Category: fantasy (Page 1 of 10)

OSR Arrietty

Last summer, we watched the fifteenth anniversary screening of The Secret World of Arrietty, Studio Ghibli’s adaptation of Mary Norton’s novel The Borrowers, a film I’ve seen twice already, and one that was incredible to see on the big screen. What stood out to me during this screening was how very OSR-ish the film is in its presentation of Arrietty’s world and adventures.

She’s a dungeon crawler. A problem-solver. The world is big and full of dangers and she’s just an ordinary borrower, looking for treasure, watching out for traps, avoiding giants and monstrous cats.

The spaces under the floorboards, the heights of the kitchen countertop: Arrietty and her father have to make their way through these environments using their tools and their wits, and the creativity of their solutions reminds me a lot of how players have to navigate the “dungeons” and fictional worlds of an old-school RPG. The answers aren’t in “stats” or magic spells but in one’s inventory and the creative use of the fictional environment. It’s about clever solutions to problems that don’t have one “correct” answer.

And most of all, it’s about the bigness of an environment that encompasses merely a country house and the fields and gardens that surround it. Arrietty’s world is huge to HER, and that’s all that matters. Her adventure doesn’t have to span continents or involve saving the world. It’s the opposite of “epic.”

And yet it has incredibly amounts of tension and high stakes because the world matters to Arrietty. She’s fighting for her home and her family. The stakes aren’t “big” but they are deeply personal.

This is a good reminder for OSR-style gaming. The stakes don’t have to be earth-shattering, but they have to matter to the lives of the characters. Saving one’s village from destruction can be enough to drive an entire campaign. Finding a way to survive against giants in your midst can be enough to tell a wondrous tale.

And the characters don’t have to wield great magic or be mighty warriors. They can survive on courage and cleverness and kindness too.

The other movies we watched with the kids this summer were Labyrinth, a film close to my heart, and Harry Potter and the Prisoner of Azkaban, my favorite of the Potter films. Both of these movies also speak to the OSR sensibility, to the idea that growth comes from in-world experiences (Harry learning the Patronus charm) and magic items (the Marauder’s Map) and that “dungeon crawling” is more about “player skill” than what’s on the character sheet (after all, Sarah is merely a human from our world, and yet she solves the puzzle of the Labyrinth and gets her brother back).

Think of how Sarah works her way through the Labyrinth using problem solving and non-combat skills. She can’t rely on a Strength stat or a special power to get her through doors and around obstacles. She has to use her own wits, her own ability to form relationships with the denizens of the Labyrinth.

We also played Mausritter, an OSR game that uses rules similar to Into the Odd and Cairn. My kids had to use clever ideas and the physical tools available to them in the environment or their traveling packs to solve problems and get past the Ded Ratz gang. They rolled dice occasionally, but they soon figured out that making those rolls meant a pretty high chance of failure. Wits and creativity mattered much more to their success than straight-up fighting (just like it did for Arrietty and Sarah and Harry Potter).

I also ran a one-shot of Cairn 2e, and the same OSR principles applied. We only played one session, but already, per the rules of the game, I could see ways in which the characters’ interaction with the world, their in-game choices and actions, changed them. Using experience points and other metrics to advance characters is totally fine (and many games I love use those procedures), but there was something really bold and exciting in the way Cairn 2e eschews XP or levels for advancement and embraces a fiction-first process: Characters grow and change based on what they do in their adventures, the alliances they form, the daring-do they perform, the knowledge or items they discover, the people and creatures they interact with along the way, just as Arrietty, Sarah, and Harry grow and change because of what they do in their adventures. No “levels” or “XP.” Just choices.

I think what I love most about OSR-style gaming is the way that it makes me feel like I’m a slightly more capable version of myself, going on adventures in a dangerous but living world, and that my choices impact that world; my ideas can lead to clever escapes, daring adventures, and meaningful outcomes. Things are smaller-scale, but they’re not without thrills or real danger. Sarah in Labyrinth isn’t saving the world, she’s saving her brother. She isn’t traveling over vast continents, she finding her way through the maze. Harry Potter saves more than one life in his adventures in the third movie, but he does it within the confines of Hogwarts.

