If you follow my Sunglar’s Musings Facebook page description, you might have noticed I mention reviews there. Well, it is time to deliver. I am writing this post here and a similar (Facebook-friendly) version there for the different audiences that read my content.
As I mentioned in my recent post chronicling the 100 games I’ve played in 40 years, I have played D&D in almost all its forms. I played the latest version, D&D 5th Edition, until 2017, but I haven’t run a campaign using that system since. I’ve played a pick-up game here or there, but my tastes have shifted.
Fantasy remains my absolute favorite genre of tabletop role-playing games, with sci-fi coming in a remarkably close second. I also still genuinely enjoy d20-based games. I know the limitations and the critiques surrounding the d20 system, but they are familiar, I speak the language, and I enjoy them.
So, if I’m not running 5e, what fantasy rules system would I use?
My current favorite iteration of the d20 fantasy game is Kevin Crawford’s Worlds Without Number.
The Master of the Sandbox
If you aren’t familiar with Kevin Crawford (Sine Nomine Publishing), let me elaborate. Crawford specializes in OSR (Old School Renaissance) distillations of classic D&D, but with a specific goal: facilitating sandbox-style play.
“Sandbox” is a term that gets thrown around a lot. I’m oversimplifying, but generally, it refers to open-world campaigns where players drive the action rather than following a linear “adventure path,” or storylines that give players massive agency where they go next.
Running a true sandbox can be intimidating for a Game Master. It feels like “homework.” This is where Crawford shines. His game line is built around making running sandbox-style games easier. He delivers handy tools, random tables, and faction systems that spark a GM’s imagination with minimum prep.
He has applied this philosophy to almost every major genre:
And then there is Worlds Without Number, my current favorite fantasy game.
Old School Bones, Modern Muscle
The game is written with a “Dying Earth” / Jack Vance-style default setting (The Latter Earth), which gives it a distinct flavor. However, the tools and system are generic enough that you can use the game for almost any fantasy campaign.
Beyond the tools for sandbox gaming, the book includes an exquisite, simple d20 system.
I’d describe the system as classic Basic/Expert (B/X) D&D with modern sensibilities. While the core math is familiar and straightforward, it offers players many customization options, specifically through a system of “Foci” (essentially Feats). This really makes characters stand out from each other mechanically, satisfying that itch for “builds” without the overwhelming crunch of 3rd Edition or Pathfinder.
The book also includes robust processes for dungeon exploration, faction play, heroic or high-level play, and domain rulership. These are modular—you can use them to enhance your campaign or ignore them entirely.
The most distinct mechanical shift is spellcasting. In Worlds Without Number, spells are potent, but you get far fewer of them per day. To me, that’s the most significant change in “feel” from standard D&D. (Though, if you prefer traditional OSR-style spellcasting, the author includes notes on how to adapt that, too.
The “Without Number” DNA
One of the strongest selling points for me is cross-compatibility. The Without Number series all share similar systems, and the rules are easily interchangeable.
The books include notes on converting between the different bits in different systems. So, technically, your fantasy games could be mashed up with sci-fi, cyberpunk, or post-apocalyptic rules. Even some of Crawford’s older games, like the Lovecraftian Silent Legions, can be used with these modern iterations with little work.
The Critique
The game is not perfect, and I want to be honest about that.
First, it has far fewer illustrations than a modern audience is used to. I would certainly like more art, but that is a matter of personal taste. Second, the layout. While the rules are straightforward to understand, the books are written in a dense, “wall-of-text” style. Some rule reorganization and a more “breathing” layout would make the game truly perfect.
But these are nitpicking. The book is truly an excellent TTRPG resource, written by a single person, which is a staggering achievement.
Try It for Free
You don’t have to take my word for it. The barrier to entry is non-existent.
The game is available for free in PDF format. And I don’t mean a “Quickstart” with levels 1-3. The free version is a massive, complete game. There are “Deluxe” versions with extra rules (which I own in PDF and print, and believe are worth every penny), but the free version is likely all you will ever need.
I REALLY like these books and wholeheartedly recommend them.
Stay tuned for Part 2, where I’ll discuss the other system vying for the top spot on my shelf.
