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Aethelberd’s Tomb

Ten Foot Pole - Wed, 04/29/2026 - 23:11
By Scott_M
First Era Adventures
OSRIC
Levels 1-3

Few now recall King Aethelberd’s name, but in his time, he was rightly feared. His ruthless crusade against criminals and sinners took thousands of lives… many by the king’s own hand. The ancient lord’s body now rests somewhere below his ruined keep, his legacy all but forgotten. Rumors, however, tell of a trove of kingly treasure buried within Aethelberd’s tomb, along with his legendary weapon: Angbolt – The Mallet of Justice.

This thirteen page adventure presents a dungeon/tomb with about twenty locations. A ‘standard dungeon’ with a few different situations going on, it is relatively wordy for the degree of content present, coming out to about four keys per page or so for a mix of vermin, undead, and bandits. 

I’m rather fond of the setup of this one, or, perhaps, the framing. There are some ruins on a hill in a wood. And I mean ruins; almost nothing left but a few walls. Once the tomb of majestic figure,eons past and nothing is left of Ozymandius (by Shelley you cetin! God how I love Frisky Dingo.) but two legs. And, now on the road through the wood you come upon a dying man and a ransacked cart. “Tracks in the dirt indicate that three humans in boots led a woman and child off into the woods, along with a heavily-laden mule or pony.” Low bandits, now hold up in the topside walls of the tomb of a lord known for justice, too scared to venture down the stairs.  I find this framing rather poetic. No highborn rebels or a bandit-king with airs and plans, just the meanest and most low of ruffians, picking on a man and his woman/child brutally. Too common to even venture in to the hole in the ground in search of gold, camped in a place of utter ruin, of former majesty that they have no knowledge of. This is all handled rather briefly.

The rest of the adventure is not bad, but it doesn’t come close to that poetry. It is a relatively standard dungeon crawl, perhaps a bit above the usual average, with not a lot to distinguish itself and a few things that could be done better. This is not an Orcs in a Hole problem, but perhaps a sign of a hobby in which every adventure ever written is available immediately to you. How does one stand out in a crowded marketplace? [By each adventure having the unrealistic expectations of being a masterpiece, duh! If the premise of the blog is that common mistakes are repeated time and again then the secret hope is that those eventually get resolved and concentration can be done on more in-depth stuff.]

The bandits are huddled in the upper ruins, little more than a few crumbling walls. They’ve set a slack guard during the day and wall themselves in at night by moving boards. There’s a nice earthiness to this. They see the stairs, and have stuffed the women and child in a cellar room, where they whimper, but are too scared to venture any further. I might emphasize their condition, of both the captives and … beastiality? of the bandits a bit more, but the quick mentions of their fear and how they wall themselves in to the ruins is good. 

The map supporting this is fine for it’s size. The hill, ruins and wood around it are covered fine, and the dungeon proper has a variety of features, caves, water, worked areas, streams, statues, same level stairs. It is clear and has creature notations on it, which I always find very useful when running an adventure to keep the surrounding dungeon context front and center when running an encounter/noise in a room. Good job, and something I wish more adventures did to help me out at the table.

The dungeon entries, proper, are where my hang ups mostly lie. And I have no idea how to describe what I think is wrong about them. They do tend to be a bit long, four paragraphs is not uncommon. There’s an occasional bolded words or ALL CAPS monster reference, which shows some awareness of trying to call the DMs attention to things. But, for all the world, I can’t figure out why the entries are long. Typical problems in other adventures might be backstory embedded in them, or victorian laundry lists of contents, overly describing, trap & door porn or explaining WHY. None of that really seems to be present here, and yet the entries tend to the long side, particularly for what they are. 

I’m looking at an entry for room eight, The False Tomb, which I think is fair representation of the other rooms as well. There’s three paragraphs of general description. The first is the overall room, then one touching on some alcoves and frescoes, then one about the body in the room under a shroud, and its treasure, and the skeletons it triggers, and then one about a bronze chest and its loot. I can’t really fault any one of them for being there. The first paragraph reads “The shrouded body of a long-dead warrior is laid out upon a stone bier. The floor surrounding it is covered with various burial offerings: Ratgnawed baskets, sealed crockeries of seed oil and spoiled wine, moldering furniture and tapestries, graven idols of old gods, etc. (no value). Among the funeral goods stands a squat bronze chest” This is not the most evocative thing ever, but it’s trying and I recognize that. It’s also, I think, not lingering too much on the mundane. I can’t particularly fault the description of the body and chest and their treasures either. 

So the descriptions are not in and of themselves problems. And the formatting is not terrible. It’s certainly not wall of text and there is an occasional bolded word to direct the DM to more information. The closest I think I can come is that there seems to be a disconnect between the length and the … mundanity of the interactivity. There are some traps here that are more than just a pit. (Flaming oil jet!) Rats, centipedes, skeletons, wraiths, shadow, zombie dog. The more special undead have a note or two to bring them to life. And there’s an otyugh in a well, ala Moria. 

I don’t know why, but maybe the absence of more exploratory interactivity, but it feels plain to me. I’m not excited by this. It’s not bad. I just don’t look at it and and can’t wait to run it. Specificity? I’m going to assume this is a me thing.

This is $3 at DriveThru. The preview is six pages, which shows you the setup, the maps, and a few dungeon rooms. Good preview. Take a look and see if you can nail the descriptions thing.

https://www.drivethrurpg.com/en/product/561573/aethelberd-s-tomb?1892600

Categories: Tabletop Gaming Blogs

Something Just Right.

Looking For Group - Wed, 04/29/2026 - 21:23

While we’re not ready with the BIG announcement just yet, I am prepared to share a smaller yet excited one.  As of today, we’ve restarted LFG Animated Shorts on social media, which you can see over at- Our Facebook. Our
Read More

The post Something Just Right. appeared first on Looking For Group.

Categories: Web Comics

Crochet and Catch Up with Moogly - April 29, 2026

Moogly - Wed, 04/29/2026 - 15:00

We're squeezing in one more Crochet and Catch Up with Moogly before I leave for 10 days of Fiber Festing! Join me for a quick and easy break with crochet chat, behind-the-scenes peeks, and live Q&A. Join in live, or watch the recording at your convenience - all the links are below! Disclaimer: This post […]

The post Crochet and Catch Up with Moogly - April 29, 2026 appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

Chess is not about the rules (D&D isn't either) (new substack post)

The Disoriented Ranger - Wed, 04/29/2026 - 11:05

Already five posts published and there's a shitload of Notes out as well. Just to give you guys an impression what's going on over there. Already more engagement then I have here or on X. All good and positive, so make sure to join the party. My latest post is about what rules are and what the must do in order to work properly. A lot of it is explained via chess, but I'm eventually making my way to D&D and role-playing games in general.

Here's the first paragraph:

Rules are a prerequisite to play. But it is not so much about using the rules to play, it is about playing the game within the restrictions the rules are offering. That is such a key difference that not seeing it will lead to wrong design choices when writing your own rules. Or, a more subtle point, you’ll put the wrong focus when explaining how your game works. This very much applies to role-playing games, but let me explain it using chess first, as it makes the better point without trying too hard.

Link 

That's four essays linked here in April, including my introduction over there (three proper, then). There's another meaty one for those with at least a free subscription for the Substack. I'll try to have one for paying members up soon, too (they don't exist yet, but will eventually and they will have something to discover).

Among my next essays will be stuff about looting (bad) movies for their content and one with setting up a sandbox for ORWELL, hopefully with some play-reports building on that (it has to come together on the play side, but I'm working on it).

The Substack will focus a lot on my publishing endeavors, but that usually brings up a lot of adjacent topics and the lively community over there will do its own inspiring.

First time in a long time that blogging brings me joy again.

 

 

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, August/July 1985 (week 1)

Sorcerer's Skull - Wed, 04/29/2026 - 11:00
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of May 2, 1985. 

Sword of Atom Special #2: This issue actually has a July cover date, but there is some discrepancy in the sources regarding when it came out. Anyway, Strnad and Kane are back with another Lost World/Sword & Planet-ish tale. A bird-riding group of raiders called Skul-Riders attack New Morlaidh and kidnap women, including Laethwen. At around the same time, Paul Hoben and Norman Brawler have arrived with an accidentally shrunk Jean, intending to find Atom and get his help to restore her, but she too is kidnapped by the raiders. Atom, Voss, and Paul join forces to track the riders to their city where it turns out a dictator using mind control technology is responsible for the raids as he seeks breeding stock to bolster his cities ranks to realize his dreams of conquest. When his people are freed from control, they kill the tyrant themselves, and our heroes return home. Atom gives Jean and Paul the shrinking belt as he can't use it anymore.
Atom will appear in several issues of Crisis but that's it until 1988.