I’m not against grand, sweeping epics, or stories with world-saving stakes. But there’s something to be said for the smaller-scale drama, for the tension and excitement of navigating the space beneath the floor boards.

Many children’s adventure films understand this kind of drama and adventure. In some ways, they are closer to the OSR spirit than adult adventure films. And if nothing else, they’re a great place to gather ideas for OSR gaming.

Mio, My Son

(This is part of my foray into the Dolmenwood Inspirational Media. For more, go HERE.)

I hope many of you have taken the chance to read Mio, My Son. I’m writing not so much a “review” or even a formal analysis as I’m writing my impressions, my ideas as they relate to the novel. I’m interested in the ways Mio, My Son inspires Dolmenwood, but I’m also interested in the book as part of the larger fabric of fantasy literature. What threads does it weave and carry forward through the tapestry? What can we take with us into our own writing and gaming? I’ll be writing about the book for an audience familiar with it. I do not hesitate to mention important plot details (so be warned). If you haven’t read it yet, I encourage you to do so. It’s a short text, but utterly lovely and memorable. Like a fairy tale.

The threads of trauma and neglect, of emotional abuse and loneliness, weave their way throughout Astrid Lindgren’s Mio, My Son. I can’t help thinking about the final page, the italicized lines: “He is in Farawayland, I tell you.” The insistence that all is well with Mio—not Andy, the boy on the bench in the park, the boy with foster parents who care little for him, who certainly do not give him any love—no, he is Mio, the King’s son, who lives in Farawayland. That one line—“I tell you”—is a desperate line, an urgent line. The narrator—who is Andy—needs us to believe that Mio is in Farawayland. He needs to believe it himself.

Because our main character Andy is a boy without true parents, who is dominated and unloved by “Aunt” Hulda and “Uncle” Olaf, who has only one friend—Ben, a good friend—but who lives a sad, second-hand life. Farawayland must be real and Andy must be Mio, or else the sorrow is too much to bear.

This is why the Sorrowbird must sing even amidst the King’s beautiful Garden of Roses. This is why the Sorrowbird continues its song even after the happy ending and Mio’s victory over Sir Kato: “I don’t know what he could have been singing about, now that all the captured children had come home. But I thought Sorrowbird would probably always have something to sing about.”

Sorrowbird always has something to sing about because sorrow will always be part of life.

He is in Farawayland, I tell you.

But somehow, we doubt. It would be wonderful if he was, but sorrow cannot be banished so easily.

The book’s mixture of joy and sorrow, happiness and pain, reunion and loss, are what make it deeper than it first appears. At first, it feels too perfect, too wish-fulfillment (though goodness knows, Andy deserves to have his wishes granted). Andy/Mio gets whisked away from all his problems by a genie in a bottle and reunited with his father, the King of Farawayland. Farawayland is perfect. His father loves him unconditionally. He makes a true friend in Pompoo (who reminds him so very much of Ben). He has a magical white horse named Miramis (who reminds him of the real horse, Charlie). Everywhere he goes and everything he does is beautiful and life-giving. The bread is literally called the Bread That Satisfies Hunger. The water is literally the Water That Quenches Thirst. There is no want in Farawayland. Only abundance.

But there is Sorrowbird singing in the trees. And soon we learn that all is not quite well in Farawayland. Nonno’s brothers have been taken, Totty’s sister has been taken, the Weaver’s daughter has been taken. Sir Kato has taken them. Evil, horrible Sir Kato. He is the blight upon Mio’s newfound life, upon the King’s realm. Even in a magical paradise, evil waits upon the borders, in the Outer Lands. Even in Farawayland, there is sorrow.

There is a distinct “fairy tale” style to Lindgren’s prose. Sentences are short, simple, and direct. Even the emotional register is straightforward. Mio was sad and neglected in his old life, but he is happy and fulfilled in his new. Miramis is perfect, Pompoo is perfect, the King is perfect.

