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.
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.
03 May 2024
Swords and Wizardry Kickstarter: 3 days left
I’ve been swamped with work lately – hence no posts at all in April (which, I think, is the first time that I’ve missed an entire month since starting this blog almost fifteen years ago). Because of this, I almost missed the current Swords and Wizardry kickstarter. It includes optional supplemental rules for S&W, a book of new monsters, an adventure, and a referee's screen. There are only 3 days left!
Swords and Wizardry has a special place in my heart. It is what inspired me to start this blog many moons ago – specifically, I wanted to post my house rules online so that other people could check them out. (Some of those rules later were incorporated into Crypts and Things.)
So I like to support S&W whenever I can. Even though I’m not playing or running it right now, I very likely will do so again in the future. And the updated version of the rules is excellent!
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!
02 April 2023
Beyond Dread Portals now on Kickstarter
I don't know what's in the air, but there seems to be an unusually large number of intriguing Kickstarters this spring. Another one just launched: D101 Games' Beyond Dread Portals.
The setting is clearly inspired by Planescape: it focuses on a huge city, Ys, that contains portals to other planes of existence. But it's not simply a Planescape clone: Ys has its own flavour (among other things, it's an imperial centre, which controls territories on other worlds).
The setting looks intriguing and fun:
At the centre of the game is the city of Ys, a baroque fantasy city which rules territories on three different worlds. The worlds Ys is in contact with vary in nature, with some being Earth-like, others less so.
Magic is common and an accepted part of Ysian society. The key reason for Ys's success is its army and powerful magical guild working together in territories outside the city.
These territories include the ocean world of Tethys, with its traders, undersea monsters, pirates and religious zealots. Then there is Marn, a world of many small human kingdoms, intelligent humanoid lizards, and vast reptilian monsters. Most recent of the Ysian conquests is Samara, a world of warring kingdoms and a strict caste system.
There are stranger places. Ys has a presence on the blasted desert world of Nespo, with its war machines and undead. At the fringes of Ysian knowledge is the Burning Heaven, a place which may be literally heaven or hell. And connecting them all are the endless tunnels of the world of Erebus.
But the heart of Ys is rotten. Its overlord, the Autarch, is literally a monster. His lieutenants, the Agents of the Autarch, sow discord in the city. The Autarch leaves the apparatus of government and the rule of law to crumble and divides the other power structures in the city, ensuring that nobody can depose him.
The player characters are members of the Explorer's Guild, hired by powerful Patrons to step through one of the magical portals into one of these worlds and undertake adventures on their behalf.
More information on both the setting and system (including a "preview" PDF) is available here.
Anyhow, I'm backing this and am looking forward to reading it. It looks like it would be easy to combine with my (as yet unused) Planescape materials, among other things. (And D101 has produced some very fine games.)
10 March 2023
OSR miscellaneous items: Swords and Wizardry revised and Shadow Dark
For your OSR consideration:
I'll be backing
this, even though I already have multiple copies of Swords and Wizardry (albeit
most in storage due to restricted shelf space –- although the recent box set is
sitting near two copies of Crypts and Things in my bedroom).
S&W got me into the ‘Old School Renaissance’ in a big way about 15 years
ago. Indeed, this blog started as a repository for house rules and campaign notes
for S&W (many of which eventually became incorporated into the
S&W-based Crypts & Things).
I’m looking forward to checking out the revised version (with the new Erol Otus cover). And even if I weren't, I’d support the new version out of gratitude to
Mythmere Games.
Also possibly of interest to gamers whose tastes tend towards the ‘old school’ side of things: the Shadow Dark role-playing game. The ‘quick start’ rules are free, and after a leisurely skim through them, I have to say that I’m favourably impressed overall. I like the game’s art and clean layout, as well as its motivating philosophy (especially its focus on keeping the game ‘moving’ at a brisk pace).
I thought that Shadow Dark might be trying to do (more or less) what Into the Unknown does: namely, provide a game that is fully compatible with 5e D&D (i.e., 5e-derived) but with some streamlined rules and an overall ‘old school’ ethos. But it looks like it’s something else: Shadow Dark is more of a (1980 era) Basic/Expert D&D inspired game (but with class and race separated) with a few mechanics inspired by 5e (e.g., 5e’s ‘advantage/disadvantage’ system, which I’m quite fond of) and other novel twists (e.g., a ‘real time’ torch rule). While I’m not sure I’d ever run it myself (although I certainly would not rule it out!), I think I'll be getting it any case. The random tables look cool and readily usable with other systems (S&W, ItU, etc.).
(As an aside, I’m simply amazed that the Shadow Dark kickstarter already has raised over 800K USD [1.1 million CAD]! How is that possible?)
11 January 2023
OGL Apocalypse: WotC goes full Chaotic Evil
21 August 2022
From the Shroud #3: A Crypts and Things Fanzine
Want some new material for Crypts & Things?
Well, you’re in luck! Newt Newport of D101 Games is at work on the third issue of the From the Shroud fanzine for C&T. I’ve backed the kickstarter for it and encourage anyone fond of C&T to do the same. More information available here.
By Crom!
08 August 2022
19 February 2022
Crypts and Things on sale
22 October 2020
My Favourite Games these days
In case anyone is curious, here are my current favourite role-playing games (in no particular order):
This excellent game draws upon my Swords & Wizardry house-rules.
Advanced Dungeons & Dragons (and OSRIC).
The old reliable warhorse.

