Growing up, I spent what some psychologists might refer to as "a diagnostically significant amount of time" on TV Tropes Dot Org. If I had to guess, I'd be willing to bet I first saw it linked either in the comments of an 8-Bit Theater comic or in a forum post on Giant in the Playground, but discovering that website altered my brain chemistry in ways that were as foundational to who I am today (/positive) as they are foundational to who I am today (/deeply concerning). For the uninitiated, it is a website focused on cataloguing - and providing annotated bibliographies with examples of - the tropes that appear in popular media. (And unpopular media.) For the tween bookworm who had yet to be taught formal literary analysis, this website was a treasure trove both of discovering new concepts and new media. It led to me finding the TTRPG that would become my white whale long before I ever picked up dice for my first session of D&D 3.5. It was what made me sound far too clever writing papers in highschool, which has led to persistent themes in my writing today. It was...enlightening.
For Want of a Silver Bullet
Wednesday, October 28, 2026
Go For The Schmuck Bait
Growing up, I spent what some psychologists might refer to as "a diagnostically significant amount of time" on TV Tropes Dot Org. If I had to guess, I'd be willing to bet I first saw it linked either in the comments of an 8-Bit Theater comic or in a forum post on Giant in the Playground, but discovering that website altered my brain chemistry in ways that were as foundational to who I am today (/positive) as they are foundational to who I am today (/deeply concerning). For the uninitiated, it is a website focused on cataloguing - and providing annotated bibliographies with examples of - the tropes that appear in popular media. (And unpopular media.) For the tween bookworm who had yet to be taught formal literary analysis, this website was a treasure trove both of discovering new concepts and new media. It led to me finding the TTRPG that would become my white whale long before I ever picked up dice for my first session of D&D 3.5. It was what made me sound far too clever writing papers in highschool, which has led to persistent themes in my writing today. It was...enlightening.
Tuesday, October 27, 2026
Magic's Psychographic Profiles Work For RPGs Too
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| Give us a Mel card, Rosewater! |
J_nny
Spike
Vorthos
Actionable Content
Outro
Wednesday, September 30, 2026
On Myths, Bastions, and Lands (Remaining)
| Go listen to this podcast here. |
If you have gotten the Mythic Bastionland brainworms like so many of us have, you've likely been stalking around into the deep places of the Internet wilderness trying to find other people talking about the game. Maybe you've stumbled onto the many excellent actual plays, like the ones done by Mystery Quest, 3d6 Down The Line, or My First Dungeon, or certainly you've dug into Chris' own podcast and videos on the subject (to say nothing of his blog where so much of it began and still lives to this day). If you somehow have done all of that and not come across The Smiling Fox, I would highly recommend it as they are to my knowledge the only folks out there actually speaking about their experience with the game rather than just writing it down - because look, I love blogs, but reading blogs while driving is much more broadly discouraged than listening to podcasts, and that means I've listened to way more of this podcast than I have read blogs on the subject.
But you're here, which means you're either better at reading and driving than me, or you simply prefer to absorb knowledge via your eye-meats rather than your ear-meats, so that's fair.
Anyway.
While the folks over at The Smiling Fox have done a lovely job talking about the game and their experiences with it so far, they brought Chris McDowall on to chat in Episode 11 and a few things they got to chatting about got me thinking about how Mythic Bastionland fits into the sort of greater milieu of modern games trying to tell the story of knights (or knight-adjacent weirdoes) going on quests while desperately trying to avoid falling too heavily to Monty Python references. Part of what I'll be referencing for my own thoughts I've talked about here and here if you want to go read, but the tl;dr is that Mythic Bastionland interests me specifically in a few ways:
- How does the game present its plot threads and how do the players and the GM interact with them?
- How do other games playing in a similar design space handle certain player expectations for the kind of story they're trying to tell with their mechanics?
Limiting Scope
Solving Problems
Yes, I Know, I Can Hear You Screaming
Statistically speaking, if you're reading this blog, you already know exactly how befloggèd of a deceased equine the "OSR and Storygames Overlap Actually?!?!?!?" topic is, so we can just go ahead and scoot past that. You're also pretty likely to know that prior to Jason's Brindlewood renaissance, they (along with many other folks who were a part of The Gauntlet gaming community) produced Codex going back all the way to 2016 which explored the spheres of OSR and Storygame play, as well as producing the Fear of a Black Dragon podcast that is explicitly about reviewing OSR modules. I realize it's a little superfluous to sit here and list Jason's bona fides when it literally isn't necessary (mainly, I just don't hear Codex of FoaBD talked about much these days and that's a shame), but what I'm stabbing at is that all of this game design was bathed in the same flames and hammered at the same forge (pun intended).
One might assume that because Masterminds are a much more present and immediate threat, they might have a greater influence on how players engage with the narrative. And they do, kind of - but despite The City Quest basically existing to taunt players, its mere existence can keep a campaign on track in the moment in MB as players try to push their characters to further heights of Glory to have a chance to undertake it. Outside of TLR (and even then, still true for a portion of it), everyone knows Masterminds are in play, but their existence is largely treated as irrelevant until they show up to dominate the narrative and Cause Problems.
But Where Are My Trophies and/or Gold?
An Outro, For Now(tro)
Tuesday, August 4, 2026
Sicko Implementations of Bespoke Tradeable Rulepacks
I should be writing about GenCon. I should be writing about the Appendix N Jam, or like, reading other peoples' entries and rating them. Instead, after talking with people about the ideas I was noodling on in the last post (which I will summarize in a sec, hold your horses), I have stumbled into some maybe real sicko mode things that we could be doing at every event or even FOR specific events.
Last time around, I had brought up the idea that there are a few disparate movements I would like to see function together at one time: people making business card dungeons, or bookmark tables, or just regular one page rulesets, or people still tooling away on their GLOG hacks. There's any number of ways these things could combine, but my big point is making sure that however they do, they would be 1. not mutually incompatible and 2. made to be traded around. In my mind, there's basically two flavors of implementation for this kind of thing: fully virtual or IRL collect-a-thon.
Fully Virtual
IRL Collect-a-thon
Getting Perilously Close to LARPing
It's Not An Alternate Reality Game if it's Actually Reality
Sunday, July 19, 2026
The Razor Thin Edge Between The Desire for Community vs. Commodification
You're getting multiple posts in the same month, that's how you know I've got way too much to do and how badly I need to free up mental computing power. Sorry not sorry. Also, a quick heads up: I am sponsored by literally nobody in this post, and in fact am quite the opposite - I would argue everything I'm about to talk about is stuff I've paid for myself or received as an inclusion with something I've bought with the notable exception of The Chair, which Zach Hazard Vaupen literally hunted me down and handed me at PAX Unplugged like the world's most helpful Terminator. This will become relevant, but I'm also letting you know because hoo boy am I about to namedrop a bunch of people and supplies and I'm doing that because they're relevant, not because someone's paying me to do it.
Also, this is going to be yet another long one - if you'd like to cut the crap and get right to the actionable content without all the context, just CTRL+F "What Is Adam's Actual Vision" without the quotes and you'll hop to the end.
An Introductory Diversion: The Return of the Convention Go-Bag
I know not many people read it, but one of my first posts here was about my convention go-bag and how I'd fine tuned it for anything I'd conceivably need at a convention, because after one year at GenCon lugging around my huge heavy duty backpack with room for my laptop, extra screen, big wooden GM screen, all my books and more I had had enough. It's been long enough since my days in marching band playing sousaphone, my body just ain't built for that anymore. The thing is though, when I'm not at cons but AM running other IRL games, I find myself longing for something with a bit more storage space - not as much as the heavy duty bag, but more than the go-bag. That leads me to opting for a messenger bag and the old classic: the Trapper Keeper. (Yes, that's the South Park Trapper Keeper Akira/Terminator/2001: A Space Odyssey homage. I usually hide some link gags in these posts but I figure I'll throw a content warning out for cartoon body horror on this one. Let's not think about how long ago Season 4 of South Park was, okay?)Enter The Trapper Keeper
| Don't you give me lip about falling for nostalgia. Just let me have this okay? |
This is great. I've got basically all the space for everything I need, I could throw dice in the pencil bag if I wanted to, the interior pocket can comfortably fit a few zines inside it (if I'm taking it with me on a trip, I will often throw game design zines in there to get me thinking, or sometimes a worldbuilding game if I think I'll need to entertain friends). It's great, and it's specifically great when I know I've got plenty of prep time to bring everything I might need with me at once. But I don't really like taking a messenger bag with me everywhere I go these days, and if I want to write notes down to keep with me for upcoming game things, it's not the most convenient. I mean I GUESS I could type them into my Notes app on my phone or throw them in a private Discord chat to myself and then copy them down later, but that's a lot of steps AND reliance on technology/my faulty brainmeat to remember to sync things up before the game. Part of the reason I wanted to get that go-bag ready is to have everything in one spot at all times, and so that got me thinking about something a little more compact.