But always along the edges of things, in certain moments, we are reminded that this perfect life is not without strangeness, mystery, and, of course, sorrow. Mio doesn’t know why the Sorrowbird’s song hurts him at first—and the pain goes away once his father comes and reaffirms his love for Mio—but we know why. We know that Andy is an emotionally abused little boy without true family and only one friend. A boy who feels the taunts of bullies and the ugliness of life. Even though Mio has joy upon coming to Farawayland, even he can’t help but remember the pain of what came before. So Sorrowbird must sing.

There are also elements of the uncanny—an eerie, otherwordliness—that creep into the story despite the cheerily idyllic life Mio now leads. That uncanniness is what Dolmenwood, the game, does so well.

My first real sense of “Dolmenwood” came in the chapter about the Well That Whispers at Night. When Mio meets Totty and his siblings, they are sitting beside a “fairy-tale” cottage and a stone well. Totty is cheerful, and his family is just as kind as all the other friends Mio meets in his father’s kingdom. But the Well is not for water. This comment from Totty immediately makes the Well mysterious. The uncanny is now introduced to what had been, just a few lines earlier, an idyllic scene.

“‘It’s the Well That Whispers at Night,’” says Totty.

A Well that Whispers. No water rests at the bottom but something else instead. Not even a someone else. It’s not a man or fairy or creature that whispers from the depths of the Well; it is the Well itself that whispers. The whispers send up their own whisperings.

I found myself shuddering a little at this moment, and yet it wasn’t meant to be scary or sinister. Still, there was something strange… that uncanniness creeping along the edges.

And the Well does whisper. Mio and the others lie down beside it and listen, and just as evening comes (for it must be evening before the Well begins to speak), they hear the whispers.

Tales are told from these whispers. Fairy tales.

I’m reminded by my British Literature students, as we study literature like Sir Gawain and the Green Knight and read a few Grimm’s tales, that fairy tales—not the modern Disney kind—are often strange and unsettling, even as they have heroic heroes and happy endings. They are weird.

So it is when the Well begins to tell its fairy tales, they are not frightening or bad—they are the very best tales, the most beautiful Mio has ever heard—but still. The moment is uncanny. There is magic here, and it feels unsettling. Why the Well whispers is never explained. How it came to be is never told. We only know that it whispers, and that one of its tales might be about Mio himself…

“‘Once upon a time there was a king’s son riding in the moonlight. He rode through the Forest of Moonbeams…’”

As soon as Mio hears this story, he can’t stop thinking about it, and this story is what sends him off, away from his father and his idyllic life. It’s almost as if the Well had put a spell upon him, as if the story both foretold his fate AND compelled him to make it true. After this whispering at the Well, Mio longs to find the Forest of Moonbeams, and from there his quest will begin.

So many of these seemingly simply things—Wells, Forests, Birds, Moonlight, Swords, Caves—are imbued with the uncanny, with an vitality that makes them special. Capitalizing them as proper nouns helps, but so do the details Lindgren includes. The description of the Dead Forest is one such instance: “We went on through the night and at last we came to a forest where there wasn’t a breath of wind and no little green leaves rustled because there wasn’t a single leaf left to rustle. There were only dead, black trunks of trees with gnarled, dead, black branches.”

The repetition here is simple but effective: “rustled,” “rustle,” “leaves,” “leaf” “dead, black trunks,” “dead, black branches.” The image is clear. It’s the “dead forest”: trees upon trees, but all of them dead. It’s a thick, tangled forest that Mio and Pompoo get lost in, but it’s the opposite of the verdant, leafy woods we’re familiar with. It’s unnatural. There might be a dead tree here and there in a woods or in our neighborhoods, but an entire forest made of “dead, black” trees is nearly impossible. The wrongness of it invites that uncanny feeling again.

I’m reminded of Tolkien’s point about how fairy-stories contain both magical elements as well as natural ones: “Faerie contains many things besides elves and fays, and beside dwarfs, witches, trolls, giants, or dragons: it holds the seas, the sun, the moon, the sky; and the earth, and all things that are in it: tree and bird, water and stone, wine and bread, and ourselves, mortal men, when we are enchanted” (“On Fairy-Stories,” 9).