Dungeons and Dragons 5th edition (including the Adventures in Middle-earth variant system).
I hope to return to my Greyhawk campaign using D&D 5e soon, as well as finish up the log of my recent epic Middle-earth campaign.
This is a quasi-clone of MERP, ICE’s old Middle-earth Roleplaying game. It has been shorn of MERP’s explicit Tolkien references, and introduces some rather cool refinements and additions to the system. I plan to write something about this exciting new game very soon!

Yeah, “old reliable.” My favourite system for one shots and short campaigns. Alas, I haven’t played it in over two years. I would like to run either a Cthulhu Invictus or a Dreamlands campaign someday.
(I’ll add a new section on the right with links to these games in the next day or two.)
24 June 2020
Review of Crypts and Things Remastered
06 August 2019
Tales From the Sorcerer Under the Mountain
I’m not really a fan of Kickstarter these days, but I made an exception for this one: Newt Newport’s Tales from the Sorcerer Under the Mountain (from D101 Games).
It consists of two things:
- A set of old school rules—namely, a lightly tweaked version Swords and Wizardry (which is itself a ‘clone’ of 0e D&D), not Crypts and Things (so expect clerics, dwarves, and so forth).
- An adventure—called The Sorcerer Under the Mountain—with stats for both S&W and 5th edition D&D.
Okay, I need another 0e D&D clone like I need a hole in the head...
But… the adventure is inspired by the distinctly British style of fantasy role-playing of the early 1980s, as manifested in such products as the classic Fighting Fantasy adventure books, early White Dwarf magazines, the U1-3 AD&D modules, and the like.
Even though I grew up in Canada, I very much appreciate this aesthetic. Fighting Fantasy books were quite ubiquitous there—you could buy them in most bookshops—and helped me pass many afternoons and evenings when I couldn’t get together with my friends to play D&D or MERP. Also, the gaming store at which I purchased most of my early supplies (“Fads” in London Ontario) stocked White Dwarf, which always seemed like the ‘cool’ alternative to Dragon.
The title ‘The Sorcerer Under the Mountain’ seems like a clear homage to the Fighting Fantasy book The Warlock of Firetop Mountain (which I recall as the most frustrating of the FF books—I don’t think I ever ‘won’ it). So for that reason alone I’m looking forward to checking it out!
16 May 2019
Crypts and Things Sale
Crypts & Things is my favourite rules light(-ish) swords and sorcery FRPG. (And I’m not saying that just because some of my Swords & Wizardry house rules were integrated into it!)
If you want a D&D-ish system that captures the flavour of R.E. Howard’s ‘Conan’ and ‘Kull’ stories, or Clark Ashton Smith’s tales of ‘Zothique’ and ‘Hyperborea’, or the more ‘metal’ portions of Michael Moorcock’s ‘Elric’ saga, then C&T is for you!
13 March 2018
My favourite role-playing games

Mythras (formerly RuneQuest 6 and Mongoose's RuneQuest II).
This is the game that I've played (as opposed to GM'ed) the most in recent years. Highlights include: (a) playing a half-Melnibonean sorcerer in the Young Kingdoms (using MRQII) and (b) playing a Roman mystic-philosopher (in Mythic Britain). Among its many virtues, Mythras has (hands-down) the best combat system I’ve found in a RPG yet.

Call of Cthulhu.
I've run a fair amount of this over the years, both campaigns and one-shots. It is probably my favourite game to run overall.

Classic Dungeons & Dragons (including Basic/Expert D&D, AD&D, and related 'retro-clones' [e.g., Swords & Wizardry, OSRIC] and 'pseudo-clones' [especially Crypts & Things]).
I haven't played too much 'classic D&D' in recent years—except for a short AD&D campaign and a number of sessions of Crypts & Things (a game to which I contributed some rules)—but it remains a constant love for 30+ years.

Dungeons & Dragons 5th edition (especially as modified for Adventures in Middle-earth).
Finally, an 'in-print' version of 'D&D' that I enjoy! I'm currently running an AiME campaign. It's a pretty solid realization of Middle-earth.

Elric! (a.k.a. Stormbringer).
An old favourite (especially Elric!/SB5e). It’s a fantasy version of BRP (Basic Role-playing) that is easy to run and has a lot of flavour. While I think that the MRQII version of the setting (now out of print, alas) does a better job in realizing the Moorcock’s multiverse, I have fond memories of this game.

Middle-earth Role-playing (MERP).
I haven't played this game in years (the last time, I think, was 1999-2000), but I cherish my ICE collection of MERP adventures, campaign guides, and (especially) maps. Indeed, I am using some MERP material in my current AiME campaign. I ran my first 'real' (i.e., coherent) RPG campaign using MERP while in high-school, and still look back fondly on it. To this day I enjoy reading the critical charts.
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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).