Here’s my list. Reflecting on the role-playing games that I’ve played over the past forty-five years or so, I’d say that my top five have to be the following:
23 July 2026
My Top-5 Roleplaying Games of All Time
Here’s my list. Reflecting on the role-playing games that I’ve played over the past forty-five years or so, I’d say that my top five have to be the following:
28 February 2026
There and Back Again: My Circular Role-playing Journey
I’ve talked about my personal history with the ‘Old School Renaissance’ or ‘Old School Revival’ (OSR) in the past at this blog (e.g., see this post from 2022). But some reflection on the games that I’ve been playing in recent years has prompted me to scribble some further thoughts. (My apologies for being a bit self-indulgent here …)
07 December 2025
Fight On! Issue 17 now available
As noted months ago here, the Old School Renaissance fanzine Fight On! has experienced its own renaissance. After spending a decade in a magically induced slumber, it awoke with an impressive new issue, number 15, during spring 2024.
Thankfully, that was not a one-off event. Since them, issue 16 has been published. And just this past Friday, issue 17 was unleashed onto the world.
Issue 17 features a rather nice cover illustration by the talented Peter Mullen:
Like every issue, issue 17 is available in PDF and print formats.
07 May 2025
OSRIC the Third
26 February 2025
Fight On! Issue 16 now available – dedicated to DA Trampier
Issue 16 has just dropped and it’s dedicated to my favourite FRPG artist of all time: David A. Trampier.
12 January 2025
My Life in Roleplaying Games: 2024 and 2025
I've been really enjoying running two Against the Darkmaster (VsD) campaigns, one in Middle-earth (“Against the Witch-King”), and one in my homebrew "Ukrasia" setting (“Against the Court of Urdor”). Both will continue into 2025, although I expect that the Middle-earth one will wrap up sometime this summer (but perhaps not, as these things are difficult to predict, at least for me).
Many of my fondest gaming memories are of the Middle-earth Roleplaying (MERP) and (to a lesser extent) Rolemaster adventures that I ran back in the day. These were mainly in high-school during the mid-late 1980s, but with sporadic sessions later, eventually petering out completely around 2000 (after a brief campaign that was aborted due to a problematic player). In recent decades, my collection largely sat on my shelves or in storage, although I would regularly flip through the books to mine for ideas or simply for the sake of nostalgia.
As I’ve explained before here, Against the Darkmaster plays a lot like a modified and updated MERP, especially with its vivid critical hits and its complex but immersive combat system. VsD streamlines some of MERP’s clunkier mechanics (especially regarding skills, combat, and experience) and introduces “drive points,” all changes I that like and hence my use of it instead of MERP. Nonetheless, the two systems are close enough that it’s easy to use MERP material for VsD.
This experience made me realize that I was foolish to have ever shelved the original game simply because it was out-of-print. (That’s not to say that there aren’t new games that I like a lot and want to try out – but obviously that doesn't preclude cherishing and playing the older games as well.) My recent experience with VsD reminds me of how I felt almost two decades ago, when the “Old School Renaissance” (OSR) was really getting going, and I realized that it was perfectly fine to prefer “Gygaxian” Advanced Dungeons and Dragons (and “Basic/Expert” D&D) over the then-in-print 3rd edition, despite the widely touted “improvements” of the more recent version. After running two 3e campaigns and finding them to be slogs, especially once the player characters reached fifth level or so, this realization was liberating and exciting. (My recent experience running a 5th edition campaign made me decide never to do so again. If I run “D&D” in the future, I’ll likely just employ a tweaked version of good old Swords & Wizardry. Wanting to share my house rules for S&W is what inspired me to start this blog in the first place, almost fourteen years ago.)
So Against the Darkmaster has made me happy to be a Game Master again. I'm enjoying it enormously and look forward to seeing how things unfold this year!
Outside of my role as GM, I'm always excited to play Mythras, and look forward to (probably) doing more of that later this year. (Last summer I played in Mythic Greece and Lyonesse “one shot” sessions and had a blast. And last year one of my groups wrapped up a long-running Mythras adaptation of the Beyond the Mountains of Madness campaign.)
More generally, beyond the particular games I’m playing at the moment, I very much appreciate the two gaming groups I’m in and am grateful to have the friends who participate in them. I also delight in the ways that players’ decisions can make the role-playing games go off in entirely unanticipated, novel directions – that’s not something you can find in any other hobby of which I'm aware, and it can be magical!