Lindgren takes those natural elements and elevates them to the magical, but not by making the trees talk or the stones glow with fairy magic. Instead, she strips them to their very essence. The Forest of Moonbeams is just that: a forest filled with moonbeams. The Deepest Cave in the Blackest Mountain is exactly what its name implies. But what does Deepest really mean? What is the Blackest of Black Mountain? When Mio goes into the caves, when he loses Pompoo in the darkness, when he travels through impossibly winding paths toward the heart of the mountain, we can feel this intensity, the primacy and power of darkness. These primal elements are made manifest, and that primacy is what gives the story power.

I think about my own gaming and how I might be able to bring this primal and yet uncanny feeling to the worlds in which I play. Calling something the Deepest Cave can do something, but I’m not sure it can do everything that Lindgren does in her book.

Still, I am curious to see how inviting the Well that Whispers or the sword that cuts through stone into my Dolmenwood game might also invite more of the uncanny into the game world. A creepy whispering well (and maybe that well tells my players a story in which they are the main characters, and that story compels them to make things come true…), or a stretch of forest that is Dead like the Dead Forest (I’m thinking of the Nag-Lord’s realm), or a magic item that is the Sword That Cuts Through Stone, or a bird that always sings sorrowfully and the players want to find out why… These are all possible hooks and world-building elements that can give the Dolmenwood game a distinctly fairy-tale flavor. It doesn’t take quirky or whimsical elements to do it either. It’s as simple as Moonbeams, Darkness, Water, and Bread.

Even as the last page of the book takes us back to Andy on that lonely park bench, we too hope desperately that he might be in Farawayland. In his imagination—in every reader’s imagination— he can be Mio who fights Sir Kato, Mio who rescues the children, Mio who plays and laughs with his father the King in the Garden of Roses. This is the great work of fairy tale: the building of otherworlds. In these worlds, there are wells that whisper and horses that fly, friends who gather and bread that satisfies, quests to undertake and parents who love us.

Next month in my Year of Dolmenwood

I’ll be reading “Goblin Market” by Christina Rossetti.

Please join me in reading this strange and bewitching poem for March 2026. I just finished teaching it in my British Literature class, so I’m primed and ready to look more closely at the connections between the poem and the Dolmenwood RPG.

As part of my students’ work with the poem, I challenged them (for a bit of fun) to pretend they were co-writing a new song with Kate Bush. She wanted to do an adaptation of “Goblin Market,” so their assignment was to condense and transform the poem into a “Kate Bush version.” For inspiration, we watched many of her best videos (including “Wuthering Heights” of course), and my students knocked it out of the park. You better believe there was quite the chorus of “Come buy, come buy!” as they performed their songs (no interpretive dances, alas).

Year of Dolmenwood (2026)

Now that the Dolmenwood kickstarter has been fulfilled, and I am in possession of all my books and extras, I want to start running the game for family and friends.

But I don’t just want to run the game. I want to immerse myself in all things Dolmenwood. For my tastes, my aesthetic preferences, my preferred fantasy setting, and my general love of folkloric fantasy, I’ve decided to make my way through many of the inspirational media creator Gavin Norman lists in the Dolmenwood Player’s Book.

A kind of book/cinema club focused around Norman’s inspirations.

Some of the things listed in the Player’s Book are movies, TV, and books I’m intimately familiar with, but others are new to me. I’m not able to read/watch everything from the list in 2026, but I’m going to try and cover as much as I can.

Below is my tentative schedule. Feel free to read/watch along with me, and check here and on my newsletter for my reflections on each text. I’ll try to post something about the text at the end of each month. For example, I’ll post my thoughts on Mio, My Son at the end of February, “Goblin Market” at the end of March, etc.

I’d love for this to start a larger conversation about Dolmenwood RPG, folklore and fairy tale fantasy, and classic works of fantasy literature overall.

