Luck Roll
Relics of solo play
Wednesday, 19 August 2026
Regicide and the travel campaign
Thursday, 16 July 2026
Keeping it real
Friday, 5 June 2026
Liberating a giant cannon
Saturday, 23 May 2026
TTRPG Cryptic Crossword
I've been solving cryptic crossword clues recently on Parseword and Minute Cryptic so I've tried making my own one.
Across
5. Men or rats kneeling before old reliquary ghosts, initially (4,4)
8. Quiet! Commotion, Westward. Bring torches. (10)
9. Why fear ending? No machine can run forever, even in Sweden (4,4,6)
11. "Who, me?" ask around, meander selflessly, to process trauma (10)
13. Financial Times coverage is missing secret skirmishes (4)
14. Look inside, be Sharp, be talkative, spawn a thousand games? (4)
Down
1. Unfair abusers, chopped up with singular ease, and beheaded by bestiary salespeople (4,3,5)
2. Not an only child, but with the biggest share (6)
3. Explore the forest? Old mood, new remix (10)
4. Monsieur Sephiroth upset by corporate horrors (10)
6. O! Non-writers transformed into storytellers! Just add out-of-this-world oracles (9)
7. A misguided villain sensed in possible topics? We've got that covered. (5,3,5)
10. Disrupt the nation's lad behaviours heading for failed careers and debt (11)
12. Considering all the aspects, where would Dad be without Human Resources? (4)
There's an interactive version here.
Friday, 8 May 2026
New podcast episodes and general rambling
Here's a quick post with some rambling updates.
I released episode 8 of my solo actual play of Mythic Bastionland today. (You can find the links for subscribing here.) As I said on the episode, it's been several months since the last episode. I am making plans to get onto a more frequent schedule and I actually recorded episode 9 today. This game never goes where I expect it to. When things settle a bit (end of an in-game season maybe) I may write a longer post here about the state of the campaign and characters.
In other podcast news, we put out episode 8 of The Smiling Fox on Monday. This episode is all about spark tables and I really enjoyed this one. Pop on your headphones and immerse yourself in the hot fog.
Recently, I've run two sessions of the playtest of Intergalactic Bastionland with the Smiling Fox guys. It is already a fun game and I look forward to seeing it develop further. We're planning a third session to round out the experience of life aboard the starship.
My Mythic Bastionland group game is still going strong. I mentioned a few interesting things that have happened in the Smiling Fox episode mentioned above. I have some prep to do to flesh out some of the weirder things that are simmering there. I have several half-baked sites that need a bit more detail.
I am interested in learning some layout stuff, and I'm planning to explore Typst. It may not look very suitable for RPG stuff at first glance, but someone has made a DND 5e template for it which looks quite nice, so I think plenty of other things should be possible. I plan to make a one- or two-page adventure site to learn how to use it. If it seems interesting to share, I'll write about it here.
In other tabletop news, I've been playing some board games recently: Concordia and Pax Pamir. They are complicated! There's plenty to learn from them, about rules giving rise to tactical depth, and about historical settings and themes being quite engaging. I backed the RPG Gallow's Corner recently and I could definitely see myself running a game like that which doesn't have fantasy elements.
Stonetop has been on my mind recently. There's a good interview with the creator here, and Quinns released his deep dive on it this week. This probably falls into the category of "Sounds great! Will I ever get time to play this??" for me. I am definitely drawn to long-form play, and digging into relationships and community. Though I probably do elements of that in any games that give space for it.
I'm not playing any solo game other than the podcast one at the moment. I'd like to change that soon. I'd like to try something loose and flexible, and I think Everspark might be a good one for that.
Wednesday, 8 April 2026
Earth Resists: Site recipes
“Craggy cave mouth” by Thomas Quine, CC BY 2.0
As a design goal for Earth Resists, I want to think of adventure sites as recipes. The written description is not a prepared meal, it is a list of ingredients with some simple instructions. In fact, I want the site to have almost no instructions - the instructions are general and apply to any site. I'm hoping this will make sites for skirmishes easy to write, read, and run.
Here's an example. This site for a skirmish mission is a huge sinkhole and cave system in a tropical forest.
Locations:
(Would be shown as a simple diagram map, but I'm writing this on my phone)
Forest (cover 5, threat 1)
Sinkhole edge (cover 3, threat 1)
Sinkhole floor (cover 2, threat 2)
- trap: auto turret (2P)
Tunnel A (cover 4, threat 2)
Tunnel B (cover 3, threat 1)
- hazard: falling rocks (2P)
Cavern (cover 3, threat 3)
ET objective:
Protect the worm eggs in the Cavern location until they hatch (6-part clock)
ET units:
Snakehead (1P, 1HD) × 3
Spiderbot (2P, 3HD)
- special: drag away wounded (3P)
Grey worm (4P, 3HD)
- special: burrow (3P)
(Incidentally, I want ETs in the game to have descriptions but no names. It's left to the players to name them - maybe later in a campaign, if there's a linguistic breakthrough, that would change.)