In the go-bag, I've got the little utility bag that has the e-reader, mechanical pencil, and two Field Notes journals in it, and that's honestly just about perfect - but with the e-reader in it, it's a little fragile to just throw in any old bag/cargo pants pocket and go. I like a lot of the options the little utility bag gives me though - just like the Trapper Keeper, it's got pockets to slide things into, space for a writing utensil, and is otherwise of the correct form factor to slide into my bag without taking up much space. But also, I've found out that I write like a caveman and cannot be trusted not to constantly break and/or jam the lead, so I want some kind of durable pen and I'm not quite ready to commit to the world of fountain pens yet - I was gifted one, but I use it so rarely I have to clean when it I pick it up to use it since the ink dries on the nib. While hunting around Richmond for advice on cleaning that fountain pen, I stumbled onto a happy compromise which would spiral out into the real reason I'm writing this post. But first: the compromise.
Yo Dawg, I Herd U Liek Journals
In the not-too-distant past, I had also started trying to use some of the journals laying around the house to help create a physical backup of my Google Calendar. I like to joke that I'm the most extensive Google Calendar user that's not in a polycule because thanks to your friend and mine ADHD, I can't remember when anything is in the future. I also plan my life out many months in advance. You can see where this might begin to present a problem. So, I try to make physical backups of my schedule since it helps me visualize my upcoming time commitments and I can also do things like physically map out my days to combat time blindness. I had been getting better about this, but had also been trying to keep one journal as just my scheduler and one for all the random things I'd need to work out during the day and come back to, and this arrangement was just bulky enough that it was causing me to forget to take it with me places, which was again beginning to defeat the point.
While I was bouncing around various stationary stores in town trying to get advice about cleaning the pen (spoiler, I was basically just told to use soap and water and to just dry it thoroughly and quickly after cleaning so it didn't rust), I began to see certain accessories pop up in multiple stores and one in particular caught my eye and really started locking this into place for me - the stickable pocket. Leuchtturm 1917s have a pocket in the back already, but it never occurred to me that someone might make replacement pockets - or, for that matter, pockets for journals that didn't have them in the first place. The fact that it also came with a pen loop was all the better - I had gotten a nice Sharpie gel pen during a trip recently as well as some tiny Bullet Journals to use for keeping inventory for merch at a music festival, and THAT meant I could slap one of those in one of the pockets, stick a second pocket into the journal just in case, and as long as I could find something I could use to make a straight edge with when I needed it I'd be good to go. I ended up grabbing a brass stencil and another slide-on holster for it - overkill, sure, but until I find another one that can go in one of the pockets it'll do. I've managed to keep this with me every day when I've gone to work and it's always nearby at home, so I consider this a success. But we're not here to talk about my journaling habits - at least, not exactly. Put a pin in this because what we're actually here to talk about is...
Gameable Ephemera
| An assortment of games of various formats, plus related bookmarks & business cards. I have more, but lord knows where they are |
I loathe single-use objects. I rarely use bookmarks, but they're always included as special bonuses with books when you order from places because hey, it's free promo right? Usually, they end up in the garbage can. Likewise with business cards - after I've made contact with the people after the event I've received them from, unless they're really spectacular I very rarely have a need to keep them. This is something the TTRPG community has realized and has thankfully started to combat - whether you're Yochai squeezing whole keyed dungeons into specially formatted business cards, Reilly Qyote including instructions and some statblocks on a bookmark so you don't have to keep flipping What A Horrible Knight while you're using it, or the birdman himself giving you optional IRL drinking game rules + some cocktail recipes to go along with the in-game drinking game rules, these can serve as anything from additional marketing for yourself to standalone gameable content. They sure can be troublesome to keep up with, though, especially if they were to fall out of the book or zine you're keeping them in. Sure, you can just paperclip them in I guess, but unless you're stealing them from your office job who has paperclips these days? Plus you run the risk of damaging them or the book.