DC Comics Presents #83: Rozakis is the writer on this team-up of Superman and the Challengers of the Unknown. The artists are a bit of a puzzle: We have both Kirby and Toth, both with inks by Theakston. Toth's work only appears over a couple of pages in a flashback sequence. It seems weird to engage two such celebrated artists in this way, which makes me think the issue as we got it was a "plan B." Anyway, this is Kirby's last major work for DC, though his last actual work (a cover) won't come until after Crisis.
Zo-Mar, a Kryptonian criminal from the pre-Phantom Zone days, escapes from a prison space capsule and infiltrates the Earth with a mystic card that gives him the power of mind control--including those of Superman and the Challengers of the Unknown. It also (handily) keeps him from developing Kryptonian super-powers. Our heroes manage to get the card from him, but then he gains powers! They ultimately use a trick to defeat him and destroy the card. Zo-Mar is sent to the Phantom Zone.

Shadow War of Hawkman #4: The limited series comes to a close just as it seems it was getting started, but Isabella makes it clear at the end that this was merely the first battle in a potentially longer war. We open with several examples of the Absorbacon being used to still secrets from humans, and thus economic and political spoils. The Shadow War is to be an infiltration and covert coup rather than a fledged-fledged invasion.  The Hawks are still in the fight, though. They sneak back onto their own ship, defeat the Thanagarian agents, then destroy the ship so it can't be taken again. They track down the Absorbacon, but fate takes a hand as Rab Mekir, enslaved to the machine, takes his revenge on Fell Andar, leading to his own death. This vanguard defeated, Katar and Shayera can return to their secret IDs and cover lives, but we see there are still Thanagarian deep cover agents on Earth.

Wonder Woman #326: This one has a July cover date, too, though likely released in May. Newell takes over as writer with Heck still on art, and we're back to the stuff that was going in back in issue 316. Wonder Woman follows Keith Griggs and Lauren Haley back to the Central American nation of Tropidor and again encounters the Aztec god Tezcatlipoca. Also, Etta is really angry with Diana for some reason.

V #6: This is another issue with a July cover date. Bates and Infantino/DeZuniga wrap up the whole Meagan arc. The rebellion rescues Meagan, ironically to keep him from blowing up the alien mothership as they fear the severity of reprisals, and they are helped by a scheming faction of Visitor leadership looking to undercut Diana. Unfortunately, Meagan's head-bomb starts to malfunction, so he takes a ship and heads back toward the Mothership on his own. He explodes before he gets there, though, taking out some Visitor fighters and thwarting Diana's plans to recapture him. She remains unaware of the bomb throughout the whole incident. 
On Earth, the Visitor experimentation facility is taken out, and Ham and friends force the lead scientists to inject themselves with their own mutagen.

Uprising on Antares-9

Stargazer's World - Wed, 04/29/2026 - 07:06

Back in 2010 (wow, has it been 16 years already?) I released a little game called Warrior, Rogue & Mage. It had some modest success and quite a few people have high regards for it because it’s simple, easily hacked and dirt cheap since it’s free. I also released the rules portion under a Creative Commons Attribution license so everyone can create new games using these rules as long as they give credit.

One of the games created using these rules is Christian Conkle’s Uprising on Antares-9. It’s a roleplaying game based on a TSR Sci-Fi minigame called Revolt from Antares designed by Tom Moldvay. I have to admit that I never even heard about this minigame before Christian told me about his project. The game consists of six small booklets available for free on itch.io but you can also order physical copies from Lulu. You’ll find all further information on the game’s itch.io page.

The whole project started as a thread on the rpg.net forums back in 2021 when Christian asked for help finding a system suited for a Revolt on Antares RPG. The thread is still active and if you enjoy Uprising on Antares I recommend you go there and post about it.

If you are either a WR&M fan looking for more stuff to play with or someone who has fond memories of Revolt from Antares you should definitely check out Christian Conkle’s game.

