Old Men Running The World

The TTRPG viewed THrough monocles, addled by port.
  • The Thief & The Necromancer 

    Jim’s note: an initial version of this was originally published in the TEETH RPG newsletter, some years ago.

    We’ve not had a great deal of opportunity to play new RPGs lately (at the time of writing), so it was a delight and a relief to indulge in an interesting one this week. I was fortunate enough to be able to spend some time with Chris Gardiner of Failbetter Games, James Hewitt of Needy Cat Games, and Kieron Gillen of in the Garrick’s Head, or at least that’s where I remember first meeting him, a long, long time ago.

    Together, at Gardiner’s prompting, we played a game of multiple GM PBtA journalling game, The Thief & The Necromancer, by D. Vincent Baker (aka Lumpley Games). It was a rather an interesting experience, and I shall tell you about it!

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  • THREEDOM: Beowulf: Age Of Heroes

    Jim, Kieron and The Mysterious Third (Chris) have a regular group. We’re forever GMs, and play short campaigns where two are forever GMs no more. This is Threedom, and these our our stories. This time we report on Beowulf: Age Of Heroes.

    Kieron: I’m smiling at your notes for this chat, Jim. “Oh no, we played 5E! Sort of.” The ‘sort of’ is carrying a lot of weight. Handiwork games seem to be folks really who are interested in bending 5E significantly, and there’s a lot of that here. As the basic intro Beowulf is set in the world of the Anglo-Saxon poems about a Danish hero who kicks the ass of a monster, and then its mum and then has a bad time with a Dragon (though kicks its ass on the way out). The game’s got a lot in, but its core thing is as a duet game – one GM, one player. That’s about all I knew going in – Warped 5E, literary-historical-setting, duet game. Is that a fair description?

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  • Role-playing Games Are Either High Art or Fanfic

    Pieter Bruegel the Elder, who likely would have glanced out the side of his eye at this whole argument.

    I was probably making a cup of tea, as I usually am.

    I just stared into the middle distance and thought “all role-playing games are either High Art or Fanfic” with a force that made me know that it was fundamentally true – which meant, on some level, it must be fundamentally false.

    All dichotomies are false. You can never take this too seriously, as it’s a classic The Map Is Not The Territory trap.

    However, given a certain definition of Fanfic and High Art, I think it’s can be a useful map. When I say “a certain definition” I mean “Mine.”

    Or, at least, the ones I’ve stolen.

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  • Where I Solve The Scheduling Problem In Dungeons & Dragons

    I was recently in a pub, talking to a friend about their collapsed game of Dungeons & Dragons. I was somewhat frustrated by their tale of woe – perhaps the most common tale of woe. I imagined all these decades of people wasting time, just waiting for that one player to be free on Friday.

    I decided to solve their problem by writing a patch for the 2024 edition of the D&D Players handbook.

    Here’s a PDF to download.

    Print it out and slide it in after Page 8.

    This is probably overkill, but it breaks my heart, and made me laugh. You can’t resist yourself sometimes. It is actively strange that RPG folks write rules about everything, but have avoided giving actual advice on basic play culture ideas. Generations after generations of players, falling into this particular trap. No more, I say.

    Go! Print out! Stick it in manuals worldwide. This can be a better world, or at least one where people go down dungeons and fight kobolds more often.

    It may work on other RPGs too.

    I wanted to include it on the page, but I ran out of space, but a recent episode of Fear of a Black Dragon discussed this topic at length. If you want further inspiration, you can listen here. The segment starts 19 minutes in.

    Thanks to this homebrew toolset which made the homage easy. It’s genuinely astounding work. Also, thanks to Stephanie Hans for letting me use her art from DIE RPG.

  • Hot Under The Collar For The Cold War: Dr Malcolm Craig on his classic RPGs redone for 2025

    Jim’s note: this was actually in the last TEETH RPG newsletter, but I figured I would cross-post because the Kickstarter has now gone live and it looks fantastic. Malcolm Craig is an erudite creator and has plenty to say. If you missed this before, go read!

    Malcolm Craig is a senior lecturer of American history at Liverpool John Moores, but his interest in both the Cold War and in RPGs runs much further back. Now, nearly twenty years on from his original indie releases of Cold War RPGs, he’s releasing a new edition. Having been intrigued by this prospect when we talked the Jon Handiwork a few newsletters ago, we were glad to find that Malcolm was also up for a little chat.

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  • Designer Notes: How Do Aliens Do “It”?

    I’ve released a new game zine! You can grab How Do Aliens Do “It”? here, which is a pay-what-you-want-or-not Carved from Brindlewood game about Alien teenagers in a repressive, information-scarce society gather to share what each of them knows and try and work out how doing “it” works, and how they feel about that. It’s a playful game which tries to approach big stuff lightly, and I’m really happy with it.

    And for those who want to know the process, here’s the designer notes (which are also in the game)…

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  • A Reading: Ultraviolet Grasslands and The Black City: Second Edition

    Jim’s note: I wrote a version of this for the TEETH newsletter last year, but with Our Golden Age looming somewhere in the uncertain space of development, I thought I’d return to it. One thing I’d say: I am a lot closer to getting UVG to table than I was when I wrote this, and what has changed is the work I currently want to do to get a game into play, and also a desire to dabble in something weirder. Anyway…

    I casually mentioned over on the TEETH Discord that I might give UVG:2E (UK stock) a quick read-write up, and so here it is. To be clear: we’ve not run this as at the table, but I always read more books than we have time to run games, and so I feel it’s absolutely okay to spend some time talking about that first part. The reading of books, I mean.

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  • What I’d Tell You To Try If You Told Me Your Game Sucks

    Look, ma, I can do clickbait titles. I’m a real boy content generator now.

    I wasn’t going to call the article that. It’s very much what I’d use if I was 20-30 years younger on Youtube and forced to try and engage with that hellscape. Instead, I am on a blog: an elegant weapon, for a more civilized age. I don’t need to do it. I am, because while the blog is a lightsaber, it is a lightsaber made of shits and giggles.

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  • Previously On: Mothership

    Jim’s note: this was previously posted on the TEETH RPG newsletter. (Sign up! Share with people!) I’ve added some subsequent thoughts to this, because we played it even more since I wrote this. My promise to “write about Mothership” became something of a joke on the newsletter, taking me a couple of years to reach this incomplete conclusion. But at least it’s a start, eh?

    Mothership. I Finally Wrote About Mothership.

    I was poised to write something about Mothership a while back, but a couple of things gave me pause. Firstly, my group really wanted to play another game of it. We weren’t sure we were “playing it right”, and felt like we needed to give it another shake, just to make sure the wrinkles weren’t ones we’d put there ourselves.

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  • Why DUNGEONs, Though?

    Jim’s note: An older, lesser version of this article originally appeared via the TEETH RPG Newsletter!

    This week, for reasons unclear, we played Heroquest on Tabletop Simulator.

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