Get the Books:
Preamble: This post is closely tied to a post I wrote during RPG a Day this year, for day 21, Unexpected. It inspired me to dig deeper into adventures I’ve run as a GM. It may rehash some of the same topics, but this one goes deeper into my motivations and covers other topics. I hope you like it. On with the post!
If you gather a group of gamers from my generation in a room and shout “G1,” someone will inevitably whisper back, “Steading of the Hill Giant Chief.”
There is a core, shared language among players who grew up in the 80s and 90s. It’s built on the foundations of the classic D&D modules. The Keep on the Borderlands. In Search of the Unknown. The Slavelords series. The legendary GDQ series of adventures that took players from fighting giants, down into the depths of the earth, all the way to the Demonweb Pits to face Lolth, the Queen of Spiders herself.
These names are gaming landmarks. They represent a shared cultural experience that binds the Old School community together.
And I have a confession to make; I missed almost all of them.
I didn’t run through the Caves of Chaos. I never faced the Slavelords. I didn’t even play the “modern classics” like The Sunless Citadel.
You can see the map above on Dyson Logos’ blog here.
As a player, the only true “classic” I can claim is The Haunting, that terrifying walk through the Corbitt House from the original Call of Cthulhu boxed set, which, by the way, Chaosium recently revisited for their latest edition of CoC.
This art is by Mockman, and you can get an art print here.
But on the D&D side? I did not play those classic modules.
For decades, I’ve told anyone who would listen: “I don’t do modules.” I found them constraining. I didn’t want to read a script; I wanted to build worlds. I prided myself on my homebrew settings and the scenarios I cooked up from scratch. To this day, if you ask me, I’ll probably tell you I don’t like running pre-made adventures.
But as I’ve been digging through my history for this “40 Years a Gamer” series, I realized something funny. My memory was lying to me. I have run adventures—quite a few of them.
When I sat down to list them, I realized that while I avoided the “classic,” I was running scenarios. Here is the actual track record:
Adventures Run
I ran this for my very first game, and quickly began to improvise and add details, never really populating the second level, instead going straight to another module, the next on this list.
I really like the module’s concept and story. It gave us the classic moment when one of the players wanted to pee in the water where a Water Weird lurked, and it just grabbed him by the unarmored lower portion of his body and dragged him into the water. But the player lost interest in the exploration, and I soon transported them into my first homebrewed adventure.
These I used as teaching tools; the board game as an introduction to tabletop role-playing games (TTRPGs), but it was their simplicity and ease of use that I enjoyed.
Another module with an ambitious storyline, which also gave us a classic moment in our games, when the arrogant elven fighter wizard threatened the enemies inside a house, and the antagonist spellcaster cast the Feeblemind spell on him! (If you click on the link, apologies for the text of the spell.)
These, like HeroQuest above, were used as teaching tools. However, these were not as much fun as the previous game. I think the best thing about the game was the “instructional video”. In this post-LOTR era, with Critical Role animation as popular as it is, it is incredible to think how thrilled I was for this video. I showed it to people who wanted to know what D&D was about. You can see it for yourself in the video above,.
By this time, I had decided not to run pre-written adventures. One of my players back then disliked this. I think he thought adventures were balanced and proper, but found some of mine too wild. I think the adeventure beforeI rand this moduel they had been shrunk by a magical pool and found themselved invoved in a war between homanoid insects in a magical faerie realm. Regardless, he asked me to run one, and I chose one I could adapt to the campaign. I didn’t have fun playing this. My lack of interest wasn’t a commentary on the adventure itself (I remember little of it), but on my mindset at the time.
This changed my mind! By this time, Puerto Rico Role Players had formed, and I wanted one-shot adventures I could run at events, such as the Geeknics (a picnic for geeks). This was a delight to run. It started to change my mind about running adventures.
I couldn’t find a copy of the game online, and then found out the author has an unfulfilled Kickstarter I did not know about. I found someone hosting a copy of the game if you want to check it out. On to my memories of the game. I tried this hack with my regular weekly group, after playing Lady Blackbird, but it fell flat. I think they just didn’t want their regular campaign interrupted for a one-shot. I then thought: Well, pre-written adventures are for conventions, Geeknics for other events, but not for the weekly group.
If you see how many times I’ve run this adventure, you’ll see it is the one I’ve run the most. The Pathfinder 1e Beginner Box was a great tool to teach the game; the adventure was so good that I started using it to run D&D 5e. It ran in one session, ideal for teaching people about TTRPGs.
