Tabletