![]() |
| Doug Chiang, "The Art of Rogue One" |
Wednesday, August 26, 2026
One Year before the Comms Array
Tuesday, March 3, 2026
"I Share My Dreams with Ghosts" - Espionage Mechanics for Star Wars d6
I've been running the Andor Game for nearly 20 sessions (19 as of this past Saturday), and I've been really happy with the results so far. I've been sticking primarily with the original West End Games 1e ruleset, but supplementing with material from later WEG supplements, tools from Traveller and the various Sine Nomine games, and fan materials. I've also switched to using rules tweaks put together by Bill Slavicsek, the original d6 game designer, for speeding up d6 1e combat. I'm used to the quick resolution of OSR combats, and the original opposed rolls of the system were really inhibiting my ability to run lively and engaging combats.
![]() |
| "Morlana One Concept Art," Peter McKinstry, Andor |
The original WEG system is highly cinematic in nature, drawing from the swashbuckly pulpy feel of A New Hope in particular, and doesn't accommodate some of the more espionage-forward components I want to include in this particular game, so it's time to start hacking together some rules.
Agents and Networks
I wanted my players to run their own spy network, giving them a chance to conduct legwork and even operations without player characters needing to be on hand at each turn. Cribbing from the Domain Skills and Advisor Ring concepts used in the Hill Cantons campaign, I put together seven espionage stats for NPC agents: Analysis, Combat, Ranger, Social, Stealth, Technical, Unusual. These attributes, rated in Xd6+Y (just like the standard WEG d6 stats) are used for resolving the espionage shenanigans that the PCs may direct their agents to each week, if they choose to abstract out an agent's actions. Not every agent has ratings in every attribute, however. "Nek," the pugnacious Duros logistics officer, has Combat 3D and Ranger 3D, but no ratings in any other stat. Nek can fight or lead expeditions, but won't be able to schmooze his way through high society. In contrast, the Sullustan maintenance worker "Dewback" has Analysis 2D+2, Stealth 2D+1, and Technical 4D; he's able to tackle technical problems (construed broadly here, things that a Star Trek science officer or engineer might work on) and can maybe handle the occasional research project or stealth mission, but isn't going to be any good at a stand-up fight or a schmoozing scene (which would require Social).
If the PCs want to interact with the agent as a standard NPC (like having them come along on an operation during a game session), then I'd fully stat out the NPC as normal; the espionage stats are to be used for resolving a given week's mission in one or two rolls, and interpreting the result based on the d6 difficulty thresholds (Easy DC 10, Moderate DC 15, Difficult DC 20, etc).
In contrast to the Domain Skills framework of the Hill Cantons, the PCs don't have espionage stats of their own. This facilitates the PCs going out and doing adventure-y things while still letting their cell make progress on slow-burn projects and work towards their mission goals through the agents.
Example: Fronz wants to have an agent surveil a known ISB operative, see who he's talking to over the course of a week, and assemble a dossier of his contacts. The GM informs Fronz that this will be a Stealth roll. Looking through the available agents, Fronz selects the one with the highest Stealth, Krim, rated at a 3d+2. Fronz rolls and reports that Krim has gotten a 12 -- the GM checks and determines that Krim's succeeded on an Easy difficulty challenge, but failed at something that's Moderate or higher.
![]() |
| "Jedha Crowd," concept art Matt Alsop, Rogue One |
To prevent eager-beaver PCs from just overwhelming a beleaguered GM with downtime instructions, PC groups are limited in the number of cells they can control (i.e. groupings that can be given specific downtime tasks); it's capped at the number of dice of the group's highest command score. Operation Lamplighter's highest command rating is 6D (the Wookiee demolitionist/surgeon Dr. Grozdak), so the players can control up to 6 cells. Even if Dr. Grozdak increases his command skill to 6D+1 or 6D+2, he still maxes out at 6 cells; it's only when command gets to 7D that they'd be able to add another cell.
Cells can have individual agents (statted out as discussed above) or "mooks," faceless cell members. If a cell rolls badly on a crucial test, the players may elect to reroll at the cost of losing one cell member (presumably a mook when possible, but theoretically it could also be losing a full agent). This would usually represent some misadventure and the cell member being killed during the action, but it could also mean them needing to withdraw from the cell for any reason (should the downtime action in question be something unlikely to generate lethal results).
Progress Bars and Opposition
Some tasks will take a bit longer to resolve, like analyzing monthly shipments going to/from the local ISB research facility and trying to determine information about what's going on inside (appropriately enough, an Analysis test). In these circumstances, the agent's roll is added to a progress chart. As GM, I decide that pulling information about the ISB base through freighter logs is going to require 50 points of research; each week, the agent is allowed to roll their 2d6+2 Analysis stat and add those results until they get to 50.
In the event that an action might be resisted, I can quickly assign a skill level for the local ISB office or other opposition (using the WEG framework of 2d being an average stat, 4d for a specialist) and roll against the agent's stat. An opposition success might mean a simple negation of the agent's action ("Ronto reports that he hasn't been able to find a way into the base; their patrols are too frequent and he aborted the recon"), increasing surveillance or prepping defenses (making future checks harder, summoning more security), or even killing or capturing the unlucky Rebel agent.
Depending on GM adjudication, a mook (or mooks) may sometimes be sacrificed by the PCs in order to let an agent escape an opposition roll that would otherwise have killed them.