I’m a big fan of Savage Worlds; it is the system we use for our current weekly campaign, so teaching it to others was a big thing for me. I ran it for new players in 2014 and for more experienced players who had not played the system last year.
I was a huge Alternity fan, so when Sasquatch Games came out with a playtest for the new system, I was all in. I ran it over two or three sessions; we streamed the game (in a very rudimentary way), and it led to the Desde La Fosa project. The adventure was ok, the new Alternity system was a disappointment, and ultimately, I think Sasquatch Games handled Kickstarter fulfillment and the line poorly.
We were still doing Desde la Fosa, and this was a Free RPG Day adventure for TORG Eternity. I loved running this. I am a massive fan of TORG, and you can see the videos here. Mind you, they are in Spanish.
When my son was born, I took a short three-month break, and when we went back to playing, I wanted to run a campaign that took as little prep as possible so I could concentrate on taking care of my child. I decided to run Chaosium’s Down Darker Trails adventures. I was so pleasantly surprised by them. Easy to run, with lots of ideas and details, but open enough for me to run in my style. This was a turning point.
I ran this Savage Worlds Test Drive for Free RPG Day 2025 at Titan Games Caguas to teach people about the system. It’s a great introduction to the rules and to the Deadlands setting. I took considerable liberties with the plot to make the story mine.
This was our Halloween game last year. Initially written for Call of Cthulhu, I ended up using Eldritch Hack instead. The plot is very detailed, but I was able to read it, run it through the details, and really make it my own at the table again.
I ran this over the holidays and wrote about it in this post. A one-page adventure with a map and details so you can improvise on and run it. This is ideally the perfect type of adventure for me.
The Pattern in the Noise
Looking at this list, the pattern becomes obvious. I don’t hate adventures; I hate homework.
Most of the games on this list fall into two categories: Teaching tools and One-Shots. I love a module designed to introduce a system, like the Pathfinder Beginner Box or the Savage Worlds Test Drives. They are efficient, focused, and do precisely what they promise.
The others are what we could call outline or framework adventures. Look at Lady Blackbird or The Quintessential Dungeon. These aren’t rigid scripts; they are situations with an outline of a plot that demands the GM be creative to fill in the gaps.
This is where my tastes have evolved. In recent years, I’ve become very interested in usability. I love the modern design philosophy we see in Old School Essentials, Dolmenwood, or the Merry Mushmen adventures. I’m currently reading adventures by Joseph R. Lewis (I’m dying to run Raiding the Obsidian Keep), and I find myself nodding along to the advice from Ben Milton at Questing Beast regarding adventure layout.
I prefer a one-page dungeon like The Quintessential Dungeon over a 300-page campaign book any day. Give me a map, some evocative bullets, and let me drive.
Growing into the Role
I think a lot of my early aversion to modules came from insecurity.
When I was a young GM, I felt like the module was a test I had to pass. I thought I had to run it exactly as the author intended. If the book said the door was locked, it had to be closed. I felt constrained by “canon” and the fear of “doing it wrong.”
40 years later, that fear is gone. I’ve grown confident enough to know that the book is just a tool in my toolbox. It’s not my boss. I can take a module, rip out the parts I like, ignore the parts I don’t, and reshape it to fit my table. It’s always been supposed to be like this; it took me a while to internalize it.
So, I must revise my stance. I do run adventures. I have a “type.” I like frameworks, clean design, and room to improvise.
But I’m curious, what about you? Are you a devotee of the classics, or do you prefer to roll your own worlds? And did anyone else miss the Caves of Chaos back in the day, or was it just me?
The elven city of Silvandor has stood for ages, guided by Yavanna’s light. But with the shattering of the sacred artifact that once banished the demon Malthar, a dark change spreads through the Eldertree Forest. A growing cult of lycanthropic elves—the Sereg Ithil, or Moonblooded—claim their curse is not corruption but ascension. Though the Light of Yavanna has been recovered, it is cracked and weak. Before it can be restored, the Moonblooded must be stopped. They gather in the ruined city of Ithol Lael, preparing to unleash a wave of lycanthropy across the land in Malthar’s name. Lady Lorien cannot move against her own people without proof or risking civil war, so she calls upon you—outsiders—to infiltrate the cult, uncover the truth, and put an end to the Moonblooded threat.
