Author: Jim Rossignol

  • Threedom: The Vast In The Mörk

    Recently we three — Kieron “DIE” Gillen, Jim “TEETH” Rossignol, and The Mysterious Third (Chris) — embarked on a hex crawl. To do so we combined a zine, The Vast In The Dark by Charlie Ferguson-Avery, and a lite dark fantasy RPG system, Mörk Borg by Pelle Nilsson and Johan Nohr. The word Mörk means dark (or gloom), so our calling it The Vast In The Mörk is a sort of joke by virtue of it actually being the same words. We’re clever like that. But in no other way.

    Here’s how we got on.

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  • 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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  • 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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  • 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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  • 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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  • Feng Shui: A Hard-Bitten Cop And Some Game Rulings That Changed Me Forever

    Jim’s note: a version of this article was originally published in the wonderful, the singular, and the dramatic TEETH RPG Newsletter! Subscribe for these reasons.

    I had planned to write about setting-agnostic rule systems, system-agnostic settings, and the way in which we sometimes hack one game to work with another title’s adventures. I admit that some of the reason for this was that I really like saying the word agnostic. What a beaut! Agnostic. I relish it. This proposed essay, if I ever write it, and let’s assume that I already have, links to something about vibes in dice rolls in a later newsletter, building up a sort of coherent commentary on RPGs as sampled and adapted literature and the quilts of meaning that we build out of related cultural materials. {I am actually working on this, soon. – jim}

    As you can see, great stuff is already happening in my imagined future.

    But in the present something more important arrived from the past: I remembered a game of Feng Shui.

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  • An Imagined Atlas Of Imaginary Atlases

    Jim’s note: the New York Times last week ran an article on one of the very greatest contributors to TTRPG history, fantasy atlas-maker Karen Wynn Fonstad. You can take a look at it here. This kicked me in the mind with an overpowering Proustian rush and I returned to my copies of her atlases of Pern, Middle Earth, and the Forgotten Realms. Then I remembered I had already written about fantasy atlases on the TEETH RPG newsletter. And THEN I realised I could post it up here. And you can read that, below.

    I own a surprising number of atlases. Some are straightforward atlases. You know the sort: large-format hardback books containing maps of the world. Others, like The Times Atlas Of World History, which I somehow own multiple editions of, are also grand acts of generalised erudition: formidable slabs of publishing achievement that have been iterated over decades of republishing to explain something with maps. In this case, the general history of the human race.

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  • An Interview With Citizen Sleeper Creator, Gareth Damian Martin

    Jim’s note: this interview is from the TEETH Newsletter back in 2023, but with TTRPG-adjacent Citizen Sleeper 2 imminent (yes! At the end of the month) so we thought it timely to repost here on Old Men.

    Who is this person? Why, it’s Gareth Damian Martin, the writer, game designer and artist that some of you will doubtless recognise from Citizen Sleeper, a game that could hardly blend our interests any more concretely: inspired by the dice-pooling magic of Blades In The Dark’s role-playing systems and combining these sleights of dicery with the satisfying solo crunch of the digital game. Not played it yet? Then do so, right after, or perhaps even before, reading this. We talk to Gareth about the connection between tabletop RPGs and digital games and their – inevitable? – slide back towards an RPG of their own, Cycles Of The Eye.

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