Thursday, September 10, 2026

Tabletop Scotland 2026

Our third year at Tabletop Scotland! In previous years we've attended all three days, this year we went for the Saturday only and wow: There's a lot to see when you only have a day to get round everything! Plus I was actually running a game this year so, really, we only had about half a day to find our favourite new games. So it was a very different vibe to previous years where we've taken our time to try and see everything, not been too fussed about a long wait for food or a queue for the toilets, etc. But we still managed to find some cool stuff!

Lo! Thy Dread Empire, by Tanya Floaker is a narrative wargame and tactical RPG with a killer tagline: "The Skeleton War against The Death Cult of Capitalism". The grimdark artwork by Julia Nevalainen is incredible and the text of the game is uncompromising, angry, and funny. When I picked up the book Tanya briefly explained to me that the game contains a ruleset that allows you to run large-scale pitched battle combats in your RPGs. It does contain this. It does a great job of this. But that's burying the lead. For me the juice of this book is the second half, detailing the Factions of the game's assumed setting in which Capitalism has progressed to its natural conclusion and literally destroyed every living thing, leaving only the dead to fight back. These are just excellent, and I love this book!

I also picked up the extremely cursed book Spine by Backwards Tabletop, which I've not delved into yet but really looking forward to. I honestly can't remember where I first heard about this game, it could have been the Yes Indie'd podcast, maybe Dice Exploder, maybe Bastionland, who knows? Maybe I've always known about it...

Natalie and I went in together on Elements of Power by Heartborn Studios. We bought Escape from Tibbles Tower from them last year, which was great fun, and had since picked up their Flippin' Dinosaurs game. Elements of Power is a skirmish game where each side takes control of 3 or 4 unique 'hero' type minis and battle it out. You can use any minis for it, but the starter box comes with its own, so I'm looking forward to painting them up and playing this with Natalie.

Also: I ran a game! This was my first time running a convention game, so I was a bit nervous in the couple of hours before. But I'd done plenty of prep, including subjecting my regular gaming group to a practice game (thank you so much again if any of you are reading this!), and I was really excited for the chance to run Mythic Bastionland again. 

About the game itself, there's some great advice on the Bastionland blog for running Mythic Bastionland one-shots but the myth I was most keen to run for this game was The Tournament: Which sees a Tinkerer turning up to challenge the Knights of the Realm against a company of clockwork Knights of his own creation. As written, the myth would see the knights being called back from their questing every so often to compete in the next round of The Tournament, which would work great in a longer game with several sessions, less so for the one-shot. So I decided to compress it down into a three-day event, add some more activities inspired by Old Man Lucy's Tournaments for Mythic Bastionland, add a bit of intrigue between the other competitors, and set the whole thing within the Tournament festival grounds. I was a little bit concerned that my players might be disappointed at being denied the full hex-crawling experience, and I would've argued that drama within Holdings is just as big a part of the game as wandering round the wilderness bumping into myths, but I didn't have to. They had a blast squaring off against the Clockwork Knights, sabotaging their shifty creator, and digging into the courtly drama. My players were great as well (thanks to any of you that might be reading!), none of them had played before so they were all excited to get into the role of their knights, and they engaged with the material generously. 

So overall the game went well and I was glad I gave running a convention game a go! I'd say something I'd encountered before when running Mythic Bastionland that I ran into again for this game is that I definitely struggle with the arithmetic of dealing damage between Guard and Vigour and subtracting Armour. It sounds simple but at the table I find it fiddly. I think my brain just prefers adding things than subtracting them, haha!

That's all for now, till next time!

Tuesday, June 9, 2026

RPG Character Psychology

I've come across the work of the psychologist Carl Jung only really in passing, and most recently through Sharon Blackie's writing. Progress on the game is slow, sporadic and unfocussed just now. In the haze my thoughts drifted to the concept of archetypes, which can be a helpful storytelling tool. I dimly recalled the concept of the Jungian archetypes, and realised that I didn't actually know what they were. After a bit of reading, I think they provide some useful ways to think about designing RPG Characters.

If you're not familiar with Jungian archetypes, there's a lot of writing about them on the internet. The summary I have open just now is from Positive Psychology.

What I found really useful is that for each archetype we get: What they represent, their approach, their desires, fears and challenges they may face. 

Designing the Paths for Player Characters in Legends of Alba, I'm thinking a lot about game mechanics and, honestly, getting a bit worn down by them. But once I started thinking about the Paths in these terms, (what are they actually about?) I felt more energised about them.

The archetypes don't map directly to the Paths but elements of them do, and that's been helpful to get down some touchstones and notes about the 'spirit' of each Path.

Warrior - Archetypes: Caregiver, Innocent, Orphan

Fights as part of the Chief's warband to protect their Clan. They defend the people around them and the values they believe in through physical strength. They're down to earth, folk relate to them, and they tend to put the needs of others first. They don't fear death, instead fearing failure, loss and being the ones left behind. Risks for Warriors come from rushing headlong into action and not considering their own needs. Question: What do you fight for?

Hunter - Archetypes: Explorer, Hero 

Roams the wilderness, provider and protector both. However a life in the wilds put them at risk of losing touch with the communities they serve. Values independence, tends to put their own needs first, and relies on their honed skill, keen senses and sharp reflexes. Fears complacency and the danger unseen. Question: What stalks you from the dark shadows of the wilds?

Bard - Archetypes: Sage, Jester, Lover, Creator

Maintains the Clan's collective memory by knowing the histories and tales. Interested in folk and relationships. Wants to be the centre of the attention and put a new spin on an old tale, fears being hated or worse, forgotten. Values knowledge, the arts and making connections. Bards risk folly in the pursuit of perfection, preservation of the past and revelry in the present at the expense of the future. Question: What will you leave behind?

Druid - Archetypes: Magician, Ruler, Rebel

Upholds the Law of The Land, the balance between nature and civilisation. Fears the wasteland and the ambition of rulers. Wants to use a light touch, solve problems before they exist, and find the perfect solution. Not afraid of challenging authority, though as wielders of their own power in the form of magic they risk falling to the same corruption as those who rule. Values planning, subterfuge and the natural world. Question: What does the Law of The Land mean to you?

-Till Next Time!

Thursday, May 21, 2026

Doing Stuff With D6s

Since the post about Player Character Progression I've been thinking about how to handle 'Class' (or Paths as I'm thinking of calling them) for Legends of Alba.

In 5e I always like the idea of a Class having access to a dice pool which they can manipulate to do their Cool Stuff. A Bard has Inspiration Dice. A Battle Master Fighter has Superiority Dice. The Psi sub-Classes have Energy Dice. As a player I find it fun to have a resource that's unique to my Character. I also like specifically that it's Dice rather than Points. You can use Dice to physically keep track, whereas Points tend to be tally marks on a Character Sheet.

I also really like the idea of each Class having it's own little minigame around their unique abilities. I was really impressed by how this was achieved in You Will Die in This Place. I'm not certain I'm up to a design challenge as involved as that, but I have been thinking along these lines.

So far the core rules of Legends of Alba only require a D20. Chances are that anyone who owns a D20 also has a healthy store of D6s. So what if Characters in Legends of Alba had some D6s they could use to do stuff?

Warrior
Combat Dice. You have a pool of three Combat Dice (D6). When you take an Attack Test, you can spend a Combat Dice to roll it and add the result to your score. You regain spent Combat Dice at the start of each day.  

Hunter
Skill Dice. Choose one of the following Skills: Beast Taming, Navigation, Stealth, Tracking. While you are in the Wilderness, anytime you would take a Test where one of these Skills would apply, you may instead roll a Skill Dice (D6). On anything but a 1, you Succeed.

Bard
Story Dice. You have a pool of three Story Dice (D6). When an ally who can hear you takes a Test, you can give them a Story Dice to roll and add the result to their score.  

Druid
Spell Dice. You have a pool of six Spell Dice (D6). At the start of each day, roll all of them. Group them by result into Singles (one of a kind), Doubles (two of a kind), Triples (three of a kind) and Quadruples (four of a kind). You may use a set to cast a Spell from the corresponding list.

I'd be quite keen to try this out. It keeps the Paths pretty light in terms of rules and they feel evocative enough. It also opens up room for progression and a design space for further development. There's some stuff here that requires further development already (e.g. a spell list for the Druid)!

