I saw this list format posted by Angus Abranson on Facebook, and I originally thought I’d be able to complete it easily. It ended up taking a bit more thought than I expected.
Despite my deep love for TTRPGs, fantasy, and sci-fi, my cultural reference points differ from those of many in my generation. Growing up in Puerto Rico, I had early exposure to Puerto Rican authors and literature in Spanish. When I eventually started reading the classics of the fantasy and sci-fi genres, my literary tastes shifted and expanded.
Here is my list of the top five writers who made me, in no particular order; these five are all equally influential. I know you’re traditionally not supposed to explain your choices on these lists, but I realize not all my friends may know every name here, so I’m adding some notes and links.
1. René Marqués: A Puerto Rican writer best known for his plays and short stories. I greatly enjoy his corpus. https://en.wikipedia.org/wiki/Ren%C3%A9_Marqu%C3%A9s
2. Jorge Luis Borges: The brilliant Argentinian short story writer and poet, who also translated major authors into Spanish. I find myself returning to re-read his short stories periodically. https://en.wikipedia.org/wiki/Jorge_Luis_Borges
3. Douglas Adams: His work really needs no introduction. The Hitchhiker’s Guide to the Galaxy fundamentally changed my taste in literature, but his entire bibliography remains among my favorite and most influential reads. https://en.wikipedia.org/wiki/Douglas_Adams
4. Edgar Allan Poe: I first read A Descent into the Maelström in a literature anthology in 8th grade, and it was a genuinely life-changing moment for me as a reader. His body of work continues to influence my writing and Gamemastering. https://en.wikipedia.org/wiki/Edgar_Allan_Poe
5. Margaret Weis & Tracy Hickman: Yes, this is cheating! I know it is two authors, but their truly influential work is decidedly what they create together. Their world-building defined exactly what fantasy was for me. https://en.wikipedia.org/wiki/Margaret_Weis https://en.wikipedia.org/wiki/Tracy_Hickman
The Five Runners-Up
And here are the runners-up. These authors are no less important than the previous five. When I sat down and considered who influenced me the most, the previous five (well, six, really!) just happened to come out on top. And yes, I know I promised five runners-up, but I am listing six here because I cannot leave any of them out!
William Shakespeare: The Bard! Any list like this is built partly on his work and its massive influence on world literature. From the first time I read Julius Caesar in 10th grade, through all the plays I read during my undergraduate and graduate studies, his impact on me is undeniable. No general Wikipedia link needed here, but I will link to my two personal favorite plays: The Tempest: https://shakespeare.mit.edu/tempest/full.html Titus Andronicus: https://shakespeare.mit.edu/titus/full.html
Enrique Laguerre: Another Puerto Rican author who greatly influenced me. His entire corpus is worth your time, but his novel La Llamarada is my ultimate comfort book. It is one I return to periodically for a re-read, much like another book further down this list. https://en.wikipedia.org/wiki/Enrique_Laguerre
Julio Cortázar: Another Argentine genius. His novels and short stories were incredibly influential to my understanding of narrative, even though I discovered him a bit later in life. https://en.wikipedia.org/wiki/Julio_Cort%C3%A1zar
H.P. Lovecraft: I originally started reading his work because of the Call of Cthulhu TTRPG, and his writing was hugely influential to me as a reader, writer, and storyteller. I’ve re-read his stories numerous times. As I learned more about who he actually was, his racism and bigotry rightfully made me reconsider his works. Still, his literary influence on the genre is undeniable, and reading him opened the door to other authors and genres I wouldn’t have known otherwise. https://the-artifice.com/lovecraft-racism/
Alan Moore: I loved Moore’s work before I even knew who he was. For the Man Who Has Everything (Superman Annual #11, 1985), Mogo Doesn’t Socialize (Green Lantern #188, 1985), and Whatever Happened to the Man of Tomorrow? (Superman #423 and Action Comics #583, 1986) These were all comics that touched me deeply and showed me the true possibilities of the medium. I later discovered his monumental works like Watchmen, V for Vendetta, Marvelman, and From Hell. The man has written my favorite comics, period. https://en.wikipedia.org/wiki/For_the_Man_Who_Has_Everything https://en.wikipedia.org/wiki/Superman:_Whatever_Happened_to_the_Man_of_Tomorrow%3F https://dc.fandom.com/wiki/Green_Lantern_Vol_2_188
Margaret Atwood: Of everyone on this list, she is the one I read most recently, but she has influenced me the most as an adult. The Handmaid’s Tale is my most re-read book. It has affected me more profoundly than anything else I’ve read in recent years and led me to explore her impressive, extensive output. Atwood is an author we should all read. https://en.wikipedia.org/wiki/Margaret_Atwood https://en.wikipedia.org/wiki/The_Handmaid%27s_Tale
[…] Years later, a band of opportunistic brigands took shelter in the manor ruins. In the depths below, their leader, Halren Pike, discovered the dagger and fell under its influence. Compelled by its will, he now seeks out elves and half-elves, testing their blood in search of a surviving bastard heir to House Thalanor. Though the bandits themselves are not uniformly cruel, their leader’s fixation has led to kidnappings, imprisonment, and worse. Some captives are released after being “tested.” Others are not so fortunate.