![]() |
| Street Scene concept art Gus Mendonca. Star Wars 1313 (cancelled) |
Designing NPC Agents
So far I've been custom creating most of the Operation Lamplighter recruits, but I'm working on putting together tables for quickly generating new potential agents. The main inspiration for this is my beloved HBS Battletech game, which featured a lifepath generator for the mercs you hire. (Check out Kiva's design diary about it here - and read her other design diaries and work while you're at it.) Obviously granddaddy Traveller's lifepaths play a role here, as do the lifepaths of other MechWarrior RPGs. But the HBS Battletech game also adds both specific statboosts and descriptive tags that characters can acquire when being generated by the system - so a character doing a stint as an assassin as part of their backstory might not only get increased Gunnery or Tactics scores, but also has the "assassin" tag that can feed into random events.
My hacked-together implementation of lifepaths for Op Lamplighter (still VERY work-in-progress) takes some of the tags and pathway progressions developed for Battletech (like "Spacer" or "Lucky") and adds in some professions that are particularly Star Wars-coded (many specifically taken from the old Decipher CCG, which thought it was worth calling out a few niche professions as really fitting the Star Wars vibe). The ultimate goal is to be able to put together a series of lifepath rolls that both develop an NPCs background/history and assign espionage stats and tags, ideally automatable like a space version of Meatshields.
Dark Money
While I'm a fan of the grubby grotty "count every coin" vibe in my OSR games, that didn't quite feel right for Operation Lamplighter. Inspired by the "Mon Mothma needs to commit financial crimes to fund the Rebellion" subplot in Andor, I decided that the game would only look at kilocredits, and that purchases of anything underneath 1000 credits can be handwaved.
![]() |
| "Bespin Citizen" concept art Ralph McQuarrie, Empire Strikes Back |
Tracking this has necessitated a lot more spreadsheet play than I'm used to, but given that we're dealing with the regular PCs, their horde of NPC agents, tracking a calendar,* and potentially having multiple freighters swanning about the sector, using a spreadsheet was inevitable.
*"I warned you," the ghost of Gygax smirks. "'IT IS IMPOSSIBLE TO HAVE A MEANINGFUL CAMPAIGN UNLESS STRICT TIME RECORDS ARE KEPT,' in all caps and everything, but all of you laughed at me. Who's laughing now??"
Double-Blind Imperial Opposition
Note: I started prepping this component of play around Christmas, but cancelled the process after checking in with my players. One player specifically (and very reasonably) did not want to have player-vs-player dynamics in the game, so this component remains unimplemented in practice.
I was considering trying to add in a bit of active opposition to the players by roping in some other friends to play the role of the ISB supervisors of the Dusk Nebula sector. The ISB players would see the weekly newsbriefs that I was already writing for the players (along with other sector-wide ISB-exclusive reports), and would direct the active efforts to root out rebel cells. I wrote up five ISB special agents, each with their own espionage stats as described above. These would function as the active units for the ISB supervisors, agents who they could deploy across the sector to form their own intelligence networks and operate against the PC cell. Both sides would submit weekly actions for their agents in a double-blind system, with neither side having concrete information on exactly what the others were up to...up until someone's forces were discovered, or went kinetic.
Having a group of players actively taking on the ISB roles was intended to be freeing, by helping reduce the cognitive load in generating large-scale opposition activity and adding a frisson of competition between the ISB and Rebellion players. But it would have fostered a PvP element which is entirely reasonable for someone to want to avoid -- and it would also have increased the cognitive load in terms of resolving double the NPC agent interactions each week!
(Plus, I was hoping for snide bickering and moustache-twirling from the ISB players in their "ISB-briefing-room" channel in Discord, riffing off the wonderful ISB board scenes in Andor.)
Double-blind play is always tricky to implement from a logistics standpoint, if nothing else, but the ability to restrict channel access in a Discord server makes it much more feasible. I had fun trying to GM a Battletech invasion mini-campaign a few years ago, and I think that the double-blind format would fit delightfully well into an espionage framework.
What sorts of actions would you want to see in an espionage game framework? What sort of play would you want systems to facilitate?
Monday, December 15, 2025
Operation Lamplighter Hub Page
![]() |
| "Berserk!" by caesar120 for West End Games |
updated with descriptions of the various PCs throughout the campaign, links to the various session reports and other generated materials, and any additional or related blogposts that I make.
The PCs:
- Sergeant-Doctor Grozdak, Wookiee M.D. -- a Wookiee doctor turned guerrilla demolitionist. In civilian guise, wears a cyber-monocle and his autotranslator speaks with an upper-crust British accent. One of the original Operation Lamplighter team.
- Icar Oberk -- a former enforcer for the Hutts who walked away from crime and began turning his skills towards more prosocial goals. Another Operation Lamplighter plankowner.
- Fronz Veneto -- a mercenary from the Outer Rim who joined the Rebellion after Alderaan's destruction. Some things you can't just look away from. Another Operation Lamplighter plankowner.
- Luno Moireena -- a Clawdite smuggler from the Nebula, her family was wiped out by Burran "the Butcher" Borfelt.
- Varla Ziki -- an Ughnaut technician affiliated with the Free Hands Gotra.
- Captain Vim Burnak -- a retired Imperial captain. Assigned to Operation Lamplighter, but forced to withdraw before the cell began primary operations. (Player had to step back from the campaign, alas!)
- Kodo Jindall -- a Republic asteroid warden and bureaucrat, who saw the Empire take and take and take from those who had nothing.