This forty page adventure uses about 22 pages to launch a lot of monologue at the party in a series of brief railroaded encounters. It’s a plot! It’s a story! It’s boring.
I’m unfamiliar with the system, OnceWas. From the adventure, it looks like it’s a basic kind of D&D with some skill checks added in, and an adventure that seems a lot like a late 2e/3e railroad/plot/story thing. Some kind of bullshit DM story is not my bag baby, but I’m going to try and keep those opinions, about how shitty and misguided that entire nonsense genre is, to myself.
We see the start of the problems with the DriveThru page. There is no description. None. It’s entirely blank. I’ve spoken at length on the Scum of Humanity just pumping shit out to to make money, be it through AI or hand-crafted. This is an age old problem, with scale perhaps changing but not that it exists. But, on the other side, if you’re NOT just grinding out $100 a month by ruining joy, then presumably you’re doing it because you love it. In which case you should be taking your time and really polishing your work. Really trying to put the best product out you can. After all, it reflects not just you, as a person, but presumably the joy you have in the game. I am mystified by folks that don’t do this. I can, certainly, empathize with loathing your creation so much that you want to either burn it or get rid of the chore of working on it by publishing it. But, otherwise, you’re either a grifter or should be taking joy in your work? So, why be sloppy like this?
Speaking of sloppy, here’s a couple of pages of read-aloud from the three room cave with elven werewolf cultists in it that serves as the climax of the adventure. You see where that read-aloud ends, right above “Northern Pool”? I’m certain that that is where the big climactic boss fight is supposed to be. But it’s missing. There’s nothing there. No one cared, not even the designer. Just fucking look it over once you’re “done.” Or, better yet, get one other person to proof-read it. It doesn’t have to be complex. A simple scan of the document should be enough to reveal shit is OBVIOUSLY not right.
Your town is infested with wererats. You’ve got a broken Phial of Galadriel. You go to an elf town. Queen elf tells you they can repair it in three days. While you are guarding it a read-aloud has a werewolf elf steal it. You go to their cave, above, and don’t get the fight details. End. There’s maybe one encounter in the woods with a werewolf elf. You’re not making any choices in this.
Everything is very high prescribed. Read-aloud for everything. The DM notes say the tone is Moral complexity, tragic antagonists, beautiful but fading world, but none of that is really present and/or the DM isn’t really assisted in brining that tone in to play. Which is what proper design should do.
This is $7 at DriveThru. There is no preview. Bleech!
https://www.drivethrurpg.com/en/product/549236/a5-silvandor-and-the-shattered-light?1892600
Our Land of Azurth 5e game continued last night as the party confronted the Wizard of Azurth and Morzengersturm over the fate of Roderick Drue, a young occultist, at the Columbia Exposition in 1893 Chicago.
The Wizard recognizes the party calls forth shadows in the form of Expo attendees to attack them. And there are a lot of them! Luckily these are minions (as per the minion rules in Flee, Mortals!), so the party is able to mow them done, but it takes a while and gives them a moment of fright as there are a lot of them. Erekose, Waylon, and the activated Figurine of Wondrous Power Bear takes down five at the entrance of the tent. Shade goes after those coming through the side of the tent with her bow. Zabra witchbolts a couple of them.
Zabra's familiar, a cat, is dutifully carrying the transport gem to the target, Roderick Drue. When it breaks the gem with a bite, a cloud of colorful smoke engulfs both cat and occultist and transports them to the Land of Azurth.
Waylon gets frightened by the shadows, so moves inside for an attack on Mortzengersturm. The party has a history with the Mad Manticore as they killed him in--well, their past, his future. Zabra delivers a psychic bolt that incapacitates the Manticore wizard before he can act.
His ally and his minions gone, the Wizard teleports away.
The party uses their other jewels to return to Azurth themselves. After some healing they are ready to plan their next mission: black to the Shadow Tower.
Long have these borderlands been sparsely populated by only the savviest and hardiest folk. But now, moves are being made, deals are being cut, and new & old evils are rearing their heads. Heroes are in short supply – and sorely needed. The fate of the Ridgeland is in your hands!