Till Next Time!



Wednesday, May 13, 2026

Legends of Alba: A 5E Player's Guide

A couple of months ago I wrote about Custom Backgrounds, what a difference they can make to 5E games, and what they might look like for the Legends of Alba setting.

I've since written Legends of Alba: A 5E Player's Guide for use in my home games. I'm pleased with how this has turned out and very grateful to my players for their engagement and encouragement.

Having run two separate groups through this guide, one for a campaign, one for a one-shot, it's made a huge difference to the feeling of the game. The Characters that have emerged are Legends of Alba Characters, and have hit the ground running. This is Mythic 5E!

I've not much more to say that's not in the guide so I'll keep this one short.

Till next time!

Thursday, April 23, 2026

Player Character Progression

I've been thinking about how to handle Player Character progression in Legends of Alba. My initial inclination had been to pretty much ignore it. This stance mostly came from my personal preference (as a player or a GM) for low-level play. A group of Player Characters are equal to the challenge of, say, half a dozen bandits. If those bandits are backed up by a heavy hitter, an ogre or a ferocious beast, the PCs are going to have to get creative. Facing a dragon head on is certain death, but defeating one is definitely possible: You'll need to make the most of what's on your character sheet but you also need a plan.

I desperately want to avoid what I've seen in plenty of 5E games where PCs get up to Level 10+ and it's  as though each Character is lugging around a heavy chest full of highly situational, minor, or otherwise forgettable 'ride-along' abilities. The game feels heavy, and everything takes ages. It actually breaks the core loop of the game in which the GM describes the situation, the players describe their Characters' actions, then the GM narrates the result. I've been in the situation as a player myself where, between the first 2 steps, when the GM throws it over to the players "What Do You Do?", I'm looking down in panic at this Character sheet crammed with abilities and bonusses and asterixis and page references thinking "What can I do?". I've stepped out of the fiction of the game. For Legends of Alba, I want to stay in the fiction as much as possible.

So why am I thinking about progression? I've had a chance to play a few different systems over the last year: Mork Borg (through Cy-borg); Into The Odd (through Mythic Bastionland); and Break!!. All three of them take a different approach to progression:

Mork Borg, as you'd expect, is super minimal. The rules for progression take up less than half an A5 page! There's actually a decent chance your Character gets worse when you level up, because of course there is. It's Mork Borg! Are you actually expecting your Character to live long enough to level up?!

Into The Odd doesn't really have progression, but Mythic Bastionland sorta does. Knights have Glory, which is more a reflection of their standing in the world than a mechanical benefit. I quite like Glory (keeping it in the fiction). They might get more Guard through scars. They also age, which usually sees young Knights improve as they reach maturity but with their Virtues failing as they cross into old age. I liked what this brought to the story of our game and its very fitting for a game about Knights in which part of being a Knight is considering your legacy.

Break!! has progression through the Callings, which are that game's take on classes. They go as far as Level 10, and although each Calling uses a different advancement table, they all get something each Level. Usually it's an Attribute increase or select an Ability from their Calling. 

So it's been interesting trying these out, seeing how they went down around the table and catching up with my players during and after games about it. I think most players in my group would look for some progression if they were playing a system for anything more than a couple of sessions. I know as well that players definitely notice the shift of how light a Mork Borg Character is to a 5E one. Hardly surprising - these are totally different games. These games that have lighter Characters don't expect you to be with a Character for long, so it's no problem if they feel a bit thin or one-dimensional and if a player is not writing pages of background lore for their Character between sessions. But it's made me think about what sort of experience is Legends of Alba closer to, and it's closer to 5E than I thought. I want players to invest in their Character, use them an an anchor to the setting, and go on a weird long mythic journey with them. 

So I'm starting to think more along the lines of something like Break!! (also looking to Shadowdark though I've not played that one yet!) for progression in Legends of Alba. 10 levels is plenty, and alternating level up rewards between getting a new ability and 'number go up' feels like a good starting point. So I've been messing around with a few ideas in that vein, and will post them here if I get them into a decent shape!

-Till next time.

Thursday, April 9, 2026

Armour in Alba

 Talking about Armour today!

Along with Weapons, which I made some changes to the rules for recently, Armour is part of a Character's wargear. Wargear isn't a formal term in the game (maybe it should be!) but if I'm playing an RPG in which my Character is expected to do some fighting, I want to know what they fight with, and how they protect themselves.

As with Weapons though, the Iron Age (-ish) setting has an impact on how I want to handle this. While Armour is a thing - an important thing - in Legends of Alba, your Character is not a Knight in full plate. A fully armoured Character in Alba might wear a helm, chainmail shirt and carry a shield, but probably only starts out with one of these. So I want Armour to be itemised, and to have a cap on how much a Character can equip. Three slots seems reasonable: You can wear a helmet on your head; you can protect your body with mail or padding; you can carry a shield.

In Other Games

So what does armour do? I've been thinking about examples from different games, e.g.

In 5E games, Armour makes you harder for your enemy to hit. Or rather, to land a telling blow. AC incorporates both Dexterity and Armour to account for a fast Character dodging the blow; or a heavily armoured Character being hit but protected by their armour. I like this system but it requires enemies to be rolling against the Characters, which is not a thing in Legends of Alba.

In Into The Odd style games, and Mork Borg, Armour reduces incoming damage. This makes sense but having played with this mechanic I don't really like it. It never feels good to be subtracting from a number you roll and it makes a low damage roll - already a disappointment - even worse. Both of these systems have quite brisk combat compared to 5E but the impact that armour can have on bogging it down is actually one of the reasons I haven't used either of those games as the basis for Legends of Alba.

In 24xx games, any equipment can be Armour. If your Character would take damage, you can always describe how something in your inventory is broken or lost to avoid the damage completely. I like how straightforward this is. My only issue with it is the implicit survivability of Characters with deep pockets. The rule of common sense is an important part of 24xx games but personally I'd want to be a bit more specific about this.

Looking outside of RPGs, wargames often allow for an Armour Save. If your Warhammer 40K Space Marine has Power Armour, he avoids damage on a roll of 3 or more on a D6. It might just be familiarity but I do like this and have thought pretty seriously about just doing this for Armour in Legends of Alba (e.g. Characters have a base 6+ Save, that improves by one for each item of Armour they wear). But I don't like the introduction of this extra step to combat with the Armour Save. It also introduces of a completely new concept of 'saves' more generally: If a Character gets an Armour Save, can they get other types of Saves? I'm trying to keep this rules light, so no thank you.

In Legends of Alba

Here's the current rules for Armour in Legends of Alba:

Armour

Protects Characters from Wounds. When a Character suffers a Wound, they may instead break an Armour [A] item they have equipped and ignore the Wound.

Broken Armour must be repaired to be used again.

So of the options mentioned above it's mostly a constrained version of the 24xx approach. 

How much of a drag is it to have your equipment break? It's easy enough to repair equipment at a Settlement but you'd be without it till you reach one. That could lead to some interesting decisions, or just be annoying. Something to focus on with playtesting.

Why are we breaking armour at all? Well, this piece of equipment has taken a blow that otherwise might have killed you. How likely is it to be in a decent state after that? When I was a teenager I once cycled out in front of car and went head first into the windshield. Luckily I was wearing my helmet, so I was fine. My helmet was not. I certainly wouldn't have wanted to rely on it to protect my skull from a second impact. So it seems more of a stretch of the imagination that your armour is completely fine after a battle, than completely trashed and in need of repair or replacement. 

Other Ideas

A slightly more forgiving version of this would that instead of breaking your Armour to avoid the damage, you 'Check' it but putting an 'X' next to it on your Character Sheet. You can't use Checked Armour. When the fighting stops, you check your gear: Roll a dice for each Checked item. The roll could be based on the item's quality or a flat value, but on a Success you'd refresh the item by removing the 'X' from it on your Character Sheet. A Failure would indicate that, on inspection, you find the item too badly damaged to rely on. It's now Broken, as above. I don't mind this, but as with the Armour Save discussed above it's an extra step, so it's going to have to fight for its place.

A slightly different direction to go with Armour is to lean into how it almost functions like HP (protecting you from life-threatening damage) and have each item of Armour contribute +1 to a stat e.g. Defence (or Guard?). Whenever you'd suffer a Wound, you subtract from this value. If you're at 0 Defence and suffer a Wound, that's it, you suffer the full effect of the Wound. Your Defence would recover either after the battle, or as part of making camp (as you rest and repair your gear). 