This twenty page adventure uses about seven pages to present sixteen rooms, six above and the rest below, in the ruins of a manor occupied by bandits. It’s a tactical deathtrap as your small band charges in to a mesatop fortress with a lot of lookouts and bandits present. It’s a raid, with nothing going on beside that.
I dunno know. Either the designer asked for a review or it was in the OSR category trying to Puffery its way in to a few more sales. Ok, so, a long time ago there was an elf noble house that was mean to its subjects. People rise up and the lord kill himself and his family when things go south. His god is pissed at that. (So, you can be a despot and have a chill god but killing yourself and family so you won’t be taken is just a step too far.) Bandits move in a long time later. Their leader finds a dagger, cursed, that makes him test elves and half-elves by cutting them to see if they are the heirs to the elf noble house. This entire nonsense of stuff I find lame, with despotic elf nobles and the like. Man, just make them human. The whole “Demihumans are humans with pointy ears” thing is kind of lame. Where’s Jorune when you need it?
Back to this, the designer tells us, up front: “With a mere sixteen rooms, this adventure’s complexity lies not in a vast sprawl, but more so in the behavior of its inhabitants and the unpredictability of its emergent narrative. Will the party fight, bluff, negotiate, or sneak their way into the lower level? Will they seek a peaceful resolution, or simply kill all in their path? Will they rescue prisoners at the expense of time and stealth, or leave them to an unjust fate? These are the questions that must be answered, Gamemaster, over the course of play. Alas, I cannot prescribe them nor would I, even if I were so capable! “ Just to be clear, none of that really exists in any practical manner. I mean, yes, there are prisoners to rescue, but they are not really troublesome other than wanting to leave, just like all prisoners freed are. Nothing mentioned in that section is anything other than the normal course of play. Nothing special is going on. In fact, there’s a lot less special in this adventure than in most adventures. I don’t know. I guess if you play Napoleonic Miniatures and someone introduces a dungeon it might be remarkable, so, if you play D&D in hardcore 4e tactics mode then “Look! You can roleplay also!” might be interesting?
“Wood Door: AC 13, 18 Hit Points, and immunity to Poison and Psychic damage.” Oh, how I have missed this nonsense. There’s nothing funnier than then when pay-per-word padding becomes the de rigueur standard because people grow up with it. But doctor… I am Pagliacci!. And, of course, married to that are explicit illumination notes in each room. This is so dumb. I’m not sure who these things are being written for that this kind of garbage has to be included. Well, no, I guess I stated it above. It’s written for someone paying by the word. But the designer writing THIS adventure doesn’t know that. They think that’s how you write an adventure. The sins of PF Changs Pad Thai run deep. That’s not real Pad Thai, but you don’t know that. Once you have the real thing you’ll never be fooled again.