YEAR OF DOLMENWOOD SCHEDULE:

February: Mio, My Son (Astrid Lindgren)

March: “Goblin Market” (Christina Rossetti)

April: The Ladies of Grace Adieu and Other Stories (Susanna Clarke)

May: “Smith of Wooten Major” (J.R.R. Tolkien)

June: The King of Elfland’s Daughter (Lord Dunsany)

July: Lud-in-the-Mist (by Hope Mirrless)

August: Jonathan Strange and Mr. Norrell (Clarke)

September: The Fellowship of the Ring (part 1) (Tolkien)

October: Gormenghast (Mervyn Peake); Over the Garden Wall (dir. McHale)

November: The Green Knight (dir. Lowery); The Wicker Man (dir. Hardy)

December: Krabat (Otfried Preussler); Jonathan Strange and Mr. Norrell (BBC TV adaptation)

What to do when you don’t know what to do (RPG edition)

In my monthly DCC RPG game recently, the players decided NOT to go to the Caverns of Thracia for their usual dungeon crawl of doom. Instead, they noticed a set of smaller ruins off the beaten path between their village and the Caverns (ruins that were created by Goodman Games for their Backerkit hexcrawl of the island of Thracia that I’ve been using as my overland map for the game).

Unfortunately, the entry in Goodman Games’s hexcrawl book doesn’t have much to say about these ruins: the villagers from the Hamlet avoid them, and there might be a tunnel/series of tunnels connecting this ruined village to another ruined village several miles to the west.

That’s it. That’s all I had to go on and use on the fly for this detour by my players.

I probably should have told the group that I wasn’t prepared for a trip to these little ruins and maybe we could just move on to exploring the Caverns, per usual.

But I didn’t want to take away player agency, so I figured I could improvise something using the details from the hexcrawl supplement. There are tunnels/a tunnel connecting two sets of ruins. Maybe something is in the tunnel(s)? Maybe they’ll find treasure in the other set of ruins?

My first mistake was trying to make all this up on the spot. I should have asked for a ten minute break to plan *something* instead of ad-libbing everything and ending up with a rather lame location and confusing encounter with a ghost.

I didn’t act prudently at all, and so what resulted was almost two hours of a weird, rather stupidly long tunnel that connected the two sets of ruins, a ghost with a missing hand who was full of hate but couldn’t actually do much damage to the players (DCC RPG’s ghost entry in the Monster section is pretty weak, and I didn’t know that before I decided to have a ghost be waiting in the tunnel… the ghost doesn’t do any damage just has these special abilities, and a lot of them didn’t make sense for what I had narrated already, so I ended up with a ghost who can show players a vision of their own deaths and not much else).

By the end of the encounter, the group had found the other set of ruins and I put a box with some treasure there so they didn’t feel it was a total waste of time, but honestly, it was a total waste of time. Not a very fun encounter, not a very interesting location, and all of it ended up confusing them instead of entertaining them.

Ugh.

Again, I should have simply asked them to go to the Caverns, promising to develop other locations and hexes for next time if they wanted to do more exploration.

But I didn’t, and we ended up with a weird and wasteful two hours of game time.

Instead of totally improvising and ending up with a mess, what if I had a ready-to-go toolkit for improvising locations and encounters on the fly? What if I could let the players explore things without asking them to wait until next session?

Hours after our game session ended, I realized I DO have a ready-to-go toolkit for improvising locations and encounters. I just didn’t bring it to the session. I didn’t even THINK to bring it the session, and that was a mistake.

I have Bob World-Builder’s Skrym zine, a toolkit for creating wilderness sites, encounters, and treasure (compatible with DCC RPG!) and I could have rolled up something in five minutes if I’d had it with me at the disastrous session.

There’s some ruins, eh? A ruined village, according to the Goodman Games supplement.

Okay, so roll for encounter in some ruins (2d6)… I got berserker.

I also rolled to see if maybe there was anything else near the ruins and I rolled again (2d6) and ended up with a cave. So maybe a little bit off the borders of the ruined village is a cave (and maybe this cave is where the tunnel is to the other ruined village miles away).

Random encounter for the cave… a giant spider.

Then I rolled four dice for a “small location” (the toolkit says roll 5d6, but I only had four dice at hand). Where those dice landed on my notebook page is where buildings are intact, ready to be explored. The number facing up on each die determines what’s in that location, so I ended up with a chest (6), two minion locations (4), and one hazard (3).