Categories: Tabletop Gaming Blogs

New OSR Monster - The Devil Monkey For Burrows & Borderslands Rpg

Swords & Stitchery - Wed, 04/29/2026 - 04:22
 In the world of Burrows & Borderlands, the Devil Monkey isn't just a myth—it’s the primate nightmare of the northern woods. While most beasts in the Kingdom are relatable mammals, the Devil Monkey represents an ancient, uncanny lineage that feels "wrong" to the average adventurer. The Devil MonkeyThe Shadow in the CanopyThe Devil Monkey is a lean, powerful simian roughly the Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

OSR Commentary & Deep Dive Into the Castles & Crusades Adventurers Armory For Castles & Crusades rpg System

Swords & Stitchery - Tue, 04/28/2026 - 22:59
 The Adventurers Armory is a staple supplement for the Castles & Crusades RPG, designed to expand the horizon of equipment, weaponry, and specialized gear beyond the standard listings in the Players Handbook. It serves as a comprehensive catalog for players looking to customize their characters and for Castle Keepers (CKs) aiming to add flavor to their world's economy.### Core Contents &Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Moldvay Basic finally available in Print on Demand

Zenopus Archives - Tue, 04/28/2026 - 21:56


Great news: The "B" of "B/X", the rulebook of the 1981 D&D Basic Set, commonly known as the Moldvay Basic, is finally available in print-on-demand (POD) from DrivethruRPG, 13 years after it originally appeared in PDF, and three years after its partner "X" (the Expert Set rulebook) POD was released. 

Find it here:

Moldvay Basic rulebook on DrivethruRPG

(all links to DrivethruRPG include my affiliate number)

The B/X ruleset has become extremely popular in recent years as the source of rules for the Old School Essentials retroclone, but now you can get an official reprint of the original. 

While this site is primarily devoted to the Holmes Basic set, I am also a big fan of the Moldvay Basic rulebook, which took Holmes' pioneering work as a base and developed it further. And I love the Sample Dungeon, The Haunted Keep, which I've written about here.



The module that was included in the Moldvay Basic Set, the 1981 revision of Gary Gygax's B2 The Keep on the Borderlands, is already available in POD, so together these products constitute the printed contents of the 1981 Basic Set (no dice and crayon, of course).

Find it here

B2 The Keep on the Borderlands on DrivethruRPG

While this is great news for availability of this particular rule set, the Holmes Basic rulebook frustratingly remains completely unavailable, either in PDF or print, for unknown reasons. The newly available Moldvay Basic POD means that they are still releasing/updating the available products, so this does give a bit of hope. Perhaps they are saving it for the 100th anniversary in 2077?

See also these previous posts on the Zenopus Archives related to Moldvay Basic:

Original Known World Campaign Documents (2022)

Chronology of D&D Sample Dungeons: The Haunted Keep by Tom Moldvay (1981) (2020)

M1 Blizzard Pass: Dungeon Design (2020)

Zargon Beckons (2015)

Ur-Known World (2015)

Expert Set rulebook: PDF notes (2013)

Ancient Treasures from the Cellars (D&D PDFs) (2013)

B/X Mud Brown and Pea Green Polyhedral Dice (2013)

Categories: Tabletop Gaming Blogs

Meantime… Christopher Eccleston Films Crime Thriller

Blogtor Who - Tue, 04/28/2026 - 15:00
Doctor Who’s Christopher Eccleston joins James McAvoy in an adaptation of Frankie Boyle’s murder mystery thriller Meantime, filming now

Doctor Who star Christopher Eccleston discovers lots of planets have a Scotland as he joins the cast of Sky’s latest crime drama. Meantime is a brand-new thriller with a darkly comedic twist. And it comes from the mind of Scottish stand-up comedian, presenter and author, Frankie Boyle. The series is currently filming.

Meantime adapts Boyle’s bestselling debut novel of the same name. It stars James McAvoy (X-Men, Atonement) as Felix McAveety, a drug addict and alcoholic whose life falls apart when his best friend Marina turns up dead in a Glasgow park.

As the police’s prime (and most convenient) murder suspect, Felix tries to clear his name. Easier said than done when still in the deep paranoia and fog of his addiction.

Enlisting the help of one of his most chaotic friends, as well as an ageing former Detective Inspector turned crime novelist (Josette Simon, Blake’s 7), Felix sets out to get to the bottom of things. However, he soon discovers finding the culprit is the least of his problems. Marina was involved in an AI company’s secretive plans but were they worth killing for? Meanwhile, GP and dealer Dr. Chong (Benedict Wong, Dr. Strange) is convinced they’re all characters in a computer simulation. Could he be right?

As their search for the truth quickly spirals out of control, the Scottish city turns into a dangerous (but hilarious) playground of murky edges and stunning twists.

Sky have not yet officially revealed Christopher Eccleston’s role in Meantime. However, it seems possible he might be playing the novel’s shady MI5 agent Jeremiah Brond. The series also features other Doctor Who alumni Shirley Henderson (Love & Monsters), Mark Bonnar (The Rebel Flesh/The Almost People), and Lois Chimimba (The Tsuranga Conundrum, Redacted.)