This is a frontal assault. There are nineteen bandits present, but six start not-at-home and return 10-40 minutes after the party starts fucking shit up. There’s not a super good description of the outside ruins environs, but from the map it looks like a cliff face with a landing on it ten or twenty feet up with fortress ruins on it. There’s a broad stair case up running parallel to the cliff face that then turns 90 degrees to run perpendicular to in to it. There are the remains of three watchtowers on the cliff “landing” ruins. There’s a bandit in the towers watching the approaches. There’s guard dogs sniffing shit out. The bandits have planted shriekers on the “unused” cliff edges as an alarm bell. There’s also a patrolling bandit, watching specifically the approach of the stairs, walking along the cliffside it is on looking for intruders. I’m afraid this is a tough nut to crack, even for my “burn it down and reroute the river method of murder-hoboing. There is a 10% chance a guard is asleep. Yeah? And, there is a secret door in. Right in playing view of all of the guards, on the stair landing where it turns 90 degrees. You gonna have to search for it and then make a history check at DC14 to recall the password. I don’t see how you do this under the guards’ noses. This all seems a bit much at level two. Well, for anything other than a pitched battle. Which is fine, but, it looks like a death trap to me with that approach. You could silence the shriekers … if you knew about them? And had access to level two spells? The secret door doesn’t seem reasonable. I guess that leaves bluffing your way to the top? I don’t know man. This feels like a hack … with the odds stacked against the party.
Inside it’s more of a hack, although not quite in the same “its a trap!” set up. There IS a curse you can break. You need to make an offering to a goddess of the correct type. Then commune with here. Then make a DC14 check. Then you’ll get a scroll that of remove curse. Then you gotta figure out that there IS a curse on the bandit leader and use the scroll. Yeah! Now they are just a normal group of bandits instead of a group of bandits that also “test” elves and half-elves by cutting them. Uh. Ok? Or, just stab the bandits? Oh no! The bloodthirsty demon has acne! Good thing you have him some zit creme, now he can get on with his reign of terror AND look good for his portraits!
None of this shit makes much sense, and, it’s just a hack. I have no idea why it is in the OSR section of DriveThru. Usually that means Shadowdark, but not this one. I mean, it’s basically just a 4e adventure. And you KNOW that’s not a compliment. More minis combat min-maxing then RPG.
This is $5 at DriveThru. The preview gets you eight real pages, including some keys. Good preview.
https://www.drivethrurpg.com/en/product/564113/the-ruins-of-manor-thalanor?1892600
In addition to the comics stories, it's filled out with articles by the likes of James Maliszewski and myself on related topics. My text piece is on comics adaptations of literary Sword & Sorcery characters.
You're going to want to check it out.
Head over to Kickstarter now to be notified on launch tomorrow.
I’m thrilled about today’s interview. I’ve known the subject almost as long as the Puerto Rico Role Players group has existed. I’m sure we had many friends in common before that, and I’m sure we had crossed paths, but he is someone who came to the Geeknics, with whom I stayed in contact online, and with whom I have become friends thanks to gaming.
And I always love that his presence at Geeknics was a family affair, his wife, their kids. I remember running a game at a Geeknic (can’t remember which one) where he and his children played. Seeing Enrique and talking to him is always a pleasure. Getting a copy of his zine last February was a thrill. I love seeing Puerto Rican creators and game designers share their creations with the gaming community.
Here is the interview.
Introduce yourself! Who are you and what do you create?
Hey, I’m Enrique Vélez. I like games and like to tinker with game mechanics. Maybe one day I’ll be an accomplished game designer!
How would you describe your art or creative endeavor?
30% daydreaming, 30% brainstorming, 40% neglecting my day job.
Like most game designers, I started with some house rules for my campaign, then reverse-engineered the core rules of my favorite game at the time, and so on. For some time, I was building up to what would be a “Fantasy Heartbreaker,” but I’ve tempered my expectations and am currently aiming to publish a few zines and then see where that takes me.
How did you discover TTRPGs?
In my early 20s, I learned a lot about TTRPGs from internet forums. Back then, there were no VTTs, but we played a few sessions of D&D and West End Games’ Star Wars over IRC.
I didn’t have an opportunity to play in person until my early 30s.
Do you actively play TTRPG? What are you playing?
I’m currently playing an Eberron campaign on D&D 5.5. I recently started a Final Fantasy XIV TTRPG game, but scheduling it is going to be super tricky. Fingers crossed!
What do you want to play next?
I really want to GM some Daggerheart! I’m definitely going to, once the current D&D campaign is canceled, we all know those never actually end.
Playing Daggerheart at Titan Games with BrightcandleWhat projects are available, and what are you working on next?