I quite like the abstraction of 'Defence'. Your Character has some protection from harm, but this will get worn down the more they rely on it and, the longer a fight goes on, the more chance there is they'll be seriously hurt. It adds an extra stat, yes, but there's no rules or procedural overhead. This actually provides some scope for cutting rules because with Defence I could maybe be do away with the different types of Wound (Minor, Major, Mortal) and just have them all be bad?

The idea of 'Defence' stat also allows for things other than armour to protect your Character. For instance a Hunter's Sharp Reflexes might contribute +1 to this value, or a Druid might be able to conjure a Spirit Ward to achieve the same effect.

Hmm this is definitely one to think about!

-Till next time!

Thursday, March 26, 2026

The Clans of Alba

The word clan carries a lot of unwelcome baggage. Historically, in Scotland, it's a better metric for dividing people than uniting them. Nowadays they're a cultural relic, with as much fiction remembered as fact, if anything is remembered at all. So I want to talk about what I'm talking about when I talk about Clans in Legends of Alba.

This is All Made Up

Before I ever started working on Legends of Alba, I was on a sustained deep dive into Scottish folklore, trying to get to the roots that surely lay beneath the Christianised tales that made it into the books. After a year or so I started to realise that this is an almost impossible task. Or at least, it's certainly one that sits more appropriately in the realm of academia than the kind of armchair archaeology I'm up to here. So I put this fixation on finding "The Source" to one side and tried instead to pull what I liked from I'd learned and write about that. 

For the folklore side of it, the actual "Legends" of the Legends of Alba, this has already provided many hours of fun, suspenseful and silly gameplay in my games. For that alone it's already been a huge success.

So I've stayed with this approach, doing enough research to get inspiration, then using that as a jumping off point, when it came to the Clans. So this is not by any means how I think it actually was. This is all fiction inspired by how I imagine it could have been.

Bound by Oath, Not by Blood

This is probably the most important thing - so important I put it second in the list. Clans are not families, they are communities. They exist because Alba is a harsh and dangerous place to live and folk survive more successfully if they work together. And folk work together more effectively if they share common values. These are the virtues that bind the members of a clan together. Concepts like honesty, justice, generosity, courage, wisdom, integrity: Ideals that facilitate community. Each Clan holds one of these as sacred, and this forms the basis of the oath that new members swear to join the Clan. 

Birth does not guarantee a place in a Clan, commitment must be demonstrated and the place must be earned. If a person is born into a Clan whose ideology does not match their own, that's a strong motivation to set out on their own and find their people, with no ill will on either side. So if the Clans are any sort of family, they're found family.


Chiefs Are Not Born

Each Clan is ruled by a Chief. The process of appointing a Chief varies from Clan to Clan but just as above, where being born into a Clan does not guarantee your position therein, being born to a Chief does not give you right to rule.

Chiefs Do Not Rule Alone

While the Chief has final say on all matters of Clan business, there's a common wisdom that a Chief is only as good as the Council they keep. Amongst the Chief's advisors might be found:

Clan Nobility (with titles varying between Kingdoms), living and working among the folk of the Clan, ensuring the Chief stays well in touch with their needs, and that the folk in turn feel safe, heard and valued.

The Archdruid, leading the Clan's Druidic Circle, providing spiritual guidance, acting as a conduit between the folk and the land on which they live, and upholding the unwritten Law of The Land.

The Storyteller, responsible for promoting the bardic arts, by which the Clan's deeds are immortalised for future generations. They speak with authority on Clan history, as well their standing and relations with other Clans. 

The Storemaster, linking hunters, farmers, miners, loggers and anyone else who brings resources into the Clan. They ensure that there's always enough to go round, and enough put away to see folk through the hard Winters.

The Warlord, leading The Chief's warband in battle. In peaceful times they are devoted to improving the stronghold's defences, training warriors, and co-ordinating scouting missions to stay one step ahead of approaching threats. 

The Clans Are Just Folk

Well, if everybody holds the same values and agrees on everything, and there's no nepotism, and the Chiefs always keep and listen to good council, then this must be a utopian society where nothing bad ever happens, right? Wrong! Everybody in the Clan, whatever their role, is a person. Everybody is capable of greatness, of upholding and exemplifying the virtues of their people. By the same token, everybody is also susceptible to ambition, corruption, cowardice, hubris, or any of the many vices that make life messy, that make a story interesting, and that make the Clans of Alba an essential part of the game. Against the surreal backdrop of The Otherworld and The Legends, it's the mundane dramas between people make the thing feel real.

At least, that's the hope.

-Till next time!

Thursday, March 12, 2026

Custom Backgrounds

We're at an exciting time in my local gaming group, talking about starting a new campaign! There's a few options on the table, one of them being to run something in the Legends of Alba setting again. The rules I've been writing for the setting could do with some (a lot?) of playtesting before diving into a long-term game with people, so we'd be looking to run it in 5E again.

As a player in 5E games, I've been impressed by how big an impact Custom Backgrounds can make on getting into the mindset for a setting. So I've been thinking about writing some Custom Backgrounds for Legends of Alba!

...And immediately ran into trouble, haha. In 5E the backgrounds usually represent a profession, what your Character did for a living before becoming an adventurer. This is relevant in LoA, but so is a Character's Homeland and Clan. And then I start thinking about Species and how they fit into it all, and it'd probably be a good idea to review the Equipment list and make sure players don't end up with tools that would either not exist or serve no purpose in an Iron Age setting, and suddenly the task of writing some fun and evocative Custom Backgrounds has become completely lost in the weeds of noodling with the Character Creation system for 5E. Time to simplify things.

What's in a Background? 
Here's what you get from a background as per the 5.2.1 SRD :
  • An Ability Score boost (either +2/+1 or +1/+1/+1) and a choice of 3 Abilities to spend them on
  • An Origin Feat
  • 2 Skill Proficiencies
  • 1 Tool Proficiency
  • Equipment
I'm trying to cram a Homeland, Profession and Clan into there.
Let's take Clan out of the mix - the benefits of being in a Clan are mostly non-mechanical. I could offer Heroic Inspiration for players going out of their way to honour the Oath of their Clan. OR have it replace Alignment...

So that leaves Homeland and Profession. Can we split a background between those?

Homeland
  • Ability Score boost
  • Origin Feat
Profession
  • 2 Skill Proficiencies
  • 1 Tool Proficiency
  • Equipment
That maps pretty neatly IMO! I'm slightly concerned that I've taken an aspect of the 5E Character Creation system, already one of the most granular and fussy ones out there, and subdivided it further. But there's an intention to this. It is really important for Characters in Legends of Alba to start the game with a tie to the land itself. Alba makes it's mark on Characters, just by living there, and having that on the Character sheet will help convey that connection to players. Similarly the Professions are not just providing Characters with tools for adventuring. The Clans of Alba are each a community, and if Characters are to get anything from those communities, they need to bring something to the table. Some downtime helping out the local smith, or foraging in the nearby woods, or sharing stories round a hearth fire is more valuable to most communities than gold, and such acts will be rewarded in kind.

So that's it, problem solved. Now I just need to write these backgrounds!

-Till Next Time!


Thursday, February 26, 2026

I can forge weapons for you...

Brightsmiths

Smiths who learned their trade in The Otherworld can imbue mortal weapons with power. Bring them a Smithing Stone and they'll do it for the love of the craft.

Smithing Stones

Found in The Barrowdeeps, the power of these stones can enhance mortal weaponry. Seek a Brightsmith to fortify a weapon with a Smithing Stone.

Example Stones and their effects on a fortified weapon:
  • Hardstone: Add MIG to Attack Bonus
  • Sharpstone: Add AGI to Attack Bonus
  • Clearstone: Add AWA to Attack Bonus
  • Spiritstone: Add CHA to Attack Bonus
  • Flamestone: On causing a Wound, all nearby enemies suffer a Wound as well.
  • Brightstone: On causing a Wound, also blinds enemies who saw it for one Round.
  • Coldstone: The attacked enemy can’t move for one Round.
  • Venomstone: On causing a Wound, the target suffers an additional Wound next Round.
  • Lightningstone: On causing a Wound, make a Ranged Attack against an enemy you can see.
  • Thunderstone: On causing a Wound, enemies next to you are flung in a direction you choose. 
  • Bloodstone: Attack with help, then take one fatigue.
  • Thornstone: Attack an enemy, gain +1 to Attack Bonus vs the same enemy next Round (stacks).
  • Moonstone: Weapon gains the Ranged [R] property.
  • Shadowstone: Wounds cannot be avoided using Armour.