Boyle wrote the script alongside Neil Webster, with Jon S. Baird (Filth, Tetris) acting as director for the series.

The post Meantime… Christopher Eccleston Films Crime Thriller appeared first on Blogtor Who.

Categories: Doctor Who Feeds

Pattern Palooza Giveaway - Win 10 Crochet Pattern PDFs from Moogly!

Moogly - Tue, 04/28/2026 - 15:00

It's time to plan your "to crochet" list for summer - and we're here to help! Start picking your favorites - and then enter the Pattern Palooza Giveaway - Win 10 PDFs of Your Choice from Moogly! Most Moogly Patterns are Free... But... But some people don't like working from the blog - and that's […]

The post Pattern Palooza Giveaway - Win 10 Crochet Pattern PDFs from Moogly! appeared first on moogly. Please visit www.mooglyblog.com for this post.

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Categories: Crochet Life

Payne Live on Kickstarter

First Comics News - Tue, 04/28/2026 - 07:00

Contributing host Ray MacKay recently sat down with Brock Smith about his Payne campaign, now on Kickstarter. You can watch the whole show with Brock on YouTube.   Ray: We…

The post Payne Live on Kickstarter appeared first on First Comics News.

Categories: Comic Book Blogs

Untold Tales of a Podcaster

First Comics News - Tue, 04/28/2026 - 07:00

Okay, I have been doing the podcast thing for several years now. And, truth be told, I always consider myself a small fish in a big pond. One of the…

The post Untold Tales of a Podcaster appeared first on First Comics News.

Categories: Comic Book Blogs

The End of an Era: Saying Goodbye to Newsarama

First Comics News - Tue, 04/28/2026 - 03:57

After nearly 28 years, one of the most influential voices in comic book journalism has fallen silent. Newsarama, the pioneering site that shaped how fans, creators, and industry insiders consumed…

The post The End of an Era: Saying Goodbye to Newsarama appeared first on First Comics News.

Categories: Comic Book Blogs

The Herculoids & Crew NPC Adapted To Sword of Cepheus 2nd Edition Rpg

Swords & Stitchery - Tue, 04/28/2026 - 03:51
 Adapting the classic 1967 Hanna-Barbera series The Herculoids into the Sword of Cepheus (2nd Edition) system requires a blend of high-fantasy tropes and "lost world" science fiction. This blog entry picks right up from Thundarr the Barbarian & Crew NPC Adapted To Sword of Cepheus 2nd Edition RpgIn this setting, the Herculoids function as powerful, sentient "Monstrous Allies" or Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

LOOK AT ALL THE HOMAGES: G-MAN COMICS HOMAGE COVERS

First Comics News - Tue, 04/28/2026 - 02:44

                      With G-Man Comics coming up on their monumental achievement of 100th issues published, I’d like to congratulate the founders, Rik…

The post LOOK AT ALL THE HOMAGES: G-MAN COMICS HOMAGE COVERS appeared first on First Comics News.

Categories: Comic Book Blogs

The Quiet Hunger

Ten Foot Pole - Mon, 04/27/2026 - 23:11
By Craig Turner
Aspire2Hope
Generic/Universal
Levels: Ghouls as an ememy

In Faynford at the Staple, tension simmers beneath the smell of hearth smoke and fresh bread. Old fears stir as food grows scarce, livestock go missing, and whispers spread—of sickness, of shadows, of the dead no longer resting easy. Beyond the river bends and chalk downs, the Hundred is holding its breath. The boundaries between custom and survival, welcome and warning, are wearing thin. Something hungers in the dark, and the quiet strength of this land may not be enough to hold it back. Your road has led here. Whether by duty, kinship, or necessity, you have arrived on the edge of a story that will not wait. Will you uncover the truth before Faynford at the  Staple falls to fear—and to what walks in its shadow?

This twenty page horror-ish adventure describes a bucolic village, and the refugee situation that is unfolding as they absorb villages who have been displaced by war. It is quite long-winded and verbose for what is essentially an outline of an adventure. The outline part is ok, but the long-windedness results in confusion of the overall situation. Too much time on vibes and not enough time on specifics. 

I’m a sucker for Harn-like settings for adventures. Call something A Hundred and I’m drooling, for some reason. I guess it was 100 Bushels of Rye. Whatever. We’re here today because of that. And, then, we mix in, from the marketing blurb, what appears to be a horror element. I think horror translates well because of the emphasis on situations that it fosters. I can restart a monster, but the vibes and plot and horror elements are for the designer. I love my classic exploratory dungeons, but the journey to and from the dungeon, and shit going on in town, has always been a part of D&D and these little situations are great for dropping in to spice up the “downtime.” 