I published Escalations & Commitments: a 5e-compatible TTRPG, 2nd Edition, by Enrique Vélez almost two years ago. A silly game about being stuck with D&D. It’s free to download on Itch! A quick read too, probably shorter than this blog post!
I wrote that game in a day using ideas I had been working on for years, basically as a way to get some ideas and frustrations off my chest.
I’m currently working on RadioPunk 20XX. It’s cyberpunk, but less edgy, with an intuitive and tactile dice pool system I made from scratch.
Right now, I could really use some feedback on the manuscript before I move on to playtesting. Stargazer’s World readers interested in lending a hand can reach out through Discord or Bluesky.
Where can people get your project?
Any closing thoughts?
Ask your game designer friend about their game. You’ll make their day.
Thank you, Enrique! So that you know, I am not a poser. Let me share some pictures of the zine he mentioned above.
And I have the signed copy, and no, I’m not posting it on eBay.
Last but definitely not least, let me thank Miguel Velez (Brightcandle), another dear friend, amazing person, and a great GM who is actively supporting the local gaming community, doing demo games and spreading the love of TTRPGS, including his participation yesterday May 23rd, 2026, where he was one of the GMs for Titan Games Daggerheart one-year-anniversary event, where he was one of the GMs. His pictures of Enrique are the ones I used in this post. Thank you for the pictures and the work you do, Miguel.
Even the most ignorant children know the realm is divided by a massive, transparent wall. Everything outside the wall is “normal.” Everything that lies inside is “wrong.” The “wrong” lands are called Zu. Today, we take a field trip into strangest Zu…
This 35 page decently-sized hexcrawl adventure presents a bunch of hexes in Zu, a weirdo land full of bizarre things going on in a fantasy/post-apoc/PoMo mashup. The hexes can be interesting and are certainly creative, but they lack tension.
Let’s call this a farcical Rifts setting. A giant glass wall separates the Normal lands from the Weirdo place beyond the wall, which everyone calls Zu. There’s a break in the wall at Happy Town, to let you in. Tonally, a giant mecha made of junk is on the wanderers table and is described as “It powered by a dozen subjects running on human treadwheels. Six troopers (p. 24) with scoped rifles float from balloons lashed to the giant’s shoulders, poised to rain down leaden death.”
This thing has a niche audience and it’s not me. And I mean this in two regards. First, the setting. It might be closest to that 4e D&D version of Gamma World, the Paranoia Zap of gamma worlds. Those things like Troika and Mork Borg come to mind as well.There is a strong element of absurdity here, maybe even Theater of the Absurd if I get a little meta. There’s an old school with a janitor in it and a teddy bear that needs stories read to it. Or, a water slide aqueduct trickling water to an empty pool where cleric chicks covered in sponge suits dole out the water to bedraggled people standing in line ala Fury Road. Happy Town itself is ruled by a little twilight zone Anthony with a wand of transmutation who turns people in to stuff if she doesn’t get her way, so the people there only make candy and cakes and force smiles here in Peaksville. Tonally, you’re going to have to be ok with this kind of content being your game if you want to use this, and I suspect the more niche sides of the OSR are where this is aimed. You not gonna be happy with this if you don’t like zaniness.
I’m struggling to find a way to frame this second point. There is, in my mind, a difference in game play in certain systems. D&D, of the classic OSR style, leans more towards a game. You are typing to stay alive and level. There’s an inherent tension in that, and staying alive and leveling is ‘winning’ at D&D. It lends itself to campaign play well since there is continuity, your character. This is one of the reasons that ‘museum adventures’ are so frustrating to me; you are actively discouraged to interact, which works against what you are playing. Other RPGs fall more in to an Activity. Baron Muchausen is the classic example. Your enjoyment comes from something different. And that, I think, is where this adventure lies.
The hexes in this have two general types of encounters. First there are some filler hexes, making up about half of the hexes. Short, with only two-three sentences, they provide some flavor. A hex full of wines, walking through them wakes them up, and they feel the party members and pat them on the back before opening up to allow them to pass. Freaky? Absolutely. But nothing else going on.
