaves of what is going on in the general gaming sphere. I have been tracking these now for a few years and things seem to have hit a stable state relatively speaking.

This data was collected by loading the Campaigns page on Obsidian Portal and noting the campaigns per system for each year available (back to 2008) using the Wayback Machine. Happily the format never changed to greatly and it is possible to get a roughly mid-year capture for every year. I can only use the categorisation that Obsidian Portal uses, though some dispute where those lines are drawn, particularly for early D&D editions - so keep that in mind.

The raw numbers show overall Obsidian Portal having as many new campaigns in 2025 as 2024; no market conquering growth but let us say it has maintained its presence.
Things are broadly stable year on year but do show a bit of a lift in non-D&D games. Taking these figures at face value we see a ~3% shift towards non-D&D games, pretty interesting for they year of the big new-edition-that-wasn't-a-new-edition. That 3% came straight out of 5e, the fraction playing the other editions stayed flat year-on-year.
The bump in non-D&D can be mostly accounted for by an extra 1% going to each of Savage Worlds, GURPS and Starfinder RPG - old warhorses finding a new campaign. Given that neither Daggerheart nor Draw Steel appears and Shadowdark is present only in the most token sense (2 campaigns) this makes me sceptical of how representative this all is. Are we looking at a static community and its gaming habits? Even if it is just the same people, are none of them inclined to try the new hotness?
Checking in on our edition popularity evolution, the trends continue - 5e looks like it has definitely plateaued; 2/3 of the games played is what it can get to.
Looking at our top-14 non-D&D games things similarly trend in line with last year - flat or a slight fade down for most of these, Savage Worlds, GURPS and Starfinder RPG showing a kick since last year, Traveller, World of Darkness and Call of Cthulhu holding to their upward grind. Dataset is relatively small, take this with a grain of salt but overall it looks like the next tier behind D&D is not changing rapidly either.

Looking into what games did appear and get played in 2025 we have Otherscape and Shadow of the Weird Wizard (4 campaigns each) and Legacy: Life Among the Ruins, Lyonesse, Shadowdark RPG, Shadowrun 2E, Sigil & Shadow, Subversion, Tricube Tales & Tactics, Warhammer: the Old World with 2 campaigns each.

Digging into this I also noticed some games who did appear in 2024 but had no campaigns now getting played in 2025 - Pirate Borg (6 campaigns) and Swords of the Serpentine (4 campaigns) being the big ones followed by 2 campaigns each for City of Mist, Dishonored Roleplaying Game, Truth & Justice and Vast Grimm.

All told that makes ~ 40 odd campaigns on new systems in 2025 out of ~6500 total played; hardly a vast rush for novelty.
All in all it says that 2025 has thus far not been a year to seismically alter peoples playing tastes - people found their games and continue to play them. Perhaps all the folk playing the new stuff are on the VTTs or using Obsidian or something else for their campaign management - certainly a possibility. But in this particular corner of the TTRPG online sphere, things sail along with very little sign of change.

10 September 2025

Campaign Phase Shift

On the theme of 'how I prep' - sometimes you hit inflection points or changes to the campaign that require some unusual prep. My home campaign has been running a while, I have talked about 'shifting gears' before but there is an unusual prep condition that crops up when you *shift back* in trying to recapture an old campaign mode. This could also apply where you are trying to spin up a lore-true campaign in a setting with a lot of books; say a Baldurs Gate campaign with players who are Ed Greenwood fans and Forgotten Realms lore fiends - though that would be even worse for a DM. I touched on this in Ducal House Year 6 - DM Challenges - where the player-side solution is 'delegate' and 'domain manage' - but what is the DM to do?

The specific instance for me is that after a 'quest phase' which looks a lot like old school trad style landscape bashing, the party are back at base and once more in their urban familiar terrain of Thenya and its palace.

I was having a little trouble getting the 'urban campaign' gear back, after a whole section of the campaign that had been deliberately broader strokes, coarser grained days with faster time passing and fewer, shallower encounters with NPCs all those needed to be inverted (or consciously adapted where we decide to retain faster time passing in an urban setup).