26 December 2024
Mythras Miscellany
The first is the Unearthed Companion for Mythras Classic Fantasy. Here’s the blurb from the Design Mechanism folks:
Delve deeper than ever before, with the Classic Fantasy: Unearthed Companion, the highly anticipated expansion for Mythras Classic Fantasy!
Classic Fantasy has become a popular branch of the Mythras family, blending the Mythras rules with traditional dungeoneering adventure mechanics. The Classic Fantasy core book presented everything needed for Ranks 1 to 3. This volume, long in the making, expands Classic Fantasy to Ranks 4 and 5, with updates and expansions to certain rules, but more importantly providing the additional magic, monsters and treasure for higher Rank characters and adventures.
Unearthed Companion is compatible with Classic Fantasy core, and Classic Fantasy Imperative.More information here.
19 December 2024
07 October 2024
Sale on issues 1-14 of Fight On!
As recently announced here, the Old School Renaissance fanzine Fight On! has returned to publication after a long sabbatical.
If you are missing PDF versions of the first run, issues 1-14, they currently are available in a bundle at Drivethru RPG for 50 percent off (34.99 USD). The sale will run until this Saturday (12 October 2024).
It’s great to have Fight On! back with us … and fighting on!
24 September 2024
The Kirkyard of St Cuthbert
While in Edinburgh, I naturally visited the kirkyard of St Cuthbert. A saint in our own world from the 7th century, St Cuthbert also famously travelled to the World of Greyhawk (Oerth), where he became an important deity, a champion of law and order against the chaos and evil of vile Iuz. In fact, one of the characters from my recent Greyhawk campaign, Cedric the warrior cleric, was a priest of St Cuthbert.
16 August 2024
Combat should be interesting
In the two campaigns that I currently am running – both using the Against the Darkmaster (VsD) system, one set in Middle-earth, the other in my home setting of Ukrasia – I rarely have more than one combat in any given session. Thanks to its “critical hits” system, combat in VsD can easily become quite deadly or debilitating, so players tend to avoid it when possible. Hence, two or more sessions (if not more) typically will pass between combats. I like this kind of pacing, as it ensures that when combat does take place, it is noteworthy and memorable.
30 July 2024
Fight On! Is Back
In the early days of this blog, when the “Old School Renaissance” scene was full of vim and vigour, a major player was the fanzine Fight On! It was a wonderful, eclectic, and somewhat chaotic journal, filled with fun scenarios, monsters, optional rules, and the like. I happily contributed a couple of articles back in the day (“Background Professions” to #5 and “The Duchy of Briz” to #7).
After a decade of enchanted sleep, Fight On! is back with issue #15. Here’s the blurb from the editor Ignatius Umlaut:
Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!
My life with roleplaying games started with Dr. J. Eric Holmes’s Basic Dungeons & Dragons set back in 1980 (the one with chits instead of dice). So I’m especially keen to check out this issue!
10 July 2024
Trampier and Amthor inducted into the Gaming Hall of Fame
Since the Hall of Fame encompasses contributors to wargames, card games, and boardgames, as well as role-playing games, a lot of the people listed at the AAGAD Hall of Fame website are unfamiliar to me. But within the RPG world, there are many true legends.
17 May 2024
Greyhawk to appear in the 2024 Dungeon Master’s Guide
Since I don’t plan to run the current version of Dungeons and Dragons ever again, I have no interest in the “updated” 2024 editions of the core books. (According to Wizards of the Coast, this is not a “new edition,” so it’s not “6th edition” – I expect that it eventually will be called something like “edition 5.5,” but we’ll see.) In fact, I’m planning on selling off (or giving away) much of my 5e collection.
19 March 2024
James M. Ward, RIP
I have many fond memories of poring over the entries in Deities & Demigods as a young teenager. The overviews of the "AD&D-ified" pantheons helped to get me interested in learning more about real world mythologies. Deities & Demigods also prompted me to check out the fiction of H.P. Lovecraft, Fritz Leiber, and Michael Moorcock.
16 March 2024
OSRIC Player's Guide
OSRIC, of course, was the original retro-clone. Along with Basic Fantasy (which appeared around the same time), OSRIC helped to launch the “Old School Renaissance” almost two decades ago.