The second type of hex, representing the other half of the hexes, take about a page or so each. There is more text and whats happening is more involved. But, i would assert, to the same end. There’s nothing really TO DO. Oh, you can get involved, but why? Touching things and getting involved brings trouble. And there’s not really anything to exploit, as one might in a traditional hex crawl game. If you were just trying to interact to have a good time then you’re chill, yeah, freaky things will happen. But no one is going out out their way to gack you (other than perhaps the wanderers) and there’s not really treasure to loot to exploit, at least in a traditional sense. Some of the hooks DO send you on the hunt for something. Happy Town wants you to go get a candle. Ok, so, I guess we can explore and look for that. SOme hexes ARE mentioned in other hexes, but they are not really interconnected, either explicitly or, I would assert, implicitly, in that you can, say, break the dam in hex X to flood the orc caves in hex Y, or some other wacky scheme that the party were to come up with. You enter a hex, have a wacky encounter, and move on to repeat.
For the more Activity-based RPG”s this is going to be a great adventure. I think it serves everything they need to get in to wacky situations. But for a more campaign/game based game I’m not sure its overly useful. (Not that you can’t campaign Mork Borg or Troika or DCC, but I don’t think it works out that way in practice.)
This is Pay What You Want at DriveThru with a suggested price of $5. PWYW and then preview is the entire thing, so good preview.
https://www.drivethrurpg.com/en/product/483434/field-trip-to-zu?1892600
I am happy to announce the release of the Premium Color edition of Into the Majestic Fantasy Realms: The Northern Marches. Because of a mistake on my part, I wasn't able to enable this version of the Northern Marches during my public release on April 30th. For those wanting to purchase this version, I have attached a $5 off coupon valid until June 15th.
Discount DriveThruRPG coupon
https://www.drivethrurpg.com/browse.php?discountId=9ceee3becb
Product Link
https://www.drivethrurpg.com/en/product/555490/into-the-majestic-fantasy-realms-the-northern-marches
Here are some examples of what the Premium color version looks like.
An admission, dear readers: I had no idea who Awkward GM Corbin was until I started writing this post. Now I’ve discovered his YouTube Channel and know exactly who created the “About Me: Tabletop” template that inspired today’s entry. It really goes to show my age that I had no idea these were so popular in online fandoms! I might have seen a few floating around online spaces, but the trend didn’t truly catch my attention until Angel (aka Enyol) posted his About Me Tabletop RPG in the Puerto Rico Role Players Facebook group.
While searching online, I saw that the original Awkward GM post was made on Reddit about 20 days ago. You can get the template here.
The idea of completing the template challenged me, and I honestly thought I’d be done with it in no time. That was not the case. A few categories were easy to fill out, but others took real time, and I went back and forth on several of my responses. Surprisingly, only one answer is repeated!
I was originally going to just post the image and be done with it. But you know me: I can’t help but add details and explanations. If you just want the quick visual, here is the image on its own. Feel free to comment away here on the blog or on my socials—I’d be happy to engage!
However, if you want the deep dive into my choices, read on.
First, a quick caveat. These are my current thoughts as of late May 2026. Some of these might have been different in the past, or they may evolve in the future. It might be obvious, but I’ll say it anyway: these are MY opinions, not the opinions of Michael (aka the titular Stargazer) or any of the other blog contributors. You may disagree with some of my takes. Good! Leave a comment, fill out your own “About Me: Tabletop RPG” form, and share it with us. I’d love to have that conversation.
Now that the housekeeping is out of the way, on to the categories!
Favorite Game: Savage Worlds
I recently posted about my two current favorite games on the blog, so this should be no surprise. The real challenge was picking which ONE to put in the top spot. This may just be a matter of what I’m currently planning and running, but it feels right.
Best Lore: Raiding the Obsidian Keep
There is a lot of fantastic lore content in TTRPGs. A LOT. Picking just one is incredibly hard. Do I go with the wonderfully convoluted and bizarre Torg? The setting I’m currently playing, Fading Suns? The brilliant Ravenloft: Masque of the Red Death? The Whispering Vault? I ultimately went with Raiding the Obsidian Keep by Joseph R. Lewis.
