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The Vanilla Game

I have a hard time believing that anyone who reads the blog isn’t already aware of my wold-shattering, revolutionary, iconoclastic game, The Vanilla Game. Nonetheless, it seems prudent to mention it here. Having done so, let me put a question to you, my loyal and very attractive readers: Who will be the first person toContinue reading “The Vanilla Game”

My Slower-Than-Light, Post-Fantasy, Science-Fiction Setting [WIP]

I’m in the process of sketching a spacefaring setting. Here’s some of what I’ve got thus far, pasted into a blog post warts and all: single system, no ftl post-fantasy (its the same setting as my fantasy campaign, but future times) theres public transit to get between planets. the cost to ride is on aContinue reading “My Slower-Than-Light, Post-Fantasy, Science-Fiction Setting [WIP]”

Five Rooms II: Ice Dungeon

ICE DUNGEON 1. 3d6 Ice Goblins do human impressions to amuse each other. One of them wears a tricorn hat with an elaborate, if tarnished, brooch—she demands food, but is dissatisfied with anything that isn’t completely disgusting. Ice Goblin. HD 1. Armor as unarmored. 1 spear 1d3. Saves as Fighter 1. Avoids fire at allContinue reading “Five Rooms II: Ice Dungeon”

Picking Locks

I’m generally a fan of having bespoke systems for small things in a game. It makes different activities feel genuinely different—obviously there’s some diminishing returns if everything is bespoke and codified and all, but that’s another issue. Here’s a little minigame for picking locks that I was kicking around with some people on Twitter. ShoutsContinue reading “Picking Locks”

Five Rooms I: Moth Dungeon

Here’s an example of how I prep small, single-session dungeons for emergencies. You’d be surprised how far you can get on five thematically-linked rooms. With a little extemporaneous embellishment and a decent random encounters table, you can stretch this much content over a surprisingly large blank map of the underground. And I can normally writeContinue reading “Five Rooms I: Moth Dungeon”


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