The original OSRIC was not a proper ruleset; rather, it simply included the necessary information (tables and the like) to permit the publication of material (primarily modules) for 1e AD&D. Shortly after it originally appeared, however, OSRIC was fleshed out into a complete game. Since then, though, it has not been substantially updated.
But there are now plans to revise it so that it (a) includes more material from the original Dungeon Master’s Guide (in particular, I think, material having to do with campaign-building and running) and (b) more closely resembles the 1st edition AD&D rules. (Since it was the original attempt at a retro-clone, OSRIC was cautious in replicating the original ruleset. Subsequent retro-clones, like Old School Essentials, have demonstrated that near complete fidelity to the originals is unproblematic. So hopefully half-elves will not be so horrible in the revised version of OSRIC.)
16 February 2024
My RPG Foci: Fantasy and Eldritch Horror
Recently someone over at the RPG Pub asked what genres people preferred in their gaming. Reflecting on this question, I realized that over the past twenty-five years or so, almost all of my role-playing activity has been focused in two genres: fantasy and horror.
Fantasy
Perhaps unsurprisingly, the vast majority of my gaming has involved various flavours of fantasy, especially the following sub-genres.
High Fantasy
By “high fantasy” I mean the kind of fantasy that you find in the writings of J.R.R. Tolkien and the like. High fantasy worlds have a clear distinction between “good” and “evil” – even if there are morally ambiguous characters and difficult situations between the two extremes.
I’ve mentioned before here that I was an avid player of Middle-earth Roleplaying back during the 1980s. Indeed, I probably played as much MERP as I did AD&D during my high-school days (it eventually became my group’s “main game”). And when I first started playing RPGs semi-regularly again, around 1999, I naturally started with MERP (before, unfortunately, moving to the Rolemaster Standard System, which despite its obvious mechanical relation to MERP [MERP was derived from an earlier version of Rolemaster], was not nearly as smooth or fun to use in practice).
A lot of the games that I’ve run over the years have been in this subgenre, including past and present Middle-earth games. My current “Court of Urdor” also falls within this category.
The brilliant Against the Darkmaster FRPG – which is heavily inspired by MERP – is designed for precisely this kind of fantasy campaign. Indeed, it builds the “Darkmaster” conceit into some of its core mechanics. As the name indicates, the struggle against the Darkmaster is assumed to be a central feature of any campaign, even if only in the background.
Swords and Sorcery
Another familiar sub-genre. Robert E Howard’s Hyborea and Atlantis, Michael Moorcock’s Young Kingdoms (and “multiverse” more generally), Fritz Leiber’s Nehwon, Karl Edward Wagner’s “Kane,” and the like, are all exemplars of this sub-genre. I would include Jack Vance’s Dying Earth corpus, and many of Clark Ashton Smith’s stories (especially those set in Zothique, Averoigne, and Hyperborea), as members of this family as well.
After rereading REH’s Conan stories – and reading for the first time his Kull and Bran Mac Morn tales – fifteen years ago (when they were republished in nice volumes by Ballantine), I came up with a number of house rules for Swords & Wizardy in order to run some “swords and sorcery” flavoured games. Those house rules are still available here – and seem to attract regular visits to this day. Many of them were later integrated into D101 Games’ Crypts & Things role-playing game, which I highly recommend.
In addition to running my modified version of S&W (and later C&T), I also was a player in a wonderful campaign set in the Young Kingdoms (of Moorcock’s Elric tales), using the Mongoose Runequest II system (the grandfather of the excellent Mythras RPG).
Dungeons & Dragons
Blend the above two sub-genres together – and add some quirky monsters (e.g., beholders, mind flayers), novel twists on old ideas (e.g., drow elves, planar cosmology), and some innovations (e.g., dungeon-delving, wandering monsters) – for the singular “Dungeons and Dragons” sub-genre. I regard “D&D fantasy” as its own thing, even though it obviously draws heavily on a wide range of sources (not just fantasy).