Thursday, February 19, 2026

Black Sands

 

One of my intentions for this year has been to get back into a writing habit. How's that been going? Mixed. I've been doing some writing. I've developed a bad habit of justifying RPG related stuff as writing. Although, in fairness to myself, it kind of is. I've read so many more RPGs than I've played, and I don't read anything I don't enjoy. So good writing belongs in RPGs. But let's not get ahead of ourselves, we're not aiming for good. We're just aiming for writing, whatever writing is. So I wanted to bite the bullet with this post. Sit down, write something, post it. So here it is.

-Till next time!

Black Sands

You wake upon a dark shore.

Pale fires light the sky.

The lake is flat calm

The surface swirls iridescent.


A tuneless song hums from

A tiny tent, wax canvas

A fishing rod rests on

A bone tripod


The angler asks

What brought you here

You think


but 


can’t 


remember.


They laugh as they tell you

That the palace lies over the hills

Beyond this beach you see

The high and rocky round-topped hills.


The screech

Of a terrible bird

Echoes unseen across the lake.

You’d best be on your way.

But, of course, you still have questions.


What do you do?

Saturday, February 14, 2026

Creature Feature: The Kelpie

If the tales are to be believed, Scotland is lousy with Kelpies. It's one of the most widespread mythical creatures: We have rivers, lochs and coasts all over the place, said to be haunted by a Kelpie.


Hippocampus and fish, Fantasy animals (1596–1610)
by Anselmus Boëtius de Boodt. (public domain via Rawpixel)

Often there's not much of a 'story' to go along with The Kelpie, wherever it might appear. They're usually a cautionary tale, a warning to steer clear of dangerous rivers, strange horses, strange men. The 'classic' Kelpie ploy is for it to appear as a horse at the side of a river, waiting for someone who needs to cross. When they do, the horse kneels down, inviting its victim to climb onto its back. No sooner have they done so, than they find themselves stuck fast to The Kelpie's back. It takes off into the river, dragging the victim down with it. Some variations have The Kelpie as a kidnapper, taking the victim to The Otherworld. Others have it as a murderous beast which consumes its victim, leaving only their lungs, which float to the surface in evidence of their fate.

I have come across a few stories that stuck out though:

Taming The Kelpie, which I heard on the excellent House of Legends podcast, read by Daniel Allison. It's a beautiful take on The Kelpie as not so much a malevolent force but a primal, essential one. In the story, a poor ploughman loses his plough horse to old age during a rough Winter. Without his horse, he's left destitute, unable to make a living. But through a series of favours he performs for a Hag, he gains the means to tame a Kelpie, securing his livelihood indefinitely. But he cannot bare to see such a creature - magnificent and wild - bound to his service, and releases it.

"The Kelpie" in Peter Berresford Ellis' Mammoth Book of Celtic Myths And Legends treats the creature as a singular being: The Kelpie, Each-Uisge, lord of the deeps. He's very impressive, but also gives off vibes of a conceited Fey Prince. In the story, The Kelpie falls in love with a mortal woman, and kidnaps the heirs of every Chieftain to bargain for her release to live with him in his domain under the sea. Understandably, she is not keen on this deal, and with some magic of her own tricks The Kelpie during the Saimhuin festival.

Then there's a couple of legends around The Stone of Morphie in Kincardineshire, which I read about in The Lore of Scotland by Westwood & Kingshill (never far from my desk). This is an origin story for the stone, suggesting it's all that remains of the House of Morphie. The Lord of Morphie had somehow managed to bind a Kelpie to his service through an enchanted halter, and forced the beast to drag the heavy stones which were used to build his castle. One of his human servants, took pity on the Kelpie and removed the halter. The Kelpie, now free, took off to wreak havoc and revenge on The Lord of Morphie, destroying his castle.

So these were some of the inspirations for writing "The Water Horse" as a Legend for Legends of Alba. I ran an early version of this in D&D 5E and it was a really memorable set of encounters, with a satisfying final confrontation and resolution as one of the Player Characters got to decide the fate of The Kelpie. So this is the updated version intended for use with Legends of Alba.

***

The Water Horse

The torrent owes nae debt o' thanks
Fir bursting free it's shackled banks

Augurs
  1. A crumbling broch, flooded with silt grey water. Youngsters, drunk on salvaged whisky, plunder the treasures of Brightstone (see below), ruined stronghold of The Trueanvil clan.
  2. A raging grey river blocks the way. The Kelpie, as a silver-haired lord, offers to calm its flow for a safe crossing: A trap. D6 Silt Bogles lurk in the shallows.
  3. A woeful stonecarver bargains with a grumpy mare, overburdened with salvage from Brightstone. He carries the iron bridle that once bound The Kelpie, broken and irreparable by mortal craft.
  4. Horses graze by a silted riverbank, The Kelpie among them as a silver-maned stallion. Any who sit on its back become instantly stuck as The Kelpie carries them off to its domain.
  5. Druids from the nearest Stronghold, marooned in their boat as Silt Bogles torment them from a driftwood skiff. The druids know of a secret entrance to The Kelpie’s domain.
  6. The Kelpie, as the trampling river, floods the Legend Hex. The river spreads, flooding one hex per day, towards the nearest Stronghold, to be dragged down into The Kelpie’s domain.
Cast

The Kelpie, Each-Uisge, Vengeful Shapeshifter
C25, Trampling hooves [M], silken voice.
Toiled for centuries in service of The Trueanvil Clan, now hates all mortals.

Silt Bogles, misfit subjects of The Kelpie
C10, Silt clod [R]
Launch ambushes from the river, retreating if they lose the upper hand.

Oskar Trueanvil, Woeful Stonemason
C10, fine clothes
Released The Kelpie out of pity. Regrets it.

Treasures of Brightstone
D6 Item Tainted by
1 Whisky barrel Greed
2 Golden cup Sorrow
3 Exquisite cloak Hubris
4 Carved idol Guilt
5 Restorative tonic Cruelty
6 Clan brooch Avarice

***

If you've read this far, you might be wondering where the Silt Bogles came from. Bogles are a specific type of thing in Legends of Alba and might even get their own post some day but they're in the category of Weird Little Guys that I like to feature in adventures. Some goblins to The Kelpie's Jareth .

Till next time!

Thursday, February 5, 2026

Weapons & Attacks

When it comes to rules, my general approach with Legends of Alba has been to build up from a rules skeleton, rather than starting with a fleshed out template and cutting back. So anything that gets added has to earn its place. I'm looking at Weapons and Attacks today.

Celtic Weapons, Edinburgh (public domain)

Characters get Weapons (and Armour) from their Clan, and up till this point there's just been two attributes: Melee [M] and Ranged [R]. But as I've been writing up the Clans I've been kitting out some of them with great weapons, some get paired weapons, others start with a shield. Mechanically there's no distinction between these loadouts and this doesn't feel right to me. At the very least there should be some advantage from using both hands to hold weapons, since you have to sacrifice the potential for wielding a shield to do so. So I added a third Weapon attribute, Two-Handed [2H].

But what sort of advantage do you get for a [2H] Weapon? I thought about a couple of different options:

  • A Special Bonus (e.g. +2) for Attacks made with a [2H] Weapon. I didn't like this because this would be in addition to whatever Talent Bonus you're using to make the Attack, and this is a very early stage to be introducing messy stacking modifiers.
  • Similar to the above, but the Bonus is determined by a die assigned to each Weapon (e.g. a sword might roll a D6 and a warhammer might roll a D10). I didn't like this for the same reason as above, with the added niggle that you're already rolling a D20 for the Attack, so added more random variance seems bad.
  • Attacks made with [2H] Weapons are considered to have Help (so roll to D20 and pick the highest). I didn't like this because now [2H] Weapons can't benefit from setting up creative advantages with terrain or their allies in combat, which is more what Help is supposed to represent.
Playing Break!! recently I was reminded that Attack Bonus in that game is essentially its own stat, which gave me an idea: What if Attack Bonus was defined by Weapon? Completely separate to Talent? I had to think about it a while because I'm changing the core rules of the game here to accommodate a Weapon attribute in a game where combat is not the main focus.