- Gil Kara -- a pilot from one of the old gem mining families of Chaldea Prime, who tries to separate his fighting for the Rebellion from the world of old money that his family inhabits
- Nusha, Brash Smuggler -- a human smuggler from the Dusk Nebula, who attended the Imperial academy on Derethon years ago. Joined the group after her weapons shipment to another Rebel cell got interrupted by the Imps and her extraction options failed.
- Umpy Kern -- a hard-as-nails forager from the rural planet Ophelia. Native of the Dusk Nebula, who joined the group after their initial operations began.
- Zip Calfor -- a Twi'lek engineer from the Dusk Nebula, and another recent member. They have an R5 unit named Cloudburst.
Star Wars Blogposts
- Gaming Insurgencies in a Galaxy Far, Far Away - my first noodlings towards this campaign idea, back in 2018
- Andor! The Game - announcing the start of the current campaign
- "I Share My Dreams With Ghosts" - Espionage Mechanics for Star Wars d6 - explanations of some of the custom mechanics I created for the campaign and how they've shaken out in play
Session Reports:
Prologue: Operation Lamplighter Mission Briefing- Session 1 (8/2/25): Arrival on Threshold (Grozdak, Icar, Fronz, Vim)
- Session 2 (8/9): Threshold, Pt 2 (Grozdak, Icar, Fronz)
- Session 3 (8/16): Threshold, Pt 3 (Grozdak, Icar, Fronz) (+2 CP, objective completed!)
The first three sessions dealt with entry into the sector, followed by a surprise scramble mission to destroy a sensor net being operated by Sienar Fleet Systems. - Session 4 (9/27): Arrival on Derethon (Grozdak, Icar, Fronz)
- Session 5 (10/11): Broken Sword, Pt 1 (Grozdak, Icar, Fronz, Nusha)
- Session 6 (10/18): Broken Sword, Pt 2 (Grozdak, Icar, Fronz)
- Session 7 (10/25): Broken Sword, Pt 3 (Grozdak, Icar, Fronz)
- Session 8 (11/8): Broken Sword, Pt 4 (Grozdak, Icar, Fronz, Umpy, Zip) (+2 CP to Grozdak, Icar, Fronz, objective completed!)
The next set of sessions focused on the group making their way to the planet of Derethon (their primary staging grounds), making contact with the Kubari Group, and rooting out the traitorous operative who had sold out to the Imps and compromised the network. - Session 9 (11/15): Derethon, Pt 5 (Grozdak, Icar, Umpy, Zip)
- Session 10 (12/6): New Iridonia, Pt 1 (Grozdak, Fronz, Umpy, Zip)
- Session 11 (12/13): New Iridonia, Pt 2 (Grozdak, Icar, Fronz, Umpy, Zip)
- Session 12 (12/20): New Iridonia, Pt 3 (Grozdak, Icar, Fronz, Umpy, Zip)
- Session 13 (01/03): Karkaran (Grozdak, Icar, Kodo, Luno)
The group managed to acquire a YT-2400, the Nemesis Silver, in a fighting tournament organized by the smuggler queen Captain Baynaz. As a condition for winning the ship, Captain Baynaz required that the group extract a fugitive Twi'lek, Ranna Teis, off planet. She directed them to travel to the space station New Iridonia, where her associate Voth Vitaan would guide the crew to the hidden shadowport of Karkaran, where Teis could leave the sector and change her identity. After helping Voth escape from some bounty hunters who were tracking him down, the group managed to get Teis to Karkaran and fulfill their obligation to Captain Baynaz. - Session 14 (01/10): Naurill Research Station, Pt 1 (Grozdak, Icar, Fronz, Kodo, Luno)
- Session 15 (01/17): Naurill Research Station, Pt 2 (Grozdak, Icar, Fronz, Kodo, Luno)
- Session 16 (01/24): Naurill Research Station, Pt 3 (Grozdak, Icar, Fronz, Luno)
- Session 17 (02/07): Naurill Research Station, Pt 4 (Grozdak, Icar, Fronz, Luno, Umpy, Zip) (+2 CP to Grozdak, Icar, Fronz, Kodo, Luno, Umpy, Zip, objective completed!)
The group then took on a job from Major Noldo Drinyan, a mercenary commander seeking to extract his command from a siege. Drinyan's mercs had been contracted to guard a research station on the gem-moon Naurill, but after the research team made a breakthrough, the Empire seized the project and forced a partial evacuation when alien creatures attacked the research base. Drinyan's command was left stranded on the moon after his pilot was killed in the first evacuation op, and he needed others to help get the rest of his command out (in exchange for a great deal on his unit's transport freighter). Operation Lamplighter discovered a hidden ISB research project on the moon, eliminated the Imperial Army squad that was unknowingly guarding it, and evacuated Drinyan's command. - Session 18 (02/21): Broken Sword, Pt 6 (Grozdak, Icar, Fronz)
- Session 19 (02/28): Broken Sword, Pt 7 (Grozdak, Icar, Fronz, Luno, Kodo)
- Session 20 (03/14): Starlight Beacon, Pt 1 (Grozdak, Icar, Fronz, Luno)
- Session 21 (03/21): Starlight Beacon, Pt 2 (Grozdak, Icar, Fronz, Kodo)
- Session 22 (03/28): Starlight Beacon, Pt 3 (Grozdak, Icar, Fronz, Luno, Kodo, Gil)
- Session 23 (04/18): Starlight Beacon, Pt 4 (Grozdak, Icar, Fronz, Luno, Kodo, Gil)
- Session 24 (05/02): Starlight Beacon, Pt 5 (Grozdak, Icar, Fronz, Luno, Gil)
Rebel High Command at Yavin informed the group that the Yavin base was being abandoned (a few months after the Death Star had been destroyed), and that a courier would be en route with further information. When the courier arrived, they brought a message from Kleya, the remaining leader of the Axis network, to Luno, the group's Clawdite infiltrator. Kleya informed Luno that Captain Borfelt, the Star Destroyer captain responsible for eliminating Luno's family and friends growing up, would be taking a cruise on the Starlight Beacon, a horrifying interstellar liner connected to the highest levels of both organized crime and Imperial operations within the Dusk Nebula Sector. Axis (Kleya) had managed to secure passes for the Operation Lamplighter team to board the Beacon and assassinate Borfelt. After some study and infiltration (and assistance from the shadowy figures who run the Beacon), the crew managed to surprise Borfelt and his bodyguard and stage an assassination framing the Pyke Syndicate. - Session 25
- Session 26
- Session 27
- Session 28
- Session 29
- Session 30
- Session 31
- Session 32
- Session 33
- Session 34
Tuesday, December 2, 2025
Andor Game Prologue: Operation Lamplighter Mission Briefing
This is the briefing the players of my Andor game received prior to start of game.