I had been tracking the 'ongoing activities' - the actions their minions were taking care of and the few major NPCs that they would take the time to scry on a regular basis. It felt a little sparse; the palace, their base of activities, lived but the city did not.

Prep Notes

As the party bounced around the countryside, focused on their main mission, I had been doing a light touch view of actions within the city/realm, mostly the PCs own to-do list.

Each session I was doing a sweep up of
- actions they left on the boil
- factions and their agendas
- timeline evolution / consequences

The results of this can be seen in the 'timeline/consequences' section (box 7) for session 136.

Session 136 itself was an extended fight sequence as the party attempted to escape an ancient temple with while rescuing an ally, retrieving an artifact and holding off a swarm of undead pteradons and a pair of vrock. The session ended with them teleporting back to their home-base so the 'post-session consequences/next session set-up' needed to be focussed on their being back in their home city.

Episode 136 session sheet


Here I pulled forward the elements last left lying around - activities of their minions/hirelings, continuation of the threads set in motion last time they were in town - all this was fine, good information but it left the question of 'what is the rest of the city up to' unclear because the players focus prior to leaving had been on prep for the quest they just did and absolute emergencies. The faction politics and actions of other NPCs they were likely to check in on had fallen out of focus - if they had set off to visit old NPC pals I would have struggled. The gears of the city were no longer spinning in my head.

To overcome that trouble getting that mode back I had a look back 100 sessions to a previous 'full swing urban session set' for inspiration - going a few sessions forward and back to recall how the pacing had worked and what happened session on session.

Looking back to my old urban format and recalling while 'wilderness' adventures use space and distance, urban adventures use time so the days schedule (box 3) becomes important again.

In those couple of sessions there were activities happening at the palace, slower RP-heavy interactions with various NPCs, planning sessions, some palace dungeoneering and various social outings. I had rumours, notes on major NPCs opinions, rosters of who was present at the palace and social occasions for evenings.

Episode 33 session sheet


I decided no harm to re-activate or echo some of those elements that were seen in those sessions; pruning away ones that got resolved and expanding or escalating things that had been left to fester and run wild.

All this got folded into my single session prep format as a very extended 'post session notes / session consequences' work up.
- the long list of ideas
- till back over old soil
- make the NPCs spring back to life

These were collected into the 'consequences' part of the last sessions sheet (box 7) - this could have been done at any point but best if it is done relatively close to time of use so they are as fresh in mind as possible.

I was given the boon of session 137 was taken by the players for R&R, a stand-alone beach episode which bought me the time to do this prep.

Episode 137 session sheet


This set me up well for a 'report in and take stock' session 138 - this included resolving a plotline running since the start of the campaign by executing the last priest of a wicked god using their freshly-retrieved artefact. There was a run to an outlying fortress to stash said dangerous artefact, teleporting out to an outlying monastery to have dinner with a seer, teleporting back and then using the few hours before bed for some impromptu dungeoneering in the basement.

And of course - after all that set up for urban play - the players decide to visit the moon, to see if they could - but at least the base city breathes once more.

Shiny TTRPG links #241

Some more deep-time blog-trawlings while I am away. For more, see the previous list found here or on the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch End of Week links.

Roles, Rules, and Rolls gave us Analog, Digital, Procedural

How to Start a Revolution in 21 Days or Less shared Why D&D Has Lots of Rules for Combat: A General Theory Encompassing All Editions

ChicagoWiz's Games gave us The 3 Essential Elements of the Perfect D&D Village/Town/City

Prismatic Wasteland wrote A Better Approach to Deadly Games

Rise Up Comus asked What are you holding? - The GM's Most Important Question

Hill Cantons shared AD&D's Apocalypse and Domain Game Index

06 September 2025

Own Personal Appendix N

In response to the Appendicitis N Blogwagon and Prismatic Wastelands request for "a list of inspirational media (books, movies, comics, video games, what have you) that impact your design, inspired by the original Appendix N at the back of the 1979 Dungeon Master’s Guide for D&D" here is a list of the inspirational material that fed my original AD&D games back in the early 90s.