I decided the berserker was in one of the buildings with some minions. The berserker description in the toolkit mentions that its a dirty, cannibalistic human, so I figured the minions might be some giant rats he’s befriended.

I rolled for the hazard and ended up rolling “collapsing,” so that means maybe the wall of the building is unstable and will collapse if any rubble near it is moved, 1d6 damage or half if a Reflex save is successful.

Then I rolled for loot to see what was in the chest (maybe these were things the cannibal had collected after killing his victims?). Rolled up a hexarone handaxe (a kind of dwarven metal with special properties), a cask of mead, and a leg of turkey (maybe the players don’t know what kind of meat it is… fearing it may be human).

For the giant spider in the cave, I figured she had four victims in her web so I rolled up four more pieces of loot and ended up with a special longbow, special armor, 10 feet of chain, and some regular chainmail.

All of this random rolling took me roughly five minutes. I could have done it while the group was setting up their marching order and making some Sneak Silently rolls or whatever. I could have also done it as they went from room to room in the ruins. IF I’d had the Skrym zine with me.

Lesson learned. From now on, I bring this zine and if players ever go “off-book” into something I haven’t prepared for, all I need to do is spend a couple of minutes rolling on these tables and I’ll have a ready-to-go site and encounter for them to explore.

I feel stupid, of course, for having this awesome resource and not using it in my last session. And for someone else’s game, Skrym might not be the right tool. But I think it behooves any game master to have something like Skrym at the ready: a short, easy to use, on-the-fly toolkit for generating locations and encounters.

The Skrym zine is only about twenty-five pages; I printed it at home and stapled it, making a half-page booklet. Instead of trying to roll on random tables in a larger rulebook (like Shadowdark RPG or OSE) where some of this stuff is on different pages, Skrym has everything within a couple of pages; easy to flip through and fast to use. So whatever resource a GM uses, I would suggest it be short and sweet, something zine-like or even a single page maybe, that can be used quickly at the table without downtime or having to pause the action.

I feel foolish for my blunders in our last session, but going forward, I know I won’t make the same mistake again. And I won’t run a session of DCC RPG without bringing Skrym along to help me.

Lo, these many years, I have searched in vain…

…until now. At long last, I think I’ve found it. The book I read as a kid and could never remember its title.

At first I thought it was The Sleeping Dragon.

Then Quag Keep.

Then The Twilight Realm.

Then Demons Don’t Dream.

But none were right. I remembered the book was about a group of young people sucked into a role-playing game, but with each foray into these old 1970s/80s paperbacks, I grew less and less confident that I would find the right book, the one from my faded and unreliable memories.

I knew it had a blue cover.

I knew it had people from our world transported into a fantasy game.*

I knew it had to be from the late eighties or early nineties because I read it when I was roughly ten or eleven.

And I knew that it had seemed a bit too “old” for me at the time. Like, I remember the choices of the characters and the conflicts making me feel somewhat uncomfortable at times. I don’t know if it was relationship/sex-type stuff, or just moral grayness, but I remember keeping my reading on the QT. Or maybe I was embarrassed by the role-playing aspect, something I wasn’t sure my parents would approve of…

But over the years, as I’ve Googled what I could remember and crawled through message boards and blog posts, I simply couldn’t find the right book.

Honestly, I figured it must have been one of the aforementioned books and my memories were just faulty or making shit up.

And yet… the niggling feeling in the back of brain wouldn’t go away. I still wanted to know… still wanted to find the book…

Reader, I think I’ve found it.

I’m not sure why my morning scroll through Pinterest looking for old Dragon Magazine covers and fairy tale fantasy illustrations made me think of this book again, or my quest to find it, but I decided to do another round of Google searches and see what might come up.

The keywords were the usual: “portal fantasy,” “role-playing game,” “dice magic,” “1980s,” and yet, for whatever reason, this time, I lighted upon an rpg message board where someone had asked a similar question: Looking for a book… kids transported into a game… can’t remember the title… etc.

I scrolled through the thread. Same old, same old. Quag Keep. The Sleeping Dragon.

And then. Could it be this series by Kevin J. Anderson? Gamearth series? Gamearth, Game Play, Game’s End?

As soon as I saw the title, Game Play, it was like a little chink in my stone wall plunked out, and then the whole edifice crumbled.

Game Play.

I looked it up.

Blue cover.

An RPG that comes to life.

Kids from our world.

Came out in 1989. I would’ve been eight. Maybe nine when I encountered it.

And that cover. It gave me the shivers. Familiar and strange. Like deja vu or a memory or a dream.

*Apparently, my memory is a little faulty because I’m not sure the kids from our world go INTO the game, but instead, the game comes to life. But everything else from the book description sounds bang on. Even the names–Melanie, David, Hexworld–sound right.

A memory conjured from a darkened abyss. Hexworld. Game Play. The blue cover.

I have to find a copy now and read it. Anderson has republished the series but with revisions, so I don’t want to read the newer version. I want the old 1989 one. The one from my childhood.

I am almost 100% certain it will not live up to my memory of it. I don’t even think I liked it as a kid, only that it captivated and intrigued me. It felt weirdly forbidden when I was ten (eight? nine?). I know it will not seem so forbidden or “adult” now to the real-adult me, but I don’t care. I have to find a copy and read it.

I think, at long last, I have found the forgotten book. My quest is nearly complete.

Just goes to show what a fantasy novel, even a probably so-so fantasy novel, can mean to a kid.

Return to DCC RPG

I’m playing a solo Dolmenwood game right now, my kids and I are playing some adventures using Hero Kids, and I might be joining an open table for Shadowdark in the very near future, but I’ve also been cooking up another solo adventure/campaign using the Emirates of Ylaruam gazetteer from TSR, and I was thinking of using Cairn for my system, and yet now, I’m getting the itch to return to my first OSR love: Dungeon Crawl Classics RPG.

I’ve played several games using DCC, and I’ve loved each and every one, but I find that players don’t always love it as much as I do. Maybe I’m not a very good Judge, maybe the players have wanted a more typical 5e experience, I don’t know. But I’ve moved away from DCC RPG partly because there are so many new games I’m interested in (Dolmenwood!!), and partly because I’ve found it hard to get a regular game going.

But if I love it so much, and I’m planning a solo campaign, why not use DCC for my solo campaign? It’s an obvious choice!

One thing I’m interested in is using DCC for a homebrew. Although Goodman Games makes excellent adventure modules, I’m more and more curious to see how DCC works when using the core rules but adventuring in my own world (“my own” is a stretch… I am using the Ylaruam stuff from TSR… but I’m not using any pre-made modules; I’m making a sandbox and letting my PCs go wherever, no set story).

One of the things I love most about DCC RPG’s core rulebook is the way it encourages the judge and players to develop their own world: make your own patrons and deities and monsters and magic items and everything else in between. If dice rolls lead to wild results, play out those results and see what happens. A spell goes awry and transports the party to another dimension? Cool! Go explore that dimension. A PC dies and his friends want him back? Cool! Travel to the underworld and rescue him. The warrior wants to learn a new fighting style? Cool! Seek out the legendary sword master of the far-off mountains and convince him to train you.

The Goodman Games modules are fun, but one of the things that drew me to DCC RPG is the way it inspired my own adventuring and world-building ideas. I like the modules for one-shots, or even as locations/encounters within a hex crawl, and I might use a few as I solo-play, but I’m really in the mood for creating my own map of adventures, my own locations, my own quests. I’ve never really used DCC for that kind of play yet, and I want to try.

I’m inspired on some level by Bob the Worldbuilder’s excellent Skrym resource. By using the Ylaruam gazetteer and the Skrym random tables (as well as the tables in the DCC core book), I feel confident I can make a robust solo campaign.

In some ways, I wonder if Goodman Games’s success with its modules has hampered or undersold DCC’s ability to work as a homebrew game. The game itself has so many interesting quirks and tables that create stories simply by the effects of a spell roll or treasure table roll or patron roll. The modules are wonderfully weird and well-designed, offering the perfect DCC “flavor,” but as a system, I think the DCC core book gets overshadowed by this robust line of adventures. I’m genuinely curious to see how well the system holds up in a sandbox campaign that is not based on any DCC RPG modules or settings.

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