YAVIN IV BRIEFING ROOM
Mid-day. Three months after the Battle of Yavin & destruction of the Death Star.
"Greetings, comrades, and welcome to Operation Lamplighter. You can call me Gadfly; I will be your case officer.
![]() |
| "Gadfly" (Rachelle Diedricks in Andor) |
A month ago, the Kubari Group broke protocols and transmitted information about a new Imperial project being developed at a research facility in the nearby Yeldii system. They informed Alliance Command about a defector, Major Lexsil Vehk, who had made contact with Kubari and wanted to provide details of this project, but would only speak to Alliance High Command once out of the sector. Unfortunately, this did not happen.
As of ten days ago, the Kubari Group has been neutralized. Right now, fifteen of the group are in an Imperial prison outside the sector, awaiting trial. The ISB rounded them up at a secret meeting in an isolated complex on the outskirts of Broken Sword, the Derethon capital. Complete security was observed, yet when they came out of the complex they found the place surrounded by ISB troops; resistance was pointless.
We must assume the traitor is someone in the group – or what is left of the group – which is now in hiding.
Your initial mission is to insert onto Derethon and reconstruct the Kubari network. You’ll have to assemble and reinspire the survivors, and also recruit and train new members to cover the losses. You’ll also have to identify and eliminate the traitor if they are still a member of the group.
| Major Lexsil Vehk (Still from Return of the Jedi) |
1) Uncover what information you can about the Yeldii research facility and what is being developed there.
2) Rebuild the identification and recruitment arms of the Kubari Group to resume monitoring the Academy and extracting potential Alliance recruits.
3) Acquire space assets for in-sector operations.
4) Identify and designate targets of opportunity for Alliance action.
Be aware that both resupply and extraction will be extremely difficult, due to the isolated nature of the sector. While there are other Alliance units within the sector, details of their strength and location are classified for your protection and theirs.
Your cell will be provided with a fractal radio to maintain contact with me personally. Be cautious when using this; extended communications are likely to be detected by Imperial sensors. This radio cannot be captured. If it is at risk, destruction of the radio is your highest priority."
Monday, November 10, 2025
Andor! The Game
![]() |
| Andor s1 concept art by Luke Hull |
After watching its second/final season, I was very much inspired to begin running a Star Wars campaign - which I kicked off at the end of July. I had written about Star Wars campaigning before, but this was my chance to put it into practice. Building upon the insurgency framework I discussed, the campaign is centered around running a Rebel cell operating in the Dusk Nebula, a region written up by an Internet friend as part of a still-to-be-released work.
This game is very much inspired by not just Star Wars fun, but equally by real-world events happening literally right down the street ('benefits' of living near DC). To be clear, elfgames are not praxis (as others have noted), and fighting fictional space fascists doesn't mean a thing compared to fighting back against real-world fascism -- but for me, having a fictional framing to process real-world events, articulate how they affect communities and people, and gain inspiration through stories of resistance is helpful.
![]() |
| Map of the Dusk Nebula Sector (my version) |
I'll add in session reports (backfilling from previous games), but the players are currently in the Ophelia Cluster, rebuilding a Rebel cell after it got compromised and partially rolled up by a traitor.
The campaign is framed as a strong sandbox - while there are other Rebel assets operating in the Dusk Nebula sector, the PCs are on their own re: operational objectives, beyond some core goals (find out what's going on at the Imperial research station in the Ophelia Cluster, do as much damage to the Imps as you can).
I'm using the first edition WEG d6 system for this - there's a wealth of material available for it (both original WEG stuff and later fan creations), it has very quick resolution and a flexible skill system, and the pain points that are usually associated with the system (centering around Jedi and Force use) are simply not relevant for the type of campaign I'm running.
The sandbox framework and running a covert cell can be an odd fit, and I'm working on putting together some tools to help ease both the mechanical preparation on my end, and the overwhelming possibilities (leading to analysis paralysis) for the players. It's important to present enough hooks for the players to latch onto something, and enough direction for them to meaningfully engage with what's going on in the world around them. I actually wrote into the Go Bag Podcast (centered on espionage roleplaying) and they were kind enough to respond to my letter; you can check out the episode here.
![]() | |
| Map of Broken Sword, the base of current PC operations. Made of course with Medieval Fantasy City Generator by Watabou |
Core Appendix N:
- Andor (obviously)
- The X-wing books by Michael Stackpole and Aaron Allston, especially Aaron Allston's Wraith Squadron entries (Wraith Squadron, Iron Fist, Solo Command, and the timeskip-sequel Mercy Kill)
- World War II resistance movements and SOE operations
- Milton Dank's "The Dangerous Game" and "Game's End," the latter of which provided the core details for the first major plothook that the PCs dealt with
Useful non-WEG Resources
- Traveller (GDW and Mongoose editions both)
- Cities Without Number (Sine Nomine Publishing)
- Stars Without Number (Sine Nomine Publishing)
- Augmented Reality (Geist Hack Games)
- SWRPGGM, particularly their Andor Source Guide
- Advice & Inspiration for Gaming Andor, over at Hobby Games Reece
- Hill Cantons blog entries:
- "Campaign News and Presenting Behind the Scene Mechanics"
- "Rethinking Domain-Level Play in the Hill Cantons"
- and the Coupbox series, starting with "A Traveller 'Coup Box'"
I played in the online HC campaign for like a decade, so it's obviously a regular source of cribbing off of my big bro's work inspiration.
Oh, and shoutout to Jenx (Gorgon Bones) and Scipio (on the Sly Flourish Discord) for continually encouraging me to pick up the blogging part of things again!
Friday, January 12, 2024
Ave Atque Vale, Jennell
Jennell Jaquays passed away two days ago, and it's hitting me hard.
I had a chance to meet Jennell at NTRPG 2016 (and '17), and even get into a
playtest game of hers. She was friendly and welcoming and kind, both there and online.
This was already one of the books most important to me in my gaming collection; it has become infinitely more so.
Jennell's contributions to the gaming industry are well documented & known. But her activism in support of LGBTQIA rights, and her mentorship and guidance for other folks in gaming (particularly folks from marginalized backgrounds) were also hugely important and influential.
She'd been working on releasing a revised and improved version of Central Casting, but passed before the process was complete. Her wife Becky plans to finalize and release it, though.
Becky could also use assistance with Jennell's medical bills and funeral costs.
Thursday, December 14, 2023
Campaign Stats: First Attempt
![]() |
"Swordsman with Book," by Evlyn M (back her on Patreon!) |
Sessions Played: 23 (more or less)
Least Session XP: 0
Greatest Session XP: 4068 per character
Average XP per Session: 608 per character
Total Players: 22
Total Player Characters: 26
Highest Level Achieved: 4
PCs Incapacitated Long-term: 3
PCs Killed: 3
Hirelings Advanced to PCs: 5
“Weird” Classes Played: 2 (Blood Servitor, Lamia)
Going forward, I'm certainly going to try keeping better track of additional stats (including such favorites as "Number of Times Rolled on the Death & Dismemberment Chart" and "Average Hirelings Lost Per Session").
How are your campaigns going? Any particular stats that you or your players have been tracking?
Thursday, August 10, 2023
Modified Death & Dismemberment; Campaign Update
![]() |
| Sketch of Rustam by Kalin. |
![]() |
| Rustam, post-scar. Art by Kalin. |
Wednesday, July 19, 2023
Bundles of Holding, Bellairs, and a Session Report
![]() |
| Art by Edward Gorey for (presumably) Bellairs' The Dark Secret of Weatherend, via Brian Ashcraft |
- Bellairs had gotten like 1/3 of the way through a sequel to The Face in the Frost, called "The Dolphin Cross"
- Ellen Kushner, who had worked as his editor, found a copy (perhaps the only copy) of The Dolphin Cross draft in like 2009
- This had made its way into a Bellairs anthology, Magic Mirrors, released shortly thereafter by the New England SF Association
- As a Real True Adult with Spending Money, I could purchase a copy of Magic Mirrors and cause it to be delivered to my home
![]() |
| Another Gorey illo from a Bellairs YA. Bellairs's description of the hooded figure with tentacle was actually a slow-burn inspiration for the Bieth... |
After encountering a magical projection of a robed man that barked strange phrases and hurled a sphere of all-too-real energy at the group, the PCs entered a large room with four statues - three figures in armor (two androgynous statues wearing strangely jeweled armor and bearing maces, and a male warrior clad in chain with a shamshir), and a female figure wearing a robe similar to the magical projection's. Torches burned at the ends of the chamber, with a strange heatless green flame made out of crackling lines similar to an audio waveform projection.
Friday, April 22, 2022
Returning to Krynn
WotC just dropped news that they'll be bringing back the AD+D 2e settings of Spelljammer and Dragonlance. You can read all about that over at EnWorld if you're so inclined.
I never got into Spelljammer -- I missed a chance to pick up some of the old boxed sets for literal pennies, and I still kick myself for it -- but the concept still holds loads of intrinsic appeal to me. I don't feel like I've seen a satisfying treatment of naval play in a D+D framework yet, and I'm curious to see how WotC approaches it. (I suspect that their approach to voyages and space probably won't be one that quite scratches the yearnings I have, but seeing how they tackle it certainly isn't a bad thing.)
But Dragonlance? Dragonlance was one of my main entrypoints into D+D. I started off with the superlative Return to Brookmere, certainly, but Dragonlance was one of the core lenses for my understanding of D&D in elementary and middle school (only getting displaced by the Forgotten Realms after I picked up Baldur's Gate). I went hard into the TSR novels as a kid, y'all. Even the clunkers. In some ways, it takes on the role that I think Greyhawk does for some of my friends - the intro setting that dominated a lot of our early gaming visions.
In the light of my thirties, the Dragonlance of my youth seems excruciatingly twee in all of the Renn Faire ways that late AD+D could hit. But I think there are still some glimmerings of compelling ideas in the thousand-foot pitch, and hell, getting a trailer from Shohreh Aghdahloo goes a long way.
So instead of turning up my nose, I ask - what could a revision of the Dragonlance setup look like in a context that wouldn't make me balk? Here's my initial stab at it:
- Under the Dark Fist*. The original Dragonlance books open with evil on the rise. The dragonarmies stand poised to roll over the continent of Krynn; they've got organization, divine backing, and a gazillion evil dragons all working to crush out the various points of opposition to Takhsis. I think that there's a lot of potential in having a setting where evil begins as being triumphant or in control, and players are placed in a framework of organizing and leading resistance. It works quite well for Star Wars, after all. (For a fantasy context, see FFG's 'Midnight' setting for 3e, or the Black Company books, for other examples of the evil overlord having won as the starting point.)
- Apocalypse Then / When In Rome... Others have written about the post-apocalyptic nature of AD+D, but Krynn very much seeks to foreground it -- theoretically, at least. At the start of the War of the Lance, Krynn is still making its way out of the big old world-wrecking Cataclysm. In the original Dragonlance materials, the main ways this was showcased were the absence of the gods and their associated cleric-y/paladin-y powers, the physical wreckage of the continent, steel coins instead of gold, and Lord Soth the death knight (Dragonlance's own Darth Vader). These feel a bit underwhelming, honestly, and I find myself of two minds about how to reframe this part of the setting. On the one hand, I'd like to see more treatment of overcoming scarcity and cultural adaptation to their surroundings, taking an apocalypse's effects seriously. On the other hand, there's definitely more than a little Rome in the presentation of Istar, and now I'm curious about how a treatment of post-Cataclysm Krynn informed by more recent scholarship and discussion about post-Roman Europe would turn out. (Solamnia as the cultural equivalent of Byzantium...?)

The Doom Brigade
Margaret Weis & Don Perrin - We Are More Than Our Past. D+D has been struggling with the 'hard-coded biological alignment' for a while. Dragonlance is somewhat infamous for the magically mandated obnoxiousness of the kender, gully dwarves, and gnomes, along with the standard goblins and hobgoblins being always evil cannon fodder, so it might seem like this setting would be likely to continue putting its foot in it. All that said, Krynn might actually be a pretty good setting for seriously wrestling with this, if folks wanted to put the time in. I remember seeing the pitch for The Doom Brigade as a kid and being curious -- how would former bio-engineered soldiers of the evil overlord be presented as sympathetic protagonists? What's more, some of the major pieces of the setting are all about beings long dismissed as "evil" breaking past societal and/or divine hierarchy treatment and doing good - the red dragon Flamestrike striking down the villain of the first book because of his threats to children, Raistlin's soft spot for the downtrodden and oppressed, and even the nonsensical Green Gemstone Man trying to fix his original sin and serving as deus machinae prohibitus. (Please don't ask me exactly how little of that I had to look up.)
In practice, I see this as an opportunity for D+D to explicitly push back against some of the missteps of the past, and of Dragonlance in particular. In the specific context of Dragonlance, this might look like less focus on good and evil as specific cosmic teams with their own bioengineered servitor races (elves and metal dragons for Team Good, minotaurs and chromatic dragons for Team Evil) and more on individual choices and sway. - Si vis ludem, para bellum. Dragonlance is a setting designed around grand sweeping conflicts (not to mention dragon dogfights and flying citadels). It makes sense that a modern treatment of DL would feature some serious thought of how to meaningfully integrate that sort of conflict into the standard scope of play. It's no surprise that my thoughts turn to wargame integration at the drop of a hat, but it seems WotC is at least looking in that direction as well, with a planned mass combat system ("Dragonlance: Warriors of Krynn") to be released.
Friday, March 4, 2022
Protecting Our Spaces: A Response to Raggi
Somewhere in the 2009-2011 range, when I was just discovering the OSR scene, I ran across a retroclone which stuck out to me and zoomed up into my favorites for quite some time. In contrast to most of the other rulesets I had seen at the time, it had a lot of referee advice -- and it had safety tools.
No, seriously! They were perhaps a bit rudimentary compared to the codified tools that are out there today, but I didn't see many other rulesets (OSR or otherwise) including quotes like "The Referee shall realize that Rule 0 is for the purpose of establishing the desired atmosphere for his campaign, and not as an excuse to abuse players or a license to be a despot at the game table… The Referee’s role is to challenge players, not victimize them." or "Know your players. Communicate outside of the game, and find where the limits lie. Your job as Referee is not to shock, scare, scandalize, or assault the senses. Respect for the real person sitting before you playing the game comes before any idea for the game you actually have." (emphasis added)
The ruleset, of course/ironically enough, was the original Referee Book for Lamentations of the Flame Princess.
| LotFP Referee Book cover |
LotFP has, uh, gone some directions since those days, to say the least. Raggi's outlook seems to have gone from "good art may sometimes be transgressive" to "if it's transgressive, it must be good art!" For years, I've had LotFP in its various channels muted, while I try to do my own thing. But a friend recently tagged me in a FB post of Raggi's, and I felt the need to respond.
Raggi writes (FB):
Let me give all the people who hate me more and more reason to do so, because why the fuck not at this point:
People in my industry always seem to be shocked and horrified and "oh how can this happen here?" because Varg Vikernes is a tabletop RPG publisher.