However it is important. There monsters both mundane and magical in Legends of Alba so fighting is going to be important and necessary. And I know for a fact that as a player I'd be baffled if my Character was actually at a disadvantage if they wielded a greatsword vs a knife and shield.

So here's how Attacks and Weapons are laid out now. As you can see a few more attributes have crept in, might delete later.

Attacks

A Character risks life and limb in an attempt to Wound an enemy. Attacks are resolved as Tests.

The Attack Bonus is defined by the Weapon.
The Challenge is defined by the enemy.

Success Wounds the enemy. A Wound is enough to kill or incapacitate most enemies.
On a failed Test, the enemy Wounds the Character (there's a separate procedure for this)

Weapons

Each weapon defines the Bonus to be applied when a Characters attacks with it (e.g. [+3]).

Bastard [B] weapons can be wielded one-handed, or with both hands to improve their Attack Bonus by 1.

Melee [M] weapons can only target enemies next to the attacking Character.

Ranged [R] weapons can target any enemy the attacking Character can see. Characters only suffer Fatigue or Wounds from failed Ranged attacks if their target also wields a Ranged weapon.

Two-handed [2H] weapons require two hands.

Thrown [T] weapons can be used as Ranged weapons but must be recovered before they can be used again.

Example Weapons:
  • Dagger [+3][M][T]
  • Battleaxe [+4][M][B]
  • Spear [+4][M][B][T]
  • Longbow [+5][R][2H]
  • Paired Blades [+6][M][2H]
  • Greataxe [+7][M][2H]

Thursday, January 29, 2026

D&D 2024 Thoughts

When the new Player's Handbook for D&D 5e was released in 2024, my wife and I began incorporating it into our games almost immediately, and moved fully over to the 2024 ruleset as soon as we could.  I find the 2024 core books to be, overall, a big improvement. They don't 'fix' 5e: I have my own personal frustrations with the system, but it wasn't broken. The biggest improvement, in my opinion, is in layout, presentation and organisation. These books provide a better onboarding experience for new players to the game, they are easier to use at the table, and they inspire me to play and run the game.

A beautiful book

Having had over a year with the system now, I wanted to use this post to talk about a couple of changes from the most recent edition vs the old: Something that's been lost and something has almost worked for me but not quite.

What's Been Lost?

Traits, Ideals, Bonds & Flaws were, to me, one of the best features of Character Creation in 2014. They helped guide towards a simple set of statements hinting towards a 'vibe' for your Character. As a player, I'd often look to these if I was unsure how my Character would react to a given situation. They made sure that your Character was not a blank slate, that you had something to hold on to for role-playing inspiration. They were more important to me than backstory. As a player, I was surprised and disappointed these were gone.

On the other hand, as a DM, I'm not sorry they got cut. Since they were tied to the inspiration system - DMs were supposed to reward players for inspiration for taking action that leant into these traits - I was constantly forgetting about it. Now that I think about it, I'm not surprised, DMs have enough to think about without keeping 4 things in their head for each Character at all times in case a player triggers one of them. For a standard table that's 16 things. No way, haha.

If I were to bring these back, I'd either put it totally on the players to make 'bids' for inspiration based on their traits. For example, if a Character with the Flaw "I can't keep a secret to save my life, or anyone else's" overshares during a tavern conversation with a new friend, their Player might ask if they could inspiration for saying something they shouldn't.

Alternatively but still keeping the onus on the player, I'd be tempted to treat them more like purviews from Break!!. In this case, players would get advantage or disadvantage on Skill Checks where their traits were applicable. So if a Character has the Personality Trait "Nobody stays angry at me or around me for long, since I can defuse any amount of tension.", the Player could point to this and ask for advantage on the Persuasion roll to calm down that hot-headed City Watch Sergeant.

Almost But Not Quite

One of the things that really bugged me about the 2014 PHB was that the Ability Score Increase you got at Character Creation was tied to Race. I'm all aboard with the move to Species for the 2024 books and was glad to see the Ability Score Increase was gone. If I choose to play a Dragonborn it shouldn't be for that +2 Strength and +1 Charisma (or whatever it was), it should be because I want to play a Character that looks a bit like a dragon and can breathe fire! I feel a lot more free to focus on the fiction now when choosing a Species for my D&D Character.

But the problem is not gone, it's just been shifted. The Ability Score Increase is now tied to Background instead, and I don't like this much. The Backgrounds already come with the Gear, Skills, and a Feat to represent your Character's pre-adventuring career, does the Ability Score Increase need to be here as well? I don't think so. In my experience it has mostly just led to a lot of annoying cross referencing to make sure that I'm not messing up my Character's stats by choosing to play a Paladin who is a reformed Criminal.

I sometimes stop and ask myself if the numbers matter that much. But, when it comes to D&D 5e, when the Character I build is more than likely going to be with me for the entirety of whatever adventure or campaign I built them for, I'd say 100% yes. I know I am going to be making so many Saves and Skill Checks with this Character, so a +1 on any of the 6 Ability Score modifiers is a really big deal.

My fix for this would be to lose the Ability Score Increase altogether and alter the standard array to 17, 14, 14, 12, 10, 8, since that's where most of my Characters end up anyway.

Till next time!

Tuesday, January 20, 2026

Some Intentions for 2026

I'm not really one for New Year's Resolutions but I am one for the practise of goal setting. I try to set up my life so that time is spent doing the things I want to do. I've got a few streams of hobby activities on the go and balancing them all is a big challenge that I constantly struggle with (second only to the far greater challenge of finding and/or making time for hobbies at all). So in this post I'm just going to lay out some things I want to do:

Tabletop/RPGs

  • Keep the local groups going
  • Schedule more ad-hoc tabletop games
  • Learn a new game
  • Keep developing Legends of Alba
  • Put something on itch.io (for free/pay what you want)
  • Run a game at Tabletop Scotland

Writing

  • Get back into The Writing Habit
  • Blog weekly
  • Submit a portfolio to Uni of Glasgow

Mini-Painting

So that's step one: Intentions set. As with most things in life any plan is better than no plan and this is a sort of a plan. While I'm writing these here in part for some accountability - it'll be interesting (hopefully!) to look back on this post at the end of year and see how things have held up - I'm also very much just laying out my thoughts as they sit in my head just now. There's a good chance I've forgotten something important. There's a good chance one or more of the things above won't seem important a few weeks from now. So another intention is that I don't want to give myself too hard a time if things don't work out or my intentions change. We'll see how we go and try to have fun because that's what hobbies are for.

Till next time!

Monday, January 5, 2026

I Think You Should Leave

Approaching The House

I'm a massive horror and weird-fiction fan but I did not discover Mark Z. Danielewski's novel House of Leaves on my own. It sought me out. When my brother asked me last year if I'd read it, I had no idea what it was. When I looked it up, my first thought was "how on Earth have I not heard of this?". My second thought was "I'm a bit scared to read this."

I'm a believer that books can change your life. They can change your mind, they can even change the way you think. I worried, given this book’s reputation: What sorts of thoughts will I be thinking while reading this? How will I feel after I finish it? If I finish it? I had the sense that this book would be an undertaking beyond the act of simply reading it, itself a significant one given its page count. I doubted my ability to tackle another "Infinite Jest" at this moment in my life, even if it did prove worthy of the comparison.

So I didn't rush to read it. The book drifted to the bottom of my mental TBR, until I found out about You Will Die in This Place, a TTRPG by Elizabeth Little. After hearing about this, what it was, reading it myself and then backing it because it's an incredible piece of work, I realised that The House of Leaves had caught up to me once more. There was no hiding from it any longer. I'd already entered The House.