This 28 page ‘adventure overview’ presents seven hexes, each with a number of sites in them, and four ‘dungeon ideas’ in a small wilderness area brimming with shit going on. Bryce likes a lot going on and this certainly does that. It also cheaps out on “adventure” by just giving some guidelines instead of actual adventure. It is an intriguing concept, though, even if it’s not an adventure.
This thing is weird. I guess it’s actually a fluff piece of a regional supplement. But it’s done in a style more reminiscent of the Ready Ref Sheets with very little fluff and a lot of intrigues. It’s a section of land 18 miles across with a lot of intrigues, major and minor. And there’s a sentence or two for each little thing going on. And almost nothing else is present. There’s none of this “Gondorians wear purple scarves on Moonday” kind of shit. Padding is almost nonexistent. And there is a WHOLE lot of The miners are skimming off the top, the silversmith is cutting the silver with copper, the miners hate their rations and are eager to trade, a think b are pagan heretics, Kent leads the brigands, Kent hates the brigands and wants out, and about a bajillion things more.
I don’t know if I can adequate describe an overview. We’ve got a town, with a bridge in it being the only way to safely cross the nearby raging river that cuts the region in two. We’ve got some miners in the hills. Ghosts are popping up in their mines. There’s a village, full of pagans, who want to build a bridge. Financing in a somewhat complex land deal with some corrupt mine territory players., smelters, etc. Bandits in the woods robbing individuals and running protection racks, factions within them, wildmen in the hills abducting people, a cult (which, frankly, seems benign, though they are of note, in comparison to the other shits) Rumors everywhere. Open-ended. It’s fucking JAM PACKED with shit going on, people wanting things and trusting the party over time, and just about everything else under the sun. This place feels ALIVE in the way that only petty self-interested people can make a place feel like. Recall I like to harp on the fact that people having interactions with other people, John Loves Mary who hate William, is the key to a good social environment? Well this fucking does that. Everyone has interests all over the place. I note, also, that the terrain brings a little to the table. Seven hexes, six around a central hex. We’ve got the river, with the one bridge in the main town, that serves as barrier straight across the hexes. And then also there’s a ridgeline cutting across them, with only two good paths down through the cliffside. Natural passes/chokepoints, full of ointrigues!
And then there’s … the content? For you see, all of those ideas are essentially just that, ideas.
L’page typicaEach hex is going to have a few locations in it, typically. This is a screengrab from one of those. Note how you are creating your own monster. This is the ONLY hex it’s appropriate for … so the designer should have just tossed in a creature. But, then, also, “gold coins.” Well that’s exciting. Chunk of amber is a little better, with both amber and chunk being decent word choices, but there’s really no specificity to anything her. And everything is going to be like that. Just an idea.
This is a dungeon. ObsThose four dungeons it lauds in the marketing? That’s one of them. You like? It’s certainly something, but not what I cwould call a dungeon. The concept of a dungeon, maybe. And all of the content in this adventure is going to be like, the concept of an idea. “gold coins.” “Copper Caves.”
As an outline this is great. That kind of short-hand content dense (or, at least the potential for being content dense …) information that Ready Ref killed it with. Or, even, that the Wilderlands did well. Yu can get glimpses here.But, it just doesn’t do anything ever. It doesn’t go anywhere. It’s concepts and ideas. I’m not even sure it would quality as an outline. Maybe? Which is why I’m going to slap this down as closer to a fluff region guide than a sandbox or hexcrawl or adventure. It’s ALMOST those things, but its just lacking in so much. I suspect you could kind of run it on the fly and fill in as you go, riffing on things. But it seems like such a shallow experience.
I will note one of the better bandit encounters I’ve seen is in this, for all of my bitching about specificity. Dude in the bar might try and recruit the party. He’s got a good thing, a protection kind of thing. Noice!Dude hangs in the parties bar, they see him and interact with him. Befriend each other. Several sessions He drops a hint that he can make them some cash, and they find out that their bud is actually the local bandit informant in the bar. That would be great! SO, in at least one case, the writing inspired me. But, also, I’m looking for just a little bit more in the way of specificty than this brings.
This is $1 at DriveThru. The preview is eight pages and, as long as you understand that what you’re looking at is all you’re getting, then it does a good job of showing you what to expect. Just don’t expect more elaboration on anything you see.