Well... every single store I buy metal from (not including label-specific webstores or individual band storefronts of course), from Amazon (and when I buy Amazon, I buy from Amazon Germany) down to my local record store chain, carries Burzum. He's also distributed on Youtube by a Sony subsidiary.
Somehow the metal world hasn't ended because a bad person has been an artist in public for thirty years, and it hasn't prevented good people or good creations from existing within metal. You have a popular (give or take at any particular moment) subgenre that attracts all sorts of people, and when something attracts all sorts of people, that means ALL SORTS of people.
And Varg (and a decent number of his contemporaries) has quite obviously been a tabletop RPGer for all that time before becoming a publisher, and somehow RPGs made it through the 90s, 2000s, and 2010s without being taken over by his type of thinking, and the 2020s will be fine as well.
This wouldn't be a thing to remark about, except there are people who think that there should be a just-so uniform way of thinking in the tabletop RPG world, and if you don't sign on to that thinking (or *gasp* you even disagree with it) then people either think that's opening the gates to the Varg types to take over, and/or want to try to associate you with Varg and/or his thinking to try to isolate you and drive you out.
Funny thing is, to me, it is their behavior that I associate with Varg's sort of thinking.
Ancestry doesn't make you a better or worse person. And people of different ancestries are all over the place and they aren't going back where they came from and "they" are not going to leave "your" women alone (because the "they" and "your" do not actually exist, and both the "they" and the women know this). You have to live with them, you are never going to "cleanse" the gene pool, so get the fuck over yourselves, racists.
Similarly, you're not going to purify the thinking pool. People will think differently and prefer different creative expressions and they're not going to go away or conform to what you think is the "right" way to create or express any more than you're going to conform with theirs. You have to live with them, so get the fuck over yourselves, conformist censors.
Well, I don't hate Raggi. But this post is bullshit.
Well, that second-to-last paragraph calling out Varg's racism isn't too bad, and the comparison between the OSR and metal is actually pretty apt on multiple levels. (But that's not nearly as much of a vindication for Raggi as he thinks.)
"Somehow the metal world hasn't ended because a bad person has been an artist in public for thirty years, and it hasn't prevented good people or good creations from existing within metal."
Good people and good creations exist within metal, no question about it. But the presence of shitheels within the scene absolutely makes it harder for marginalized folks to exist within the scene, either as fans enjoying it, or as musicians creating their own work. It also serves as a deterrent from people getting into metal.
Similarly, the presence of shitheels within the OSR scene - and folks who normalize their presence - makes it harder for marginalized folks to enjoy it, either as fans or as creators. Let's go back to that LotFP Referee book for a second. Here's another quote, from the section on organizing a group: "If someone is homophobic or racist or sexist, you want to find that out before exposing a group of strangers (who may include women, gays, or ethnic minorities) to them – that will kill a group before it gets started."
Past-Raggi was right - having a poisonous person in the group will absolutely kill a group and cause it to collapse, and rightly so. Because people will conclude two things:
1) This group isn't safe for marginalized people, because of the presence of the shitheel in question.
2) The person organizing the group thought that it was worthwhile to bring the shitheel along.
Even if the shitheel in question leaves or is booted out, there may still be lingering questions about the organizer's decision-making and judgment. Marginalized folks will continue to wonder if the group is a safe place to be, because clearly the organizer didn't think this person was a problem when putting the group together in the first place.
Now think about those dynamics in a creative scene. It's not a 1:1 correlation, of course - there's no single central organizer or leader that folks can point to, no single Arbiter of Metal (or OSR) to control group composition and membership. But people do notice when there are toxic folks in a community, and it starts to become known for that.
I don't have the capacity to stop Varg (or Venger, or RPGPundit, or whatever shitheel of the week) from creating metal or gaming stuff. But I can absolutely protest and call out their grossness, and actively work to create proudly inclusive and welcoming materials. Because when people in a scene treat the shitheels as 'just another creator' who we have to all get along with? Marginalized folks will conclude (and rightly so!) that the scene in question isn't likely to have their backs.
There is a distinction to be made here, though, between pushing back against abhorrent folks and launching purity tests. I don’t want everyone thinking the same way in a scene! Not every disagreement is something worth booting people out for. There has to be room for people to be wrong and maybe change their mind over time, and sometimes a tiresome Hot Take is just a tiresome Hot Take. But there’s a distinction to be made between someone being wrong, and someone making statements (or taking action!) to harm others.
Kim Kelly is a metal critic/labor rights journalist. Here’s an excerpt from a great piece of hers: There's No Room In Metal for Racists, Abusers, and Bigots. The translation and application of the principles espoused to, say, other scenes is left as an exercise for the reader.
To be perfectly honest with you all, I personally feel that, as metal fans, the practice of separating the art from the artist is no longer a luxury that we can in good conscience afford ourselves... Is buying a bigot or an abuser’s new album or going to see them play a show the same as participating in wide-scale ethnic cleansing? Of course not, don’t be ridiculous. However, is tacitly (or explicitly) supporting the violent ideologies they espouse, materially or otherwise, a dangerous, inhumane, shameful thing? Yes. Does purposefully ignoring or waving away the import of politics in art make you a coward? Also yes. Now is not the time to hand out hall passes because of fucking riffs...