Looking Around

Within the novel is the story of the relationship between Will Navidson & Karen Green. As a renowned photojournalist and documentary film-maker Will’s workaholic lifestyle has taken priority over their relationship, causing them to drift apart emotionally. As part of a commitment to heal the rift that has opened between them, they move to start a quiet life in suburban Virginia with their two young children Chad & Daisy. They soon discover something unusual and unsettling about their new home however when a mysterious hallway of impossible length appears in it. Will’s documentarian instincts take hold and he quickly becomes obsessed with the hallway which, upon exploration, seems to be infinite: Containing doors leading to other hallways, containing other doors, to still more hallways, on and on and on…

His resulting film - The Navidson Record - becomes the topic of critical, academic and even scientific discussion, analysis and debate. Among them is an elderly blind man, writing under the name Zampano, attempting to compile the definitive account of The Navidson Record. Zampano dies before he can complete his masterpiece but his notes are found by a tattoo artist named Johnny Truant. Already a troubled soul, Johnny’s efforts to complete Zampano’s work lead him to madness, immersed in the terror of the labyrinth within the House on Ash Tree Lane.

Navigating The Hallways

House of Leaves has a reputation for being a difficult book to read. This is due in part to the extensive use of footnotes, exhibits and appendices (consistent with the academic aspirations of Zampano, one of the two primary narrative voices). Additionally - and far less conventionally - the page layout frequently breaks from standard form; changing orientation, line spacing and length and positioning. This makes for, in a literal sense, a difficult read as the natural flow of reading is constantly interrupted to shift focus to a different part of the page, or to a different page entirely, or rotate the book to be able to read the words. It’s disorientating, often surprising, occasionally mystifying. Much like the hallways of the eponymous house itself. In some cases Danielewski uses the layout of the page to literally reflect the geometry of the physical space being described. The top of a descending spiral staircase confined the prose to the top lines of the page, descending over the following pages until the narrative action reaches the bottom, words now flowing along the bottom lines of the page. Likewise movement through a narrowing passageway sees the margins expand, squeezing the description into smaller and smaller rectangles at the centre of the page till at last it's difficult for single words to fit on one line.

It gets pretty wacky in here!

The epistolary storytelling gives the reader the satisfying experience of a story that is being discovered rather than told, establishing a sense of camaraderie with Navidson exploring the hallways, Zampano piecing together his opus on The Navidson Record, and Johnny Truant in turn assembling Zampano’s notes into something cohesive. It also allows for excellent characterisation through voice: There’s a clear distinction between Johnny’s fragmented and desperate notes, at times more like diary entries, at others almost a stream of consciousness; and Zampano’s more considered prose and comparatively subtle eccentricities.

The manner in which horror is created is unusual and effective. The accounts of Johnny Truant will feel familiar to readers of horror and weird fiction. It is clear he is losing his mind and that, somehow, simply from the pages of Zampano’s notes, a malevolent force related to The House has been unleashed upon him. More interesting is the horror that emerges from those notes as we read them. Zampano’s writing frequently breaks from the commonly-held good writing practice of “show, don’t tell”. This is by necessity because he is a) often describing scenes from a film, a primarily visual medium, and b) he is blind and cannot know, for example, what exactly it is about the sight of those hallways that conjured the feelings of dread, threat and menace reported by the primary source witnesses. He can only tell us what others have told him. The scenes are presented in plain language as they were intended to help the reader to imagine the action as literally as possible. It shouldn’t work but it does. Our imaginations fill in the blanks. The monsters in that darkness don’t come from the author but from the reader.

Inward journeys is a strong, if not the prevailing, theme here. Zampano’s frequent references to Greek mythology clearly signposts the space we are in when venturing into the labyrinth of the house’s hallways: We’re travelling into the mythic underworld here, into The Self.  The Navidson Record documents five distinct “Explorations” of the hallway, undertaken by various parties. As these progress they reveal as much about the explorers as they do about the impossible space around them. It’s telling that the first one of them to bring a gun into that space (Holloway, a professional explorer hired specifically for his “rock solid” composure) is the first one to become truly lost within it. By contrast, Navidson’s twin brother Tom (a self confessed screw-up and coward) demonstrates an inner warmth and resilience when he finds himself alone in the darkness, telling bad jokes to the unseen “Mr Monster” he believes to be stalking him.

Discerning Shapes in The Darkness

From the outset I struggled to imagine where the scares were going to come from. What’s scary about a hallway, even if it does go on and on? The book delivers confidently on this front. This is not the scariest book I’ve ever read - the horror is present and compelling but not its greatest strength - but by the middle of the book I was looking at the hallways of my own house differently. It made me particularly more aware of the stairs. The stairway in this book is very frightening.

I found the many many footnotes and appendices ultimately frustrating. More often than not they failed to provide additional information that I found helpful or meaningful. Often enough they pointed to ‘missing’ documents, and so revealed truly nothing. Most commonly they were simply inconsequential, which led me to the conclusion that they probably are, and their presence is intended to firstly establish a sense of credibility and academic pretension to Zampano’s writing and secondly as another pillar reinforcing the sense of the labyrinth. A list of names that runs for several pages is after all not unlike a corridor full of twists and turns and doors to empty rooms. After a while you stop paying attention because there is nothing to pay attention to. It’s valid and I’m certain, intentional, but not much fun to read.

There is some cool stuff in the appendices

By contrast I loved the use of unconventional layouts to describe the spaces inside the labyrinth. It sounds like such a cheap trick but I found it extremely effective. As the word count per page fell away and the white space increased, it really created for me a sense of space going on endlessly. I often found myself smiling in these sections, turning the page like turning a corner to find something I did not expect, another layer of vastness in an unending maze.

Something I Didn't Like

I’m going to be quite uncharitable about Johnny Truant now because overall I did not enjoy my time with him, and there was a lot of it. His story is revealed through his annotations, which digress abruptly into tales of his wild exploits with his friend (a drug-addicted hairdresser, aptly named Lude). In his attempts to escape the insomnia that has taken hold since his discovery of Zampano’s notes, Johnny plunges deeper into drug and alcohol abuse and pursues sex with a pitiable determination. It's clear this is an escalation of an established pattern of bad behaviour but it fails to provide him any sanctuary from the dark presence that hunts him. 

So the tone of his entries veers between the gonzo energy of “Fear & Loathing In Las Vegas”, the wide-eyed horror of a Lovecraft protagonist, and the self-destructive nihilism of a Bukowski inflected douche-bag. At times he had my sympathy, at times I was genuinely curious to find out where his latest shaggy-dog story was leading. Ultimately however I just found him tiresome. 

Other than a steady downward trajectory there is no consequential development for him, and to be honest I found his whole “troubled young man” shtick a bit cliche. Not to mention his womanising: I’m not kidding, he cannot describe a woman without mention of why he finds her sexually appealing, whether she is single (or who she’s seeing if not) and whether or not they had sex (and if they didn’t why not). There is a big clue as to why he is like this, buried in the appendices, in the form of a stack of letters from his mother, who has been mentally unwell for most of his life. But even with this context… To use Johnny’s own words, “So what?” 

The tragic backstory is perhaps an explanation but hardly an excuse, and all to no purpose I could discern. He's no Bunny Munro, but could you imagine that story without Bunny Junior? How pointless it would be? Johnny starts off in a bad place, desperate and wretched, and life only gets worse for him. He learns nothing about himself or whatever force is acting against him. 

Maybe I missed something but I really struggled to find a point to his story in its own right. As part of the whole, it does emphasise the danger of The House, and Johnny’s endless rambling is yet another echo of its endless corridors. But is it necessary? In such volume? If one thing threatened my enjoyment of this book, it was Johnny Truant, and before I’d reached the halfway mark I’d begun to register the incoming walls of Courier New (Johnny’s font) like a bad weather front. Time to stop reading for the night.

The Biggest Surprise

What surprised me the most about the book overall was that at its heart is a story of reconciliation. There are some nihilistic elements here (how could there not be, in a story framed around the exploration of an infinite void) but I believe at its core this is a life-affirming story. There are some excellently observed relationships to be found amongst the characters, especially the Navidson family. There is an authentic messiness to their lives. A true sense of relationships that have already been strained to breaking point, but haven’t broken yet because of the genuine love between them. It's a rare thing to see positive and healthy portrayals of love in any media. So often love (especially romantic love) is mangled and poisoned in service of drama - the same drama that dictates that the doomed individuals must reconcile by the end - by which point reconciliation seems neither likely nor sensible. 

But here we see by stages the frost thaw between Will and his estranged twin Tom who, despite his vices and shortcomings, is a loveable counterpoint to Will’s relentless drive and dedication to his craft. 