However, my experience running and playing post-TSR D&D has not been that great. I ran two 3rd edition games – one 3.0e and one 3.5e – just over two decades ago. The system was new and shiny, and seemed to “fix” all the purported “problems” with the earlier versions of the game. Both campaigns lasted about a year but became quite tedious to run once the characters reached 3rd or 4th level. I came to find that being a DM for 3rd edition D&D was simply a chore. After the second campaign, I vowed to never run the game again. I subsequently ran a few sessions of Castles & Crusades, AD&D, and played a bit of the Warhammer RPG (2nd edition). All of those games I enjoyed far more than 3rd edition D&D (although I probably would only bother with AD&D again today).
I skipped 4th edition D&D altogether. After reading halfway through the Player’s Handbook in fall 2008, I realized that it was just not for me.
Years later, I ran a few one-shots of 5th edition. At first, I thought rather highly of it – at the very least, it seemed to be a vast improvement over 3rd edition. I quite liked some of the books that were published for it (namely, Tales from the Yawning Portal, Ghosts of Saltmarsh, and Goodman Games’ updated versions of classic TSR modules – not coincidentally, books that all contained a lot of “Gygaxian" Greyhawk material).
More recently, I ran a campaign set in the World of Greyhawk, much of which took place in the legendary area around the village of Hommlet. It was great fun! But it was fun despite the system (at least for me as the Dungeon Master). The ubiquitous, often “free” magic, and almost absurd “superhero” quality of the characters, came to grate on my nerves. I’ve explained some of my problems with 5th edition D&D before (see here and here) so I won’t say any more about that here.
After these experiences, I conclude that I definitely prefer “old school” D&D within this genre – specifically, the more challenging and flavourful 1st edition Advanced Dungeons and Dragons and Basic/Expert Dungeons & Dragons (and related “clone” systems, like OSRIC and S&W). I like magic to be at least somewhat rare and at least somewhat costly to use. (Endless cantrips and ritual spells? No thanks!) It’s clear to me that the post-TSR versions of the game just are not my thing. I certainly have no interest in the recent offerings from the Wizards of the Coast.
There is one honourable exception regarding 5th edition D&D: the Middle-earth adaptations of the 5e system, as presented in Adventures in Middle-earth and The Lord of the Rings RPG. I thoroughly enjoyed the AiME campaign that I ran a number of years ago. But those games don’t feel like “D&D” at all – the magic system is entirely different, the classes are entirely different, etcetera. They also import a number of mechanics from The One Ring RPG. And of course, those games belong to the “high fantasy” genre discussed earlier.
Historical Fantasy
As a player, the bulk of my gaming over the past decade has been in historical fantasy settings. I suppose that this is unsurprising, given that I’ve played a lot of Mythras (and its predecessors, RuneQuest 6 and MRQII) during this time. So, I’ve played in long-running Mythic Britain and Mythic Babylon campaigns, as well as some one-shot sessions in other settings.
Both Mythic Britain and Mythic Babylon are excellent and highly recommended!
29 January 2024
Will Gygax’s Castle Greyhawk finally be published?
In 2008 Castle Zagyg: The Upper Works box set was published. It was co-authored by Jeffrey Talanian, as Gygax was in ill health at this point. My understanding (perhaps incorrect) is that Talanian was using Gygax’s notes and consulting regularly with him on the overall development of the dungeon, not just the initial box set.
To my relief, Castle Zagyg: The Upper Works was reasonably well-done. I still own it and think that it’s a solid product. (For an informative and interesting PDF review by Greyhawk expert Grodog, go here.) But tragically, Gygax passed away in 2008, and the license for CZ subsequently was pulled from TLG. My understanding is that there was enough material completed by this time to produce further products in the line, but none of it would see the light of day.
You can read the announcement from the TLG here.
10 January 2024
Jennell Jaquays RIP
Perhaps I'm somewhat unusual in this respect within the online ‘grognard’ community, but while I missed her early classic adventures (Caverns of Thracia, Griffin Mountain, Dark Tower, etc.), I was quite familiar with Jaquay’s illustrations for Iron Crown Enterprise’s old Shadow World (Rolemaster) products (as well as the ‘Nehwon Mythos’ pictures in the 1st edition AD&D Deities and Demigods). Indeed, I associate her artwork with my favourite book in the Shadow World series, Terry Amthor’s epic Jaiman: Land of Twilight. (Amthor is another recently deceased RPG legend.)
RIP.
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About Me
- Akrasia
- I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).






































