It was suggested that I turn my YouTube transcripts into blog posts. Consider this an experiment for now - Tenkar
If your campaign lives and dies by a group chat, you already know the problem.
Three people can’t make it. Two more might be late. One player vanishes for a month. Before long, you’re either canceling again or running another awkward “who’s here tonight?” session that feels like it barely counts.
That’s where the open table shines.
Not because it magically fixes scheduling. It doesn’t. Real life still happens. What it does is give you a campaign structure that keeps working even when attendance doesn’t.
And for old-school play, that matters a lot.
What an Open Table Actually IsA lot of people hear “open table” and assume it means chaos. Random drop-ins, no continuity, no story, and no real campaign identity.
That’s not it.
An open table is a persistent campaign world with a rotating cast of players. Sessions have a clear starting point and a clear stopping point. The world stays in motion, even if the exact party changes from week to week. Instead of the campaign belonging to one fixed lineup of players, it belongs to the setting itself. Whoever shows up this session gets to interact with that world and leave their mark on it.
open table
That’s a very old-school way to think about campaign play, and honestly, it scales better than a lot of modern expectations do.
Why This Format WorksThe biggest strength of the open table is that it stops putting all the pressure on perfect attendance.
You are no longer trying to preserve “the party” as if every session must include the exact same people. Instead, you build a campaign that assumes different players will come and go. That shift alone cuts down on a lot of referee frustration.
It also helps with burnout.
When you stop designing around one exact cast, prep gets easier. You are no longer asking, “What will this specific group of five do next week?” You are asking, “What parts of my world are active and ready for whichever players show up?” That is a much healthier way to prep, and it fits B/X, OSE, and similar styles beautifully.
The Simple Open Table StructureAt its core, an open table does not need a complicated framework. It needs a few stable procedures.
1. One home basePick a town and make it the front door of the campaign. It does not have to be fancy. It just has to be consistent. Players should always know where play begins.
2. Start in town, end in townThis is the rule that makes the whole thing work.
In a closed campaign, you can end a session deep in the dungeon and pick up from there next week. In an open table, that becomes a headache fast. A clean ending point lets a completely different group of players sit down next time without the campaign falling apart. So the pressure becomes simple: get back alive. That pressure is not a limitation. It is what gives the session shape.
3. Use sign-ups instead of chasing peoplePost the session time. Let players opt in. First come, first served, or use a rotation if you prefer. The important part is that you stop acting like a cruise director trying to track everybody down. The table exists. Players choose to join it.
4. Keep the world stableDungeon entrances stay where they are. Rumors point to real places. Hexes do not move around to suit the current party. When players discover something, that information stays discovered. The campaign accumulates shared knowledge.
5. Keep brief public notesOne paragraph is enough. Where did the group go? What changed? What became more dangerous? What did they leave unfinished?
That is the glue that turns a drop-in session into a real campaign. It also lets players who missed a week still feel connected to the world.
6. Be clear about rewardsShowing up matters.
Whether you handle advancement through treasure, XP, training, carousing, or some mix of those, keep it consistent. The players who went on the expedition get the rewards. That is not unfair. That is the engine that keeps the table moving.
7. Protect your energyAn open table does not mean a loose table.
Show up on time. Bring a ready character. Know what your character can do. Do not spend twenty minutes arguing over rules. New players can absolutely join, but the game still moves. That part matters if you want the format to stay healthy over time.
The Real Shift in MindsetPlayers in an open table are not signing up for “the Tuesday night party.”
They are signing up for the campaign world.
That means the session goal is driven by who is present tonight, not by who wishes they were there. A character can have unfinished business, rivals, ambitions, and long-term goals, but the campaign does not freeze because one player missed a week. If players want continuity, they build it through notes, rumors, maps, and follow-up expeditions.
On the referee side, the promise is just as important. The world remembers what happened. Prep does not depend on perfect attendance. Showing up ready gets rewarded. That social contract is what keeps the whole thing from feeling like herding cats.