It would be silly for me to write all this without acknowledging metal’s long history of creating space for and supporting the actions of bigots, abusers, and other scum. Some of our most cherished folktales center on violence and hate, and many rotten people have made indelible marks on the genre, from Varg Vikernes to that racist ding-dong from Malevolent Creation. For black metal fans, this is a particularly acute issue, as some of our most lionized figures are fucking terrible people—or at the very least, people who have done fucking terrible things.
This is something I’ve dealt with personally for years now, as my politics have evolved and I’ve worked to figure out my view on the world....We all fuck up sometimes—the most important thing is how we clean up the mess afterwards.
So how do we do that? There’s no one answer, and even though I know where I stand, it took me a long time to figure that out, and I’m still actively working on it (and still dealing with my mistakes). It comes down to personal responsibility, and your own politics, and your own level of willingness to engage with, and interrogate, and sometimes abandon the things you love in pursuit of greater understanding, and lesser harm...
There are a lot of metal bands in the world; asking yourself, “are these riffs really worth it?” is a small step, but a crucial one.
It starts with us. It starts with you.
That old Referee book is actually not too bad, on a reread. But where Raggi’s at these days? That’s not a position I can support. Calling out and vigorously criticizing those who would contribute to marginalizing others is crucial for our, or any, scene. Because that’s how you make sure that you actually keep as diverse and broad a scene as possible, with as many different perspectives and interesting ideas as you can: by making it safe for the most vulnerable.
It starts with you. It starts with us.
| Metal, elfgames, and "defiantly anti-fascist": Bolt Thrower has it all! |
Further Reading:
Metal’s Inclusive Future Looks Like a Zeal & Ardor Show:
The thought that I keep coming back to this week is that representation matters so, so much—especially in a scene like this, where racism, sexism, homophobia, transphobia, and other forms of bigotry remain rampant, and any scrap of progress is still looked at askance by gatekeepers or shouted down by reactionaries.
Back when I was a teenager, I’d go to shows and look out for other girls and women. In my 20s, as I got older and grew into a more informed, intersectional perspective, I’d look out for other marginalized people, especially those who reflected my own experience as a physically disabled person. Walking into a place and seeing a face that looks like yours is an immediate relief, whether it’s a bank or a job interview or a black metal show. For me, it came via those first early crowd scans, when I’d light upon another girl in a Morbid Angel shirt standing across the room, and feel my heart swell.
Later, it came in seeing women like Arch Enemy’s Angela Gossow or Bolt Thrower’s Jo Bench onstage, in seeing Liz Ciavarella-Brenner edit Metal Maniacs, in reading Jeanne Fury and Zena Tsarfin’s work in magazines, and in working with Paula Hogan at Candlelight Records. Since then, a lot has changed for the better, but those early role models and fellow fans gave me the reassurance I needed that I did belong there; it gave me permission to be who I was, to be a metalhead sans caveat.
"Barnes explained his justification to allow known fascists to play the venue he personally owns in familiar terms. “You get put in a no-win situation in whatever you do here,” he told NorthJersey.com. “Being an owner of the club you look at it as freedom of speech. When does the censorship issue come in and where does it escalate from here?” Because apparently, the Founding Fathers were extremely concerned with the future “right” for some subpar black metal jagoffs to be paid to play in front of a paying audience in a privately-held venue. By now, “free speech” has become a right-wing dog-whistle for “I want to be an asshole without suffering any consequences for my actions,” so that seems to cover his view here quite nicely."
What Covering Heavy Metal Taught Me About Spotting Nazis (aka the social-media-review dance that I, and others, find ourselves doing when checking out previously unknown OSR folks)
By combing through album lyrics, parsing interviews, and inspecting tattoos, journalists covering black metal—and even casual fans—become adept at rooting out bigotry. Doing so has, by now, become a conscious part of the wider black-metal experience: for leftist fans, a familiar ritual involves poring methodically through all available information to decipher an exciting new band’s political position. It’s kind of like playing a heavy metal version of the Six Degrees of Kevin Bacon game, except the locus is invariably a Polish neo-Nazi or racist death metal guy from Florida, and winning is really losing. The thrill of discovering a killer new record is attended, always, by anticipation as you scour the lyrics and artwork and member lists and touring history—and then, all too often, you discover that (dammit!) the guitarist has a racist side project, or their label has released anti-Semitic material. But metal is too good for Nazis. Surveilling black-metal artists’ activities and exposing any associations with violent far-right networks is a means of defending a community I hold dear.
Why I Booked An Anti-Fascist Metal Festival:
Metal and its acolytes have many sins to answer for—but that shouldn’t overshadow all the brilliance, positivity, and joy that this genre and its culture have brought to millions of people around the world. Sometimes we forget to see the forest for the trees, and that the vast majority of metalheads are good, caring people who want to listen to their favorite music without having to worry that they’re enabling poisonous genocidal rhetoric.
I also think that it’s very easy to get caught up in the constant, punishing feedback loop of rediscovering over and over (and over…) that racists, neo-Nazis, bigots, abusers, and other trash people walk amongst us when we’re at a show, or in a record shop, or just trying to walk down the fucking street. Burnout is real, and I understand why some metal folk would rather just ignore the whole thing and burrow into their record collections. I used to be the same way when I was younger and more blind to my privilege (and as a result, made some mistakes in terms of supporting or covering bands that now I’d never touch); however, as I’ve grown up and become more politically active, I’ve realized that—for me, at least—that approach is just not going to cut it anymore. Zero tolerance is the only approach that makes sense when it comes to cleaning up our scene, and it’s been incredible to witness more and more metalheads standing up to say as much, online and in song.


