Between Will and Karen, we see a couple making the earnest commitment to repair a broken partnership and struggling. Brief moments of intimacy are interspersed with digs at one another disguised as jokes. Ultimatums are laid down, observed, and resented. The paranormal void that appears spontaneously in their home is a brilliant and terrifying allegory for the gap that can open between two people - the more it is explored, the wider it yawns, the deeper it goes. The ordeal pushes them both to their darkest corners, for much of the book it is uncertain what reconciliation is possible, or even desired. 

But those dark corners are where they needed to go. I tend to think of darkness as a creative space. A potential space. In other words, darkness is not the same thing as nothingness. Darkness can contain anything, and the only way we know for sure what is there is to expose it to light, at which point whatever it is has no choice but to exist. At least in that moment. So to face the darkness within yourself is to face what you do not know about yourself. A journey into darkness is a revelatory act.

The resolution, built over 500+ pages, miles of exploration in the cold darkness of the abyss, is surprising and executed with confidence and compassion. It turned out to be a truly moving portrayal of a relationship, leaving me full of hope and more appreciative of the love in my own life.

Make Like a Tree

I could easily see House of Leaves being someone’s favourite book. It certainly left an impression and I’m glad to have read it. Addressing my initial worries about how it might affect me I think I've done ok - as mentioned above I was actually surprised by how much heart and positivity there is to be found amongst the horror, which is also well done.

As for it's notorious difficulty, I'd urge anyone with even a slight interest in reading it not to be put off and give it a go. It's quite an unusual book, at times difficult, yes, but (as Nathan Weinstein succinctly put it in Grant Us Eyes): Art is allowed to be difficult. 

By the same token you are allowed to get fed up with something that's difficult. You are allowed to take a break and see if you feel like going back to it later. Keeping this in mind I never felt like I had to push myself to pick this book back up. It's a feat of storytelling to instil enough curiosity in a reader to lead them through a long story; it's something quite special to leave them with hope. And that's worth quite a lot, I'd say.


-Till Next Time!


Monday, December 1, 2025

An Adventure Site for Break!! RPG


I run a fortnightly D&D game for a group of 9-12 year olds (they might actually be 10-13 year olds at this point - time flies!). Our current adventure was running out of steam so I decided to wrap it up early and suggest a few different RPGs. They were all really taken by the art for Break!! RPG, so we quickly settled on that for our next game! I’ve run a short adventure for Break!! once before and had a blast with it, so I’m excited to be coming back to it.

I wanted to use the opportunity to have another go at using the tools in the book to create an adventure, to get more used to them. So this post is an adventure site I've made for the adventure using pretty much only the tools in the book.

The jist is that an ancient temple has been taken up as the stonghold of a skelemaster. The characters might be drawn here as a result of encountering the skelemen forces patrolling the area, or they might have learned about the treasure to be found at the temple's inner sanctum. The site also features a teleportation 'puzzle': Hard to reach areas can be easily accessed by teleport gates from a central location; the catch is that the gates require activation stones to function, and some of them are missing!

The Temple of Arches

  • A crumbling obsidian shrine used by the Dragon Elders in times past.
  • Nothing grows here, the whole site is a desolate ruin.
  • Now the lair of a newly arisen Skelemaster, Ser Dracomere.


Villain: Ser Dracomere

  • Imperious but deluded Skelemaster (p406) once a Dragon Knight of this temple.
  • Believes himself the rightful ruler of the surrounding area (his realm).
  • Uses the temple as a stronghold to enforce and expand his authority.
  • Wears a black stone pendant in the shape of Umbra Draconis (opens door to 3)
  • Armed with
    • Dragon Glaive (Master-Arc Combination Weapon)
    • Drakescale Plate (Heavy Armour, Magnificent)
  • When dealing with strangers he:
    • Demands fealty, seeing all as his subjects.
    • Is interested in any intelligence on threats to his realm.


Wandering Encounters

  • Locations 1-4: 4 patrolling Skelemen
  • Locations 5-8: 1 Tiny Unhelpful Cloud (generated by the Skelemage's misery)
The Temple of Arches

Locations

1) ENTRANCE

  • Remains of a gatehouse, stone ruins sunken in the dry dirt
  • Ambush: Bones everywhere, 6 Skelemen waiting to ambush any who approach
  • Access: Stairs at the base of the central black tower to 2.
  • Access: Across the campus to 4.


2) DRAKESTONE TOWER

  • A glossy black triangular Tower with stairs carved into the sides.
  • At the top is an exposed platform, no wall or battlement. A stone arch faces each of the gates at the points of the triangle. Each archway has space for a circular stone at its apex. Inserting the Brightstone, Darkstone or Twilightstone allows anyone to teleport to the corresponding gate by walking through the arch.
  • Access: At the midpoint of the stairs there is a handsized impression of Umbra Draconis, the last dragon, carved into the stone. If the Dragonstone (worn on a pendant by Ser Dracomere) is inserted here, a stone panel slides up to 3. (the interior of the Tower)
  • Access: Via arch to 5. (The Brightstone is inserted)
  • Access: Via arch to 7. (The Darkstone is missing (see 4))
  • Access: Via arch to 8. (The Twilightstone is missing (see 6))


3) UMBRAL SHRINE

  • Sacred inner sanctum venerated by the Dragon Elders of old.
  • Torches burn with dark light, the smell of pinewood burning, the shrine is built around a drake skull.
  • The treasures and riches of the Dragon Elders (now Ser Dracomere’s) are hoarded here.
    • 5 Gems and 50 Coins
    • Holy Icon (p180) in the shape of a purple draconic circlet.


4) RUINED TOWER

  • Crenelations of crumbling battlements like broken teeth, all that remains of this fallen tower.
  • A green mist hangs ominously inside the perimeter, no one can breathe in the mist (Suffocated p457).
  • The Darkstone is hidden amongst the debris.


5) BRIGHTSTONE GATE

  • A circle of runes glowing with green light surrounds the gate.
    • Leaving the circle triggers the alarm bell at 6.
    • Interfering with the runes from within the circle can break the enchantment.
  • Access: via battlement to 6.


6) THE HIGH TOWER

  • Watchtower used by the skelemen under Ser Dracomere's command.
  • 1 miserable Skelemage and 2 Skelemen on guard here. 
    • Skelemage: Rank 2 Boss with Sage's Staff (p59) and Eldritch Explosives (p63)
  • Alarm bell here can be triggered from 5 and 7.
  • A chest beneath the alarm bell contains The Twilightstone.
  • Access: via battlement to 5.
  • Access: via battlement to 7.


7) DARKSTONE GATE

  • A circle of runes glowing with green light surrounds the gate. 
    • Leaving the circle triggers the alarm bell at 6.
    • Interfering with the runes from within the circle can break the enchantment.
  • Access: via battlement to 6.


8) TWILIGHTSTONE TOWER

  • Floating tower, a faint purple glow pulses beneath it. 
  • Near the gate, a spiral stairway leads down into the tower.
  • Inside is the hall of Ser Dracomere. He pores over an outdated map of his realm, tracking movements of intruders.
  • The mana crystal keeping the tower aloft is suspended in a shaft of purple light. Removing it will cause the tower to fall.


That's all for this one, till next time!

Wednesday, November 5, 2025

Warrior, Hunter, Bard, Druid

One of the design goals I've set myself for Legends of Alba is a single resolution mechanic. A lot of TTRPGs have a completely separate resolution system for combat. I want combat to be a feature, but I don't want it broken out into its own thing as I think that puts an undue emphasis on it and slows the game down.

At the minute the resolution for LoA is handled by Tests. There are 4 Ability Scores - called Talents - which are: Might, Agility, Awareness & Charisma (or Spirit, names are still changing).

When it comes to fighting, characters would use their best stat, representing their fighting style. My thinking there is that this allows for player expression in describing how their character fights. But it requires a little explanation to get to.

Separately though, not represented anywhere in the rules for the game, I have four character archetypes in my head when I think about LoA : Warrior, Hunter, Bard, Druid.

"The Chief Druid" from "Mona Antiqua Restaurata", 1723 (public domain)

I always liked how Knave 2E describes its Ability Scores in relation to Character Classes (though it doesn't feature Character Classes at all!). So for example it'd describe Strength as The Fighter Ability, Dexterity as The Thief Ability etc.

Bumbling around online I came across Warrior, Rogue, Mage which uses goes a step further and just using those 3 class names as the Ability Scores. I felt something click. Is it more intuitive if I just use those 4 archetypes as the Ability Scores? Let's see!