For more than a decade now I've been documenting every bit of Kenny's fuckery over at Not Another Dime! (for Ken Whitman). Now my name was overtly attached to that blog, but the only people, until today, that didn't know I was over there either didn't care, hadn't read my 2015 guests posts here at the Tavern, or were Ken "Whit" Whitman.
Seriously, it wasn't too effing hard to figure out:
The magi of the several collegia seek out newly emerged mages to teach them to use their gifts. Those wild talents who are not initiated into a collegium are known as sorcerers.
The place of the magi varies across the cultures of the world. Where the Instrumentality is at its strongest their practice is generally, they are restricted, regulated, and monitored. Occasionally they are outright banned, but their abilities are simply too valuable to governments and even to the clergy, for this to be a common practice.
Nevertheless, the life of a magus is often precarious. Superstitious common folk can easily turn against them, and Instrumentality zealots often eager to find a reason to punish or imprison them. Beyond that, the very forces they wield and the knowledge they seek can easily prove dangerous to them as much as anyone.
Hello friends! Welcome back.
Continuing my celebration of 40 years in this hobby, today I want to move from the “proto-history” I wrote about in my last post to the actual history. The meat and potatoes. The games themselves.
As I prepared for this anniversary, I decided to do something I hadn’t done in a long time: I sat down and reviewed the list of every single tabletop role-playing game (TTRPG) system I have played at least once. Not just the ones I ran campaigns for, but the one-shots, the playtests, the convention games, and the indie games.
I went through my memory, old character sheets, and the blog archives. I counted them. Then I recounted them.
The total came to exactly 100!
When I first tallied the list, I thought I was stuck at 98, as I had said previously. I was a little frustrated—just two short of a perfect number! But then I took a closer look and realized I had missed two. The total is exactly 100. It feels like the stars aligned for this anniversary—a perfect century of systems to celebrate four decades of rolling dice. I couldn’t have planned it better if I tried. I couldn’t have planned it better if I tried.
Before I share the list, I want to offer a caveat, much as I did in my last post. Looking at a list this long might seem like a flex, or an attempt to claim some “guru” status. It is neither.
Having played 100 systems doesn’t make me a better gamer than someone who has played D&D exclusively for five years. This list doesn’t mean I’m claiming to be a grandmaster of any game; it reflects curiosity. It represents a restless imagination and, more importantly, it represents the incredible friends—from my early days playing with my classmates and neighbors, to the connections made via Stargazers World and Puerto Rico Role Players—who were willing to say, “Sure, Roberto, I’ll try this weird game where we play cats/space explorers/movie characters.”
Every entry on this list is a memory of a table, a group of friends, and a story shared.
So, for the curious, the nostalgic, and the completists, here is the log of my 40-year voyage, thus far, organized by the eras and genres that defined my time as a gamer and Game Master.
The Foundation: Dungeons & Dragons, D20 & Retro-ClonesIt started with the Red Box in 1986. D&D, and the evolution and variations of that ruleset, have remained the spine of my gaming life. From the Gygaxian prose of AD&D 1e, to the complexity of 3.5, to the sleekness of Shadowdark, D20 is a gaming language I speak fluently. Unlike the other lists included in this post, this one is roughly in chronological order of how I played them.
If you grew up gaming in the 80s and 90s, TSR was the biggest elephant in the room. I have a deep love for these systems, especially the FASERIP chart of Marvel Super Heroes, Star Frontiers, and Alternity.
Many of us played them. We struggled with the rules. We loved the settings. Rifts, Robotech, and Heroes Unlimited were absolute staples of my early gaming years.
I didn’t play as much WoD as some of my friends in the early 90s, but I did play these three.
BESM & Tri-Stat (Guardians of Order)As you know from the blog, Sci-Fi is my other great love alongside Fantasy. From the hard sci-fi of Traveller to the space opera of Star Wars, I’ve tried to travel to as many stars as possible.
There is life beyond the D20! Some of my most evocative gaming memories come from teaching my high-school girlfriend’s little brother to role-play with HeroQuest, or from the narrative beauty of Lady Blackbird.
Finally, the tinkerer’s workshop. These are the systems my friends and I built. They might not be famous, but they work for us.
So, there you have it. 100 systems.
It’s been a wild ride from the rudimentary mechanics of the 80s to the narrative-forward indie games of today. I have loved (almost) every minute of it.
If you want to keep up with these celebrations, share your own stories, or just chat about gaming in smaller bites, I’ve launched a new Facebook page to connect with friends and readers: Sunglar’s Musings.
I’ll be sharing shorter ideas, updates on the “40 Years a Gamer” series, and probably a few more old pictures of our games, I’d love to see you there.
Now, the big question remains: What should be game #101?
If you have a suggestion for a system that is glaringly missing from this list, let me know in the comments. Or, better yet, tell me how many systems you have played—whether it’s 5 or 500—I’d love to hear about your journey.
Gen Con Announces 2026 Registration Dates, Badge Prices
INDIANAPOLIS (January 13, 2026) — Gen Con, North America’s largest and longest-running tabletop gaming convention, announced badge registration information today for its upcoming 2026 convention. Gen Con 2026 will run from July 30 to August 2 at the Indiana Convention Center, Lucas Oil Stadium, and surrounding downtown hotels.
Badges for Gen Con 2026 will be available for purchase on Sunday, February 8, at noon Eastern on gencon.com. The convention will continue to feature thousands of ticketed in-person events, a sold-out Exhibit Hall, an outdoor Block Party with the Sun King Beer Garden, numerous food trucks, and live entertainment.
Badge Registration
Gen Con 2026 4-day and single-day badges will be available for purchase beginning at noon Eastern on February 8.
Badge TypePrice4-Day$164Thursday$83Friday$83Saturday$112Sunday$41Trade Day$302Hotel registration for discounted rooms in the Gen Con housing block will begin at noon Eastern on February 22, and event registration for ticketed events will open at noon Eastern on May 17.
Mark your calendars You don’t want to miss these dates.
Sorry, but the brain fog and sinus headaches have lingered, which makes sorting and matching an imprecise effort at the moment.
I'm taking a few days of near total downtime - videos done and uploaded - just a few nightly livestreams.
Aiming to reset for Sunday.
Thanks for your patience.
Tenkar
When an earthquake unseals the long-buried temple of the wild god Iakos, whispers of visions and ancient treasure draw witch hunters and adventurers alike. Four royal witch hunters entered and never returned. Now the way lies open. Dare characters brave the delirium-haunted ruin, discover the witch hunters’ fate, and claim what lies within?
This sixteen page adventure uses about nine pages to describe sixteen rooms in a newly unsealed “Greek Mysteries” cave/temple/place. A decent little adventure that sprinkles in a bit of various interactives and does good enough describing things. Meh, it’s fine. And “Meh, it’s fine.” is good enough. It’s a sixteen page dungeon in a sixteen page adventure; it doesn’t need to change the world. Also, it’s OSE but doesn’t use the OSE style guide, for you haters.
We’ve got Ye Olde Mysteries Cave here. You know, all volcanic vapours and oracular visions and all that jazz. Cept it got sealed up. Cept it just got UNSEALED up by an earthquake. (“An Evil Earthquake? With frigging lasers?”) Chasing downs ome rumors, four royal witch hunters went in. And didn’t come out again. Ought oh! Inside we’ve got three Grotesques, avatar/servants of the god. And after being sealed up for a thousand years they are desperate for new things to predict, having been isolated for so long. Two of them steal secrets from each other and hate each other. The third wishes to bring fulfill a prophecy and bring out the destruction of the temple. Slight case of ennui there buddy? Tried the Camus? Some people get comfort from religion. Oh, sorry.