Why? It is an incredibly succinct adventure with a highly imaginative story and setting, packed full of great details. It features engaging lore, a self-contained OSR structure, and clocks in at 72 marvelously illustrated pages in the Merry Mushmen edition (with an even shorter version, The Obsidian Keep, which is D&D 5e-compatible and self-published by Mr. Lewis). Of all the content I’ve read recently, this was just the most imaginative old-school adventure I’ve seen, and I simply could not put it down. I am usually not a big fan of pre-written adventures, but this one had it all.
Best Art: UVG 2E: Ultraviolet Grasslands and the Black City
This book is a work of art. It is a brilliant combination of rules and visuals that seamlessly tells a cohesive story. This pick might surprise some of my friends, as the art style isn’t what they typically think of as my favorite, but the book as a whole achieves something truly incredible.
Best Mechanics: Call of Cthulhu
“But wait!” you’re saying. “Why not your favorite game?” Because I approached this category looking for the game where the mechanics perfectly mesh with the specific tone it is trying to achieve. Call of Cthulhu is an absolute masterclass in combining rules with genre. The Sanity rules and the skill system are all so seamless in bringing the feeling of Mythos to the table. It’s a classic for a reason.
Biggest Personal Impact: Star Wars: The Roleplaying Game
I am talking about the classic D6 version from West End Games. The dice pool system was entirely new to me as a young gamer. I had played other TTRPGs, but this was the first one that truly captured the cinematic feel of the movies. It pushed me to play in entirely new ways; for example, it was the first place I read about using cut-aways (jumping to action the characters aren’t even participating in) as a dramatic narrative tool. This game fundamentally changed how I run games at table.
Overhated: D&D 4th Edition
I was entirely guilty of this! I was so excited when this edition came out, but ultimately disappointed when we sat down to play it. Looking back, I think it got far too much flak. It is a very tight, highly functional application of rules. With just a few tweaks, it would have been a system I’d happily keep using, but it unfortunately became the whipping boy of D&D editions. Truthfully, 5e borrows heavily from it—it just reworded and reworked the presentation.
Underrated: Prime Time Adventures
A TTRPG designed specifically to run games in the structural vein of a TV show? What’s not to like! In a society where television shows range from influential art forms to daily escapist entertainment, I am genuinely surprised this game isn’t wildly popular. Almost everyone inherently understands the pacing and structure of a TV episode, making this incredibly easy to learn.
Overrated: Vampire: The Masquerade
This is probably my most controversial take! This game was all the rage in the 90s while I was in college. It has an undeniably interesting setting, and while I’m not a super fan of the rules, you don’t really play it for the mechanics. It absolutely brought a massive wave of new gamers into the hobby, and I certainly own my fair share of World of Darkness books. However, it is often talked about as the absolute pinnacle of gaming, and for me, that’s just a bit too much. It was a good game, but way overrated in my book.
Criminally Overlooked: Legacy: Life Among the Ruins
This was my introduction to Powered by the Apocalypse games, and it caused a paradigm shift for me. It offers powerful tools for players and GMs, as well as richly realized worlds. I honestly thought this game was going to explode in popularity. More people need to be playing this.
Has Aged Well: Traveller
The venerable sci-fi original. Traveller has had so many iterations, editions, and adaptations over the decades. Yet it continues to thrive, from the official Mongoose 2nd Edition to older rule sets, all the way to Traveller5. I am a massive fan and am so happy to see it continuing to find an audience.
Needs a New Edition: Rifts
Yes, we have Savage Rifts (which is great!), but I would love to see a true, ground-up modern take on the original Palladium system. I’m talking about a complete system overhaul, modernization of the mechanics, and books with a clean, contemporary layout. I was a huge fan of the system back in high school, and I’d love to see what a modern design team could do with it today.
Not Usually My Thing, But…: Ten Candles
Highly experimental indie games aren’t usually in my wheelhouse, but my friend José Garcia (aka SushiBacon) is always bringing fantastic new ideas to my gaming experience. I loved playing this and would love to run it myself sometime.
Current Game: Savage Worlds
We’ve been playing it consistently for three years now, and I fully expect to be playing it for the remainder of 2026. It is my favorite game, after all!
What Am I Playing Next: Not Sure! Most likely a Savage Worlds superhero campaign, or perhaps diving into Worlds Without Number. I also really want to give TinyD6 a try!
First Game: D&D (Mentzer Red Box)
Just a simple, historical fact. This was easily the fastest category for me to complete.