So, we got this village. Humans, halflings. The halflings were refugees about fifty years ago and have settled in. More war has caused an influx of new refugees. The locals kind of recognize kinship to them, accents, mannerisms, far less alien than the halflings were. Then a lamb goes missing. And a couple of people die from a new disease, ashskin. Things are tense. The local sheriff wants to relocate the refugees a little farther down the valley. This is the pretext for the adventure. It turns out that a local seedy patriarch is an agent for a foreign power and ashskin? That’s people turning in to ghouls. Did you recognize it by the name ashskin? I didn’t at first. And I love that kind of shit .Where you describe something to peoples faces and they don’t get it. They drop some gnawed bones and bodies here and there, and once you get to the graveyard and find out the graves were dug out from the INSIDE, well, the undead is up, so to speak. 

The adventure wants to outline a situation. It’s trying to present a map with various locations on it and then explaining what is going on at those locales. It provides some NPC overviews with mannerisms and goals, for the DM to drop in to the game and use as the party comes across them or seeks them out. It flirts with doing the right thing. And then it fucks everything up.

The NPC descriptions fit, maybe, two to three to a column. There’s a bullet for Appearance, Personality, Goal/Motivation, Quick, Disposition, and What they know. Maybe somewhere from three words to a dozen or so, and then the person ends with a little quote. This is all too much. It’s on the right track, a quick, a goal, what they know, but then it muddies it up with too much information that one needs to dig through. And this is going to be a theme here.

The locales, a half dozen or so, stretch on for a column or page, and then have their NPC’s, in the same format as above. It starts with a setting prompt, in bullet form: Light, Sights, Sounds, Smells. This is too much. Shortening this to  a sentence or two, including all of them in it, to give a little vibe would have been better. There’s a brief couple of paragraph description of the locations “the fields are well tended, it’s maintained through diligence.” Again, too much. The diligence comment it meta, and the whole location description is hard to sort through, I suspect, during play.  Terse. Hit. Get out. We want a quick vibe if its not super-important to the location to have details. Then we have a section called Plot. I’m looking at seven paragraphs, one or two just a sentence, like “Corwin is dead” or “Pip knows what that means, even if he struggles to say it properly.”  The plot section, what is happening, the meat of the location, what the party can find out and do and so on, is all muddled by this. This is NOT the time to get flowery with your language and clever with your descriptions. And yet it does, over and over again. This is a nightmare to dig through. This would have been the PERFECT time for all of those bullets. 

The overall plot, what leads to what and who’s doing what, is confused because of all of this. Cognitively it’s a problem. After a couple of times through this I’m still not sure I can explain the hows and wherefore and whats connected. I THINK 

The elements it wants to emphasize, the contention between the refugees, the more established refugees from fifty years ago and so on, these are not well handled at all. There’s little to bring these to life. The tension that should be going on isn’t added to by specifics. We’re not looking for everything spelled out and scripted, but vignettes, specificity, to drop in to make that tension come alive. Even the spying, it’s not really brought home. 

This was a good idea. Blaming The Others should be relatable to the players. The mixing in of the ghouls and people turning. Great potential there. But this would need a lot of effort to bring to the table. It knows to outline a situation, and it knows the major elements to hit, it just fails in doing that in a way that can be run or in bringing it truly to life.

This is $4 at DriveThru. The preview is four pages, not quite enough to get a good vibe check on it. Only the last page really gives you an idea of what to start to expect in terms of writing and presentation. 

https://www.drivethrurpg.com/en/product/562279/the-quiet-hunger?1892600

Categories: Tabletop Gaming Blogs

WRITING WILL KILL YOU IN THE UPCOMING PARANOID THRILLER UNFINISHED TALES FROM ED BRUBAKER & SEAN PHILLIPS

First Comics News - Mon, 04/27/2026 - 22:26

PORTLAND, Ore. 04/27/2026 — From the bestselling and award-winning duo behind Reckless, The Fade Out, Kill Or Be Killed, and Criminal(coming in 2026 to Prime Video) comics noir grandmasters Ed Brubaker…

The post WRITING WILL KILL YOU IN THE UPCOMING PARANOID THRILLER UNFINISHED TALES FROM ED BRUBAKER & SEAN PHILLIPS appeared first on First Comics News.

Categories: Comic Book Blogs

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