I did one of these in late July - seems overdue for another roundup. Here's a curated list of "Some Stuff I Thought Was Cool," and discussing what I liked/found interesting about them.
|Ba Chim Seal of Approval!|
(art by Dreadbeasts)
- Hydra buddy Trey Causey continues to be a freakin' machine over at From the Sorcerer's Skull. I particularly liked his thoughts on how Adventure Time's setting design can inform campaign construction, and his thoughts for using Operation Unfathomable as the core for a '50s monster movie setting.
- While you're looking at Trey's blog, check out the ICONS writeup for Girlgantua, another teaser for the forthcoming Armchair Planet Who's Who. (My favorite bit so far might be the quiet Trek nod in the Tempus Fugitives.)
- David Perry released Principia Apocrypha, an alternative to the venerable Old School Primer that discusses 'core OSR principles' from an Apocalypse World-influenced standpoint. This one has some charming art by Evlyn M.
- Continuing on with core principles, Into the Odd has some thoughts on the trio of Information, Choice, and Impact in centering player agency in campaign play.
- Wizardthiefighter Luka completed the first draft of the Ultraviolet Grasslands recently, and I've started the editing process. Members of Luka's Patreon can check out the first draft, and of course there's a free preview available here.
- The Lizard Man Diaries's Infinigrad Suburb Generator is a nice set of tables for jumpstarting some weird fantasy neighborhoods. I'm also interested in checking out Jack Shear's treatment of the same idea in the upcoming Umberwell supplement (demoed at DIY & Dragons).
- While the Odious Uplands churn towards completion, Jason's fired up The Dungeon Dozen once again. As someone whose campaign fits the bill, I particularly appreciate his investigations into why There Are No Dragons In This World.
- Rey & Grey continue to chug away at Break!! - here's some exciting art from the intro adventure, Trouble in Sprocket. I've played through Sprocket, but didn't interact with large parts of the adventure (including some of the groups seen here) and now I want to play through that again.
- Emmy Allen wrote Dolorous Stroke, an Arthurian myth wargame inspired by GW's Inquisitor. Focus on small objective-based skirmishes with a premium on narrative construction. Very cool stuff. (I'm biased, I suggested the name.)
- Evan, at In Places Deep, has a guide to sandbox construction up. As someone who often stalls out in the procedural side of setting generation, this sort of framework is extremely handy (and one I'm recommending to other folks interested in sandbox generation).
- Against the Wicked City has just wrapped up a nine-part series looking at the books of WFRP 2e, but my favorite part is his discussion of Renegade Crowns. This book is one of my favorites, and I'm glad to see it getting a bit of recognition in presaging some of the OSR's fortes. (I think Joseph undersells some of the utility that RC still provides, including a sandbox construction kit of its own, some nice random tables for generating opposing factions, and an excellent Trouble Index system that keeps PCs dashing between internal and external threats to their petty fiefdom.)
- Bad Wrong Fun is previewing Offworlders (Traveller by way of World of Dungeons). I'm not 100% sold on WoD, but I appreciate the rules-minimalist approach and am curious to see where Offworlders takes that fusion. Alas, no rules for PC death in chargen (yet).
- Skerples is teasing Magical-Industrial Revolution. In contrast to the OSR aesthetics of ruin, MIR is focused on the time just before decay...right before everything goes to hell. I tend to steer away from high magic games and frameworks, but I've been grooving on the Revolutions podcast recently, and am extremely interested in seeing game examination of how building social pressures and unexpected catalysts can start things spiralling out of control.
- A bit out of timeframe, but I liked Beyond Formalhaut's discussion of the purpose of RPG books (creativity aid and supplement). Melan's part of the OSR that I'm not really in touch with (I came in late). At this point I'm not particularly enthused about 'calls to arms,' but I definitely appreciate Melan's urging towards a culture of experiential play. (Not to mention a focus on discussion - which is part of why I'm trying to share these out!)
- Give 'Em Lead investigates solo campaign construction in a wargaming setting - combining WFB matches with event-table solo play to create a campaign narrative focusing on one army (rather than the traditional duelling forces of a narrative campaign, or free-wheeling all vs all multi-player campaigns).