Game Everyone Should Play: Shadowdark
Why? Because it emulates the hobby’s origins so perfectly while applying modern sensibilities and streamlined rules. It encapsulates the dungeon-crawling roots of tabletop gaming while using common, modern mechanics in an instantly understandable way. For players who have only ever experienced D&D 5e, it can be a massive eye-opener, showing them entirely new (and old) ways to play. It teaches the pure joy of early D&D without the mechanical clunkiness. It is incredibly fun, and I think every gamer should give it a try at least once.
So, what does your “About Me: Tabletop RPG” look like? I want to see it!
One idea for my new campaign I'm working on that I'm borrowing from the Japanese rpg Sword World (or at least its unofficial translations into English) are Local Experience Tables. These show up in some of the setting books and are just random tables of events themed to varying degrees to specific locales. They don't typically provide any mechanical benefit (though I could see it in limited situations), but they are still potentially useful, and they certainly provide a roleplaying hook.
Here's one I came up with for Salvage:
Salvage and the Field of the Fallen Colossi
Roll
Experience
1
Swindle. You either suckered someone or got suckered.
2
Dust Up. You were involved in a violent altercation.
3
Busted. You were once down and out.
4
Scarred but Smarter. You got caught in a trap in a colossi, but now you know better.
5
New Part. A part of your body is Magitech.
6
Poisonville. You once lived in a pretty toxic area.
7
Bad Blood. You made an enemy, and someone is still after you.
8
Took a Bullet. You’ve been shot before and have the scar to prove it.
9
Lost Mine. You believe you know the location of treasure.
10
Tech Friends. You have a friend that is a construct or otherwise Magitech.
And here's one that covers the region outside the major cities:
General
Roll
Experience
1
Courier. You once delivered a sealed letter to an important person.
2
Marshlander. You’ve spent a good deal of time in the marshes.
3
Mad Season. You’ve experienced the mad ecstasy brought on by exposure to the pollen of the irrsin flowers in the scrublands
4
Rail journey. You’ve traveled by train.
5
Runaway Construct. You had a dangerous encounter with a magitech construct.
6
Under Strange Stars. You were once lost in the Stargazer’s Garden.
7
Fantastic fishing. You have fished in the Prismatic Lake
8
Captive. You were once captured by a Fomori (humanoid) raiding party.
9
Birthing. You witnessed a Mothernode produce a Mek.
10
Searcher. You are looking or have looked for a friend or relative lost in Berlaith.
Under a raging river of turbulent, caustic water that melts organic material in moments lies the decrepit remains of a nefarious wizard’s lair. Opening a passage under the river would mean commerce and prosperity, and every brave adventurer worth their salt knows that a wizard’s den is guaranteed to have some reality-bending magical loot! Get ready for some liquefactive necrosis.
This 32 page adventure uses about eight pages to describe seventeen rooms in a wizard lair/passage under a river. Great specificity. Good challenges. Good formatting. A good and solid basic adventure that, white not exactly the most memorable, is setting everything up for success.
This is the first adventure in Dale’s Undying Expanse series. It’s not Thundarr, or even gonzo, but there are absolutely hints of it, at least in this adventure. The premise here is that there was once this fortress spanning a river. The river is caustic, like, full on acid. Up and down the river for ten miles along both banks is a prismatic wall. One of the former fortress dwellers was a wizard who hated the locals, it seems. Anyway, time passes, wizard dies, fortress collapses, and now there are just some crumbling remains, a passage UNDER the river. Trade routes anyone? And, as usual, there are some bandits hole up and some wizard leftovers.