What to do with all this?
After all PCs have taken a turn, the GM takes a turn. If all PCs are in 0-threat locations, the GM may choose any other location on the map and make a threat roll. Otherwise, when one or more PCs are in non-zero threat locations, the GM rolls for each of the occupied locations.
If the threat level is 2, they roll 2d6. If the threat level is 3, they roll 3d6, etc. Take the highest number (N), and the GM may use that to:
1. Deploy N points worth of ET units to the location. (Example: If the number is 3, the GM may deploy three 1-point units, some kind of minion type, or a stronger 3-point unit).
2. Check the map location for any special action which can be activated for N (or lower) points. This could be a trap or an environmental hazard.
3. Check any already deployed unit for any N (or lower) point action. Generally, already deployed units can be used freely on the GM's turn, but they may also have special abilities that require spending these points.
4. Hold some or all points of the total N in reserve, to spend on a future turn.
For a threat level of greater than 1, it is possible to have matches on the result (e.g. rolling 2d6 and getting 4, 4). Matches advance the overall ET objective in the area by one mark of progress (Example: repairing a crashed spaceship, or hatching ET eggs in the example above).
I know some folks may bristle at using a metacurrency for the GM to spend on moves and conjuring quantum ogres, but I'm thinking of it differently. I want to achieve the same outcome as running a more carefully prepared site, but without the same level of prep. The GM can glance at their ingredients and jump right in, without needing to know details about any particular location. (This may just reflect my GMing style, where I sometimes misread that kind of detail anyway, when things come up in play.)
I have yet to play test this, but it is coming together in my head, and I think I'll be able to try something soon.
Thursday, 2 April 2026
There and Back Again
There was a conversation recently in the Bastionland Discord about a Mythic Bastionland session which the referee felt didn't go well. It sounded like they had fought a climatic battle, won, played through the return journey to the nearest holding, but didn't have the best time with the events that the return travel triggered. Of course, only the people at that table know exactly how it went, and I'm not going to talk in depth about that game because I wasn't there. But it got me thinking about the balance between tension and downtime.
I've also been reading a sci fi novel recently, which has prompted some similar thoughts. Cowl by Neal Asher is about a conflict between time travelers. Characters, who initially don't know the factions involved, get drawn into the conflict. This isn't a review, but the book didn't really click with me. It felt like too many action / survival scenes without enough downtime to break them up. (It probably would've helped to read it over a couple of days rather than spreading it out over a few weeks.)
When I say "downtime", I don't necessarily mean characters hanging around in a town and learning a skill or upgrading weapons or whatever. I just mean a shift in the tension. There may still be important stakes, but with a change to the pace or the level of threat.
If you're writing a story you can just say Bilbo Baggins travelled home and skip across half of Middle-Earth. If you're playing an RPG, and the group wants to play through that journey, then you play through it. But it helps to be on the same page about what that means:
- Is a fresh journey, like the outward one, filled with random encounters?
- Is it a revisiting of those locations, maybe dealing with some consequences from before?
- Is it a quieter time, to spend some time with the characters and unpack what they've experienced?
I'm sure there are other possibilities too. My experience with the sci fi novel suggests to me that I don't want the next stage of most stories to have a similar texture to the last. I like the tension to have highs and lows, and to have changing circumstances.
The question this boils down to, in Mythic Bastionland, is "Do I ever want to turn off the Myths?"
Do I get to points in the game where I feel there is enough happening and don't want another injection of weirdness to proceedings?
I think my answer is "No, but".
I have never skipped a travel roll, or ignored an omen result on a travel roll. But I do check in with the players, asking if they want to travel to their next destination in the next session, or do a short time jump (days or weeks, maybe to the next festival) to start the session there. Another aspect of the "but" is that I have, once or twice, folded an omen into ongoing matters so that it is not an entirely new thread to pull on.
I consider all of the above to be playing rules as written. But, as a thought experiment, let's make up a house rule to handle things differently.
After a dramatic resolution, or a harsh defeat, or generally any time that the Company are ready to pack up and go home, make a single d6 roll for the entire multi-hex return journey:
1. The original purpose of the journey is still not resolved, and the Company come face to face with it. This may mean twisting the meaning of some earlier event.
2. The Company encounter a new troubling issue. Something unrelated to the outward journey's purpose. Maybe an Omen, or some crisis from the spark tables.
3. A sign of new trouble. Not directly encountered, but new information to consider at home. I'm thinking spark table dramas and crises rather than Mythic stuff.
4. Encounter a feature of the realm changed by your recent actions.
5. Same as 4.
6. Encounter a blessing, for example a character grateful for your recent actions.
After rolling, pick one of the hexes on the return journey to play out the result. These are pretty vague and would need to be fleshed out with spark table rolls.
.png)