The point I'm trying to get to is a minimal set of stats that would allow us to resolve the broadest range of situations that might come up.

It'd be crazy to try and list everything that might come up. So I'll take a look at other games that use Skills and see how these match up.

I play a lot of D&D so it's always an easy benchmark for ideas like this. D&D uses skills to represent a broad range of challenges that Characters might face during a fantasy role playing game. So can we map D&D skills to our 4 archetypes?

  • Warrior: Athletics, Intimidation
  • Hunter: Acrobatics, Stealth, Perception, Survival, Investigation
  • Bard: Sleight of Hand, History, Deception, Performance, Persuasion 
  • Druid: Arcana, Religion, Nature, Insight, Medicine, Animal Handling

We kinda sorta can! It's not an even spread, the Warrior is a bit light but that was the one I was least concerned about. Tests of physical might come up often enough.

So how would I describe these as abilities? What's the remit of each?

  • Warrior Tests are for feats of strength, endurance, and martial skill.
  • Hunter Tests are for awareness, precision and for moving quickly and quietly.
  • Bard Tests are for performance, negotiation and guile.
  • Druid Tests are for intuition, willpower and communication with nature.
I think that works. The Druid is tricky. My idea of what a Druid is in this setting is clear in my head but hard to describe. My intention with the point about communication with nature is for things like settling a frightened beast, judging if the dark clouds are signs of incoming storm, identifying plants... and I'm already having to be careful here. Generally I don't want players to be rolling to see if their Character knows something. That's something the player and GM agree as questions come up based on the Character's Homeland, Heritage and Service. So the question of "Can I tell if this plant is poisonous?" shouldn't really be answered by a Druid Test: If they're a Blacksmith from a different Kingdom, then it's a no; but if they're a Forager then it's a yes.

My Druid example of predicting incoming weather also sounds dangerously more like a special power the Druid has than an ability which every Character possesses to a greater or lesser degree. And that highlights probably my main concern with using class names is that these bring baggage with them from other games. Players might expect that because they have a high Warrior stat they should be getting abilities like Second Wind or Action Surge. As demonstrated I've already found myself thinking along those lines.

That said: I quite like this. I'm not sure if I like it enough to say this is the way I'm going but I wanted to use this post to put the idea out there and get me thinking about it.

Till next time!

Wednesday, October 15, 2025

Bells & Machines

I've maybe let this one brew too long but I wanted to lay out my thoughts on generative AI. Does it belong on this blog, which is mostly about TTRPGs and game design? Yes.

TLDR: I don't like generative AI and I'm going to take a long time trying to explain why by talking about Bloodborne.

Bloodborne has an obtuse multiplayer feature. In most games, opening up a session and inviting players to join you is done via a menu. It makes sense to at least try to simplify a complicated thing. Bloodborne (and actually all of From Software's "Souls" games) doesn't do it this way and instead uses in-world items. It takes a complicated thing and makes it more complicated. If you've played the game, this is pretty on-brand.

Here's how it works: Players can open their world to collaborators by ringing their Beckoning Bell. Players who are open to collaboration signal this by ringing their Resonant Bell. The Beckoner does not know who they are calling out to. Likewise, the Resonant Bell-Ringers don't know who they are answering. Neither the call nor the response cares who hears them, so long as they might be heard. And of course they might never be heard. It's an indirect, unreliable and anonymous process that, nonetheless, connects people.

Bloodborne (2015, FromSoftware), image from 
https://www.bloodborne-wiki.com/2015/03/co-op.html

This disjointed call and response is a bit like what happens when you make something and put it out into the world. And by something I mean anything like a story you wrote or a photo you took or a game you made. You don't know who will find it. Maybe no-one will. Of those who do, you don't know who will like it. You don't know who it will resonate with. Maybe no-one.

But maybe someone will stumble across this thing you made and realise with astonishment that this is speaking in their language, these are shapes they recognise, this is a song they feel like they already know. They resonate with the thing and, though you might never meet or even know this has taken place, they've resonated with you.

Why is that important?

It's important because you are you. There's no one else like you! You have a unique "you-ness" comprised, to a massive extent, by the thoughts in your head. These are a product of an unquantifiable and unreproducible series of events and circumstance (time, place, experiences, influences etc) peculiar to you and only truly known to you.

No one can look inside your head and see your thoughts. So in order to share them with anyone you have to go through a process of expression. There are lots of different forms of expression for you to choose from. You might even be expressing something through your choice of method! But whatever form it takes, the goal of expression is the same: You are taking a thought that was in your head and trying to show it to another person.

Even via the seemingly simple method of conversation, this is not easy. You have to choose words to represent your thoughts and say them to the other person. You've no way of knowing for sure if what you've said and how you've said it means the same thing to them as it did to you. So you might go back and forth, you might agree or disagree but generally what you are striving towards is understanding. When that has been achieved, you might just have performed something incredible. You might just have shared something of your "you-ness" with the outside world.

All of the above is a very laboured description of the act of communication. It's my hope though that describing it like this conveys my belief that communication is a creative act. Humans are social animals, communication is necessary to our survival. It's a creative skill that we practise daily, so what I'm trying to say here is that humans are also creative beings.

I'm also trying to say that this is what art is. It's not fine art, it's not classic literature, it's not a symphony: It's everyday human stuff. It's people trying to put something that was in their head out into the world in the vague hope that it might be understood. The Beckoning Bell seeking Resonance.

And if and when that resonance miraculously happens, there's the connection. To a time and a place that existed. To a real live person who made whatever this thing is. What an amazing thing this is that we can do - we can reach out to one another across centuries and vast distances of space. As long as art survives, not even death can stop us from reaching out to one another.

So with all of that in mind what, then, is the point of art that was made by nobody? That expresses nothing? Connects you to noone?

None whatsoever.

If we outsource creativity to AI, we are giving up our voice. We are giving up on communication with and understanding of one another, our thoughts imprisoned and unknown, our inner selves doomed to solitary confinement.

I would like to continue existing outside of myself. I I want my world and the worlds of others to remain open, always, to cooperators. So I will continue to ring the Beckoning Bell, and continue to seek resonance.

-Till next time!

Tuesday, September 16, 2025

Tabletop Scotland 2025

Our second year attending Tabletop Scotland and a fantastic time was had!

I got a sneaky peak at a preview copy of Carved in Stone, the upcoming Pictish source book from Stout Stoat. I've been following this project since 2021 so to see it this close to it's release in November was really exciting as it's been a big inspiration for Legends of Alba! 

My wife got a full colour drawing of her Legends of Alba character, Mitha Seawolf, done by Tanya Roberts at Blue Bottle Ink. Tanya was there all weekend doing drawn to order commissions! Lovely person to have met and her work is awesome!


Between us we came away with a bunch of new games and books, here are my highlights: 

Doomsong by Caesar Ink - God is dead, the apocalypse looms! This one drew me in with it's grim line art, Mordew vibes and Choose-Your-Own-Adventure style character creation system. I've had a chance to try out the character creator and can confirm it's great fun! The book actually includes sheet music for the Doomsong, or you can sing the other doom song.
 
Goblin Country by Biscuit Fund Games - GM-less, diceless RPG where you play as the Goblin camp plotting against the human settlements for a change! Character Creation is a playbook style, with representing a goblin archetype characterised by a set of Weak Moves (unhelpful action
s you can perform to gain 'tokens') and Strong Moves (helpful actions you can perform which require and use 'tokens'). Really like this as a design space to explore!

Rising Star Championship Edition 2025 by Dog Petrol - this was a bit of a gamble to try out something a bit different! It's a co-operative RPG where players help a rising sports star achieve their goals. So you might play as the star, or their coach, or their number one fan. The catch is that you each take turns playing as the Heel - their rival trying to mess everything up! It's a small book but it's got some really helpful examples, and great random tables for prompts, including some for making up your own weird sport! A great candidate for a one-shot if ever I saw one! 

Tabletop Scotland is such a great event that we'll definitely be back next year. I said it last year and missed the boat but I'm also going to try and be more organised this time round as well to get myself signed up for running something! We'll see how that goes!

Till next time!

Tabletop Scotland 2026

Our third year at Tabletop Scotland! In previous years we've attended all three days, this year we went for the Saturday only and wow: T...