The rumors here are interesting. You get about a page of them, sixty, arrayed in ten tables of six each, by topic. So, each village, the bandits, the river, etc. That’s a nice way to zero in on various topics the party may be asking about. The villages in the surrounding area map are tied in to the hooks and half about a column each; a couple of notable businesses that an adventurer might visit and a couple of people, all don in a manner that’s easy to follow, terse, and full of flavor. “Big Hierome: Always laughing, compulsively eats sweets; this brute manages the bulls when they get a bit too feisty” The hooks, likewise, are short but have that specificity to them that helps a DM bring them alive. “Magistrate Yeldo of Flont will pay the crew six month’s wage to open the passage.” or “Jane Blood, local crime boss in Rockton, will forgive your incredible debt if you open the passage. She wants it to be a toll road.” One of these is exactly a “pay the party” thing, but its founded in something realistic, wanting to open a trade road. This helps elevate it beyond the normal old “someone hires you” hook that people toss out. And the crime boss one is grounded in her entry in the village, “Unassuming and simply dressed local business woman; rumored to be a heartless psychopath in charge of a criminal gang, has a large number of ‘cousins’ always nearby. “ There is MORE than enough there to make Jane a mainstay of the adventurers life, both in this adventure and in future ones. You can really riff on that and yet it’s terse. That’s good writing. It’s specific. Cousins. The rumor. Dale hits these very well and is certainly in the top tier of folks when it comes to that part of the adventure.
Each room entry is offset in a little light green box with an entry that could be read-aloud or room details to summarize to the players, and then some well formatted bullets, starting with a bolded keyword, to help focus the DMs attention in on the things of import in the room. There are little embedded tables or “tracker boxes” present as well, where appropriate. Nothing goes on for more than a couple of sentences, making it easy to scan and parse information at the table during play. A little “modern” in terms of generous whitespace, with rooms taking between a third of a page or a full page to describe, but it’s all easy to use.
The text does a decent job of being evocative as well. “Low oily fires giving little light” or “Cauldron: A mess of “villager stew” is thickening in the cauldron. “ or “Tarp: Made of human skin leather, faces and hair still intact. It is recently made and still a bit damp. “ Still intact. A bit damp. It’s a tarp. Good word choices to really bring these things to life.
Interactivity is decent as well, both in terms of individual rooms and in the larger context. One room has a trapped demon in it. Pulling a lever in an earlier room releases the demon and he starts to move throughout the dungeon. Peepholes show you other places. An initial room has a bunch of skeletons on stakes in it … it’s full of crude traps (think jugs of river water and sharp sticks) … but the skeletons face the individual traps, so you can use them to help navigate across the room. Of course that’s how the bandits inside navigate it. There are consequences for your actions. It’s not world ending, but you can feel them. You could do enough damage to collapse the ceiling and flood the place. Oops. No trade route. And if the demon gets loose then there are some notes on what happens in the game world; not the end of the world but trouble for a while. Coming out of the dungeon on the other side of the river “This is where some of the “bad” kids from Rockton come to smoke, drink, and make out.” and you freak the kids out. Drunk bandits. Stripping magic inlaid circles of their inlaid silver. The rooms have consequences, many of which are telegraphed in subtle ways for those paying attention. A rubble filled room with gold braziers stuck in the rubble. Dig em out? What about those crumbling walls, signs of impending collapse? Prisoners of the bandits to free, connected to the town (and, potentially, hooks.) You’ve got the dungeon environment to interact with, the walls and rubble and leaks and such. You’ve got the bandits and their ogre boss at the beginning. You’ve got old wizard shit. Lots to do.
Things are also supported well. There are a couple of art handouts, one of which cleverly conceals some imps hiding that negates surprise if you notice them in the drawing. Handwritten notes. A good hex map, new monsters, notes on the dungeon map about “always on” things like the leaking walls, so the DM can emphasize them
The dungeon map, proper, is a little busy and not the easiest to read. While the use of color to highlight text is done well through the rest of the adventure, the dark maroon keying blends in a bit much, and the “art” use of shading on the map, with rubble, makes things a little less clear then I would prefer. It’s not a disaster in any sense, just not as clear as I would prefer. And, we get a little sloppy with the use of the word “turns.” That skeleton/trap room “Following the paths takes 3 Turns to get to any other wall, 4 turns if moving cautiously” Thirty to forty minutes, or three to four actions, you think?
These are just nits. This is a solid adventure. Easy to use, evocative, interactive, with lots of fun specificity. There’s a 4HD ogre and an 8HD demon, so, challenging for a level one group, but it does a solid job.
This is $12.50 at DriveThru. The preview is fourteen pages, showing you the intro, hooks, rumors, villages, and numerous dungeon rooms. Great preview.
https://www.drivethrurpg.com/en/product/540645/under-the-caustic-river-ahnd?1892600