All-around cool kid and well-known maker of keepsake games Shing Yin Khor has an answer to this in the form of their a short rest series of randomized game-enhancing booster packs. These have long-since sold out, of course, but the idea here is solid - you take your little bonus stuff, slap it in something labeled to keep it safe and then you just keep it with whatever game materials you want to use it with. This is the more minimalist approach to something rather than, like, one of those huge packs that Beadle & Grimm's sells, and significantly more system neutral.
Ask Not For Whom The GLoG Calls To...
A Tangent About Convergent Evolution: Artist Trading Cards
Capitalism Is Always The Bad Guy
Disco Business
He Is A Real Blogger, Not A Real Worm
What Is Adam's Actual Vision
Outro & Citations
- Zach Hazard Vaupen/Emo Sludge: Bsky | Website
- Josh McCrowell: Bsky | Itch | Blog | editor for KNOCK! mag
- Reilly Qyote: Bsky | Itch
- WF Smith/Prismatic Wasteland: Bsky | Itch | Website
- Bo Ryan Crum/Gravy Press: Bsky | Beneath The Muckfort on Itch & Cairn Press
- Adam & Jamie/72 STATIONS: Adam's Bsky | Jamie's Bsky | Infinity of Ships on Itch | Website
- Yochai Gal: Blog | Ludography | Between Two Cairns | Cairn Press
- Shing Yin Khor: Bsky | Website
- Arnold Kemp/Goblinpunch: Bsky | Blog
- Dead Letters Podcast is Sam, Misha, and Walid
- Feral Indie Studio: Charlie's Bsky | Alex's Bsky | Into the Wyrd & Wild Itch | Website
- Johnson² is available through Peregrine Coast Press, which has all the links
- Thrill of Dracula is by Kenneth Hite via Pelgrane Press
Thursday, July 16, 2026
FEMA ICS/CRM as TTRPG SOPs: or, Using Government Strategies In Your Game Design
Get Me Those TPS Reports
- The people who came up with these principles designed them to be broadly adaptable to any number of situations that could arise
- Adventuring parties are, functionally, national disasters
- Understanding and mapping the effective flow of information during An Event between the people in charge and the people who need to act on it is not unlike writing an adventure module, complete with the fact that optimizing that flow can highlight actors that are underperforming/can be reassigned
- High level tactical play in certain RPGs both on the PC and GM side mirrors threat responses
Incident Command Structure
Pictured above is a sample ICS diagram - at the very top, you've got the person taking ownership of the entire situation, below them you've got the people who interface with the public and with other people working The Event, and then below them you've got four separate branches: Operations, who are responsible for getting everything set up and making sure things go smoothly throughout The Event; Planning, who handle documentation before/during/after The Event; Logistics, who make sure things get where they need to go; and Admin, who manage expenditures of time and money. While not everything maps 1:1, if you start looking at the writing of an RPG adventure as An Event, you could use that map to separate things into the following categories:- The very top level is The Author - the person responsible for shaping the flow of the game.
- The roles that report directly to The Author are basically Marketing, Art Direction, and The GM.
- Operations would entail any NPCs or story beats that are responsible for the interstitial movement of plot - that is to say, the driving forces, the things that interact directly with the player characters to provide input on what is going on in this adventure.
- Planning would be any critical things that the players need to progress through the adventure - your MacGuffins, your Things The Players Should Already Know, the Things Your Players Must Learn To Make Meaningful Choices, things like that.
- Logistics would entail how any information from the other sections is delivered to the players and to the GM - the "Service" side being the players, the "Support" side being the GM.
- The Admin section is the least directly analogous in shape but still looks the same in functionality - it's the ephemeral blob of levers and dials the game provides and the GM brings with them to control the flow of the adventure itself
Comprehensive Resource Management
- Before running the actual module you're writing, you sit down and lay out the plot (the Incident Objectives), your interactable set pieces and/or intended solutions (Strategies), and how you envision the Platonic Ideal Run of your module going (Tactics).
- You then test your hypothesis: take stock of what the player characters have at their disposal, throw situations at them, see how they react to them, talk about what went well and what went poorly with your playtesters, then try it again with another group while making changes and documenting the new results.
- See what your party has at its disposal
- Learn what the adventure is going to be about & stock up on supplies/information
- Start dungeon delving, and
- After each encounter assess if you're still able to keep delving or if it's time to pack up and go back to town.
In Conclusion
Go For The Schmuck Bait
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