A Quick ExampleLet’s say your home base town has three current leads posted on the tavern board:
Smoke in the hills
A foul-smelling old well outside town
A vanished trader’s wagon on the north road
Friday night comes around. Four players show up. Two regulars, one player who has been gone for a month, and one brand-new fighter.
You start in town. No long recap. The players read the board and choose the old well.
They head out, discover it drops into older tunnels below, push too hard, get roughed up, grab a little treasure, and trigger a collapse on the way back out. They make it to town alive, and the session ends. The next day, notes go up: the well entrance is partially blocked, something larger than rats is moving deeper below, and one side passage remains unexplored.
Now the next group has meaningful choices. Do they return to the well? Do they clear the collapse? Or do they ignore it and chase the missing wagon instead?
That is campaign play. Not because a plotted storyline forced it, but because the world changed and the players now react to that change.
The Usual Objections“What about mixed levels?”Yes, you will get uneven parties sometimes.
That is manageable. Old-school play handles uneven power better than many people think, provided players understand that smart decisions matter more than balanced fights. The real danger is not level spread. It is mismatched expectations. If the players understand that the world is dangerous and that choosing which risks to take is part of play, the format holds together.
open table
“What about story?”Open tables absolutely produce story. They just do not produce screenplay story.
The plot comes from what players choose, survive, fail, loot, awaken, or destroy. Over time, the campaign story becomes the record of which sites were cleared, which factions gained strength, which rumors paid off, and which characters died doing something brave, foolish, or both. If you want a throughline, use the setting as that throughline. Let the town, wilderness, and dungeon carry the continuity.
“What about prep?”Open tables actually reduce prep, but only if you stop custom-building content for one exact cast.
Keep one stocked location ready. Keep a nearby travel area with encounter notes. Keep a rumor board that points toward material you already have. Then, when players choose a lead, you are not scrambling to invent a whole campaign on the fly. You are just turning the spotlight toward a piece of the world that already exists.
“Won’t new players slow things down?”Only if you let them.
New players should be welcome, but they should come in with a ready character and a straightforward role. A simple fighter, thief, or cleric works fine. Pair them with someone experienced and keep the table moving. In fact, an open table can be one of the best ways to bring new players into old-school gaming, because they can join without feeling like they missed six sessions of required backstory.
open table
The Bigger PointOld-school campaigns scale better when the campaign is not the party. The campaign is the world.
That is the heart of the open table.
It lowers the barrier to entry. It cuts down scheduling drama. It protects the referee from carrying everything on their back. And it encourages exactly the kind of shared-world, expedition-based, player-driven play that B/X and the broader OSR do so well.
If you want to try it, keep it simple.
One town.
Start in town, end in town.
A rumor board.
A posted schedule.
A short session summary after each game.
Run it for four sessions and see how it feels.
Odds are, you’ll notice the difference pretty quickly.
Original Video: https://www.youtube.com/watch?v=HTc5IiRwuNY
On January 16th, 2026, Chris Stodgill posted a post regarding Ken Whitman.
Ken has objected to the post in question on the grounds that, and I will quote:
The article contains statements that falsely assert or imply that I have engaged in fraudulent or criminal conduct, including but not limited to referring to me as a “KickScammer” and stating that I may “scam people again.” In context, these statements convey to a reasonable reader that I have engaged in criminal fraud.
I have never been charged with, indicted for, or convicted of any crime in any state or federal court.
Statements that characterize an individual as having committed scams or engaged in fraudulent activity, when false, constitute defamation per se under Kentucky law.
You are hereby placed on notice that these statements are disputed as false and defamatory.
Ken is correct. He has no criminal record that I can find.
As the owner of Tenkar's Tavern and not the author of said article, I am not now, nor have I ever, referred to Ken Whitman as a "Kickscammer." Again, as far as I can ascertain, Ken has never been charged criminally, let alone for criminal fraud.
The post in question has been removed from The Tavern.
For those unaware, Ken Whitman is currently suing me in the Kentucky Civil Court. That is public record.