The first thing to note here, this is a younger persons reading list - I came to the game pretty early ~ 12-13 as I described in "On childrens story gaming and later play style". Second thing to note, there is little to no overlap with the original AD&D Appendix N - what we have below is a mix of kids stuff, original myth and legend and derivative fantasy - second or maybe third wave after the books from the original Appendix N and probably influenced by them. All this strongly steered by what was on the shelves in my local library or at home.

For the first block - kids stuff; animal folk and a mildly gonzo mish-mash of stuff:
* Rupert Bear annuals
* Curly Wee books
* Enid Blyton kids series - Faraway Tree, Wishing Chair, Noddy
* Roald Dahl - particularly BFG, Charlie and the Great Glass Elevator
* Asterix comics
* Tintin books

Of the second block - "original sources" - the kind of thing that would have been influences on the books of AppendiX N, being written earlier
* Irish Faery tale collections
* Greek myths
* Hobbit (Tolkien)
* The Seafarers non-fiction books
* King Solomons Mines
* Biggles novels
* Three Musketeers
* Last of the Mohicans
* Ivanhoe

The third block - riffing off the established fantasy tropes
* Riftwar (Feist)
* Discworld (Pratchett)
* Belgariad & Malloreon (Eddings)

Within that third block I would include the direct gaming related stuff like:
* Fighting Fantasy books
* Heroquest scenarios
* White Dwarf

The two 'adventure series' that complemented all those were
* Courtneys of Africa series by Wilbur Smith
* Aubrey & Maturin Series by Patrick O'Brien

In parallel to this I read a lot of sci-fi which did not directly inform my AD&D tables but was in mind for other stuff.
* Dan Dare comics
* Tower and the Hive (Anne McCaffrey)
* Dune series (Herbert)
* Culture novels (Banks)
* Asimov short stories - Robot series
* The Damned Series (Alan Dean Foster)

All this to say the 'open system' mix that got shovelled into my early AD&D games was not the same as the classic Appendix N - but for The Hobbit it is an almost perfect donut of sources around those books.

Other media going in there to inform things were early morning cartoons: Transformers, Fraggle Rock, Chip'n'Dale Rescue Rangers, Teenage Mutant Ninja Turtles, Alladin cartoon, Thundarr the Barbarian, Galtar and the Golden Lance, Jayce and the Wheeled Warriors, Robotix, Defenders of the Earth, X-men, Flintstones, Captain Planet and the Planeteers and post-school Star Trek: The Next Generation.

Things I note as I compiled this list: the gonzo 'anything can happen' aspect that came from the kids books worked fine at the table. Riftwar is, to the best of my knowledge, inspired by Feists own D&D campaign so that is a direct 'second order' input - delivering the tropes of D&D distilled from their original sources.

After this, things evolved - starting with a Dragon magazine subscription and then with the internet coming available in my area, getting to college and accessing bigger libraries and finally with Amazon and DriveThruRPG coming online and making both RPG books and original Appendix N books much more easily accessible. I sought out influences that were mentioned as part of the origins of D&D, read more D&D supplements themselves, and consuming other media which was influenced by D&D.

By the time I came to many of the original Appendix N, I had seen the tropes washed through D&D so often it sometimes seemed un-original but only because I had seen so many derivative works. I am not necessarily recommending anyone attempt to replicate this as their own Appendix N, more just to record for curiousity how little of an overlap with the 'official' canon of inspirational materials I had when I started.

03 September 2025

Review + Actual Play: Winters Daughter

tl:dr; fun old school dungeon with a romance-story core, solid recommend.

Attronarch was selling off some adventures and I seized the opportunity - got a bunch of the OSE classics - completely forgetting I had a copy of Winters Daughter on the way as part of my Dolmenwood order. All to the good, I will probably pass on my extra copy as a raffle prize or the like.

I thought I would run it against my Friday night open tables on the 'off weeks' of my dual mode game. This was an experiment on how old school adventures survive contact with 5e players - in short pretty darn well, would solidly recommend.

So what do you actually get in the book?