Already we can see a few interesting things, just from the setup. The call back to the actual Delphi is a nice one, this kind of an appeal to a cultural memory that then overloads all of whats to come in the adventure. I sometimes refer to room titles in an adventure, instead of putting in “Room 1” you instead say “1. Pristine Kitchen” This lets the mind get a kind of framing of the description to come. Everything is seen through the lens of Pristine Kitchen. And the appeal to the heritage is much the same. Ophelia comes with context. History. All the media that’s every existed that has leveraged it that the DM and the players have consumed, consciously and subconsciously. And so all of that is leveraged when an adventure makes direct or oblique references to it. It’s all about bringing more than the actual words written to the page. Big vs Cyclopean. And then also the Royal Witch Hunters. Specificity. There’s not much more information so the mind naturally races to fill in the gaps, wondering. Not “adventurers.” Or the better “Mercenaries.” Or the better “Murder hobos.” But the better still “Royal Witch Hunters.” One still lives, inside the cave/temple. “Mu freely volunteers that this is the witch hunter Crawe, who was set upon by Empties when Mu tired of him. Mu is able to reverse the process but sees no reason to.” Nicely done. Except, also, I don’t give a shit about the witch hunter, Crawe or not. No reputation for good or ill, no connection. The royal witch hunters don’t really get enough for anyone to really care about their fate. I guess the various prisoners in the OG adventures don’t really either. “Elf. Will join party for one year.” But, also, it’s clearly meant to be a kind of motivation since they Do get the title “royal witch hunter” instead of “elf.” Ahhh, I’m not really bitching here, I’m just pointing out the disconnect.
Monsters noted on the map, which is the OSE style. The keywords style isn’t really present here. These are more like a traditional read-aloud and extra information format. Here’s a screencap:
I don’t mind the old keyword style, but I do know it gets under the skin of the traditionists. I do like a more sentence like structure, but, that’s just personal preference. Whatever works and the old OSE style works as does this one. Nice little offset in a color box, some bolding. Not the biggest fan of “see area one”, but whatever. Soggy Earth. Silver Pool. Murmuring. Nice descriptive words. It doesn’t always follow through like that. “Ornate stone table” “honeycombed shelves” and the like. But it’s clearly trying in both instances.
Oh, also:
From that read-aloud I think we can tell that, maybe, it’s not read-aloud. If it IS read-aloud then it over-reveals. So, then … it’s a DM summary? That we riff on to players? I’m not actually sure it’s either. And I think it shows in my feelings towards this thing. I’m not sure it knows what it wants to do with that text. That kind of muddiness is what is influencing my “meh” attitude toward this. It can’t lean in. And so I can’t. As a read-aloud it over-reveals. As a DM summary it is no summary. So … ?
Monsters get some ok descriptions. “A giant, bloated maggot, 20? long,
armoured in a shimmering, polychromatic exoskeleton. Six 10? long tentacles ring its small, toothless maw” Or how about “pity”, “Pity 5? tall, female water spirit with fey, elf-like features. Nearly skeletal, tousled hair, feral eyes. Clad in a spectral, tattered gown.” Nice appeal to what one would normally expect of a water spirit … after a thousand years. These are not winning any awards but they are so much better than one would normally see. [Also, as an aside, the artwork in this adventure compliments the descriptions quite well. The entrance illustration in the first screencap, for example. And the water spirit brings the kind of emaciated horror without going overboard. Simon Underwood, with Gavin as “Art Direction”, whatever that is. He told Simon what to draw?] Anyway, the monster descriptions are up front in their text and focus on what they look like, act like, interact as. Which is what the fuck they should do.
And, thus, interactivity. We’ve got some “steal the loot without busting the tree pustule” stuff. (Which, I note, doesn’t really come out in that summary description, explicitly or implicitly.) We’ve got the three Grotesques, who want to talk until they get bored with you. (Always good advice in every situation: don’t be boring.) Maybe they want you to go steal something. Pity, who wants to eat two people. A prisoner. And the whole “fulfill the prophecy” thing. There’s some stabbing and talking. I don’t know. It feels a little lacking. Then again, I might just be bitching about the small size. Four or five different things going on in sixteen rooms is a little cramped, yes? Anyway, not many mysteries to discover here. But, also, a nice little “push” on what to do if the party fucks up the prophecy, as well as some decent consequences for fulfilling them that doesn’t fuck shit up too much but still provides something meaningful. And, nice magic item. This is the kind of non-generic shit that really gets me going. escalate in villainy. Make those asshats Grotesques do some shit for you. 100′ caldera. Nice job!
I’m not mad, not at all. I think it’s one of those cases where you see potential and its not really attained. I suspect its the smaller size of this place. A little more expansive complex, more space to breathe, to match the scope. Anyway, good effort here, just not quite enough.
This is $5 at DriveThru. The preview is twelves pages. More than enough to make an informed purchasing decision. Necrotic Gnome hitting that production pipeline checklist!
https://www.drivethrurpg.com/en/product/547110/quick-delve-2-the-grotesques-grotto?1892600