Stay tuned for updates on the civil action.
FRONT (3x5) — B/X CAROUSING (HOUSE PROCEDURE)
1) SPEND (gold is gone):
Light: 50 gp × level
Standard: 100 gp × level
Hard: 200 gp × level
2) INTENT (matters on high rolls):
Rumors / Contacts / Heat Dump / Blow Off Steam
3) ROLL:
2d6 + CHA
4) BAND:
2–5 TROUBLE
6–8 MIXED
9–11 GOOD
12+ GREAT
5) BASE RUMORS (always, by spend):
Light 1 / Standard 2 / Hard 3
TROUBLE (2–5): +Roll 1 Trouble
Heat Dump: reroll Trouble once (must take new)
Steam: roll 2 Troubles, take worse
MIXED (6–8): choose 1
Complication OR Owed Favor OR Contact-with-a-Want
GOOD (9–11): add by Intent
Rumors: +1 rumor OR upgrade 1 to STRONG
Contacts: +1 Contact
Heat Dump: reduce Heat 1 step
Steam: small boon
GREAT (12+): add by Intent
Rumors: +2 rumors OR (1 STRONG +1)
Contacts: Strong Contact + boon
Heat Dump: reduce Heat 1 step + safe contact
Steam: bigger boon
OPTIONAL XP:
XP = 10% of gold spent (cap 200 × level)
BACK (3x5) — QUICK TABLES
RUMORS (d12)
1 Odd coins buyer 2 Paying for fresh graves 3 Missing guide/map
4 Watch attention 5 Noble servant hiring 6 Shrine lit at night
7 Rival crew hurt 8 Healer wiped out 9 Road “curse”
10 Locked cellar 11 Torchlight in tower 12 Bounty on the impossible
TROUBLE (d12)
1 Brawl enemy 2 Pickpocket (lose +10% spend)
3 Public scene (-1 reactions 1 week) 4 Owed favor (fixer)
5 Property damage (+50 gp×lvl or feud) 6 Bad bet promise
7 Offended faction 8 Watch questions
9 Duel challenge 10 Hangover day (lose morning)
11 Tagalong NPC 12 Marked by rivals
Original Video: https://youtu.be/npZHmv9OeNU
THE THREE QUESTIONS THAT BUILD A FACTION FAST
Whenever you make a faction—dungeon or wilderness or city—ask three questions:
What do they want?
Not “what do they believe.” Not “their backstory.”
What do they want this week?
What do they have?
Soldiers, gold, information, magic, a monster, a legal charter, the only clean well in town—something real.
What are they afraid of?
Because fear creates urgency. Urgency creates action. Action creates play.
Write those three answers on an index card and you are 80% done.
Now you add the one thing.
Who do they hate… and who do they need?
Faction Card Template (steal this):
Name (short, usable at the table)
Want (one sentence)
Have (one sentence)
Fear (one sentence)
Tell (how the players recognize them fast)
Then add:
One ally
One enemy
One job they’d pay for
Highlights from the named video:
Watch Length
Pick a watch length that matches the kind of game you want:
• If you want it tight and gritty, use 2-hour watches.
• If you want classic “cover ground but still feel pressure,” use 4-hour watches.
• If you want it looser and faster, use half-day watches.
The three travel modes
Normal travel
• standard movement
• standard navigation
• standard encounter risk
Cautious travel
• slower movement
• better chance to spot trouble first
• better chance to stay on course
Fast travel
• more distance
• more likely to get lost
• higher fatigue risk
• more likely to blunder into trouble
Wilderness actions
• foraging or hunting
• scouting ahead
• searching for a feature
• mapping carefully
• moving stealthily
• hiding your trail
• setting an ambush
• building shelter early because the weather is turning nasty
For wilderness travel to matter, you need:
• a time unit (watches)
• a risk roll (encounters)
• navigation consequences (lost, drift, time)
• resource pressure (supplies, fatigue, exposure)
• and a feature per chunk (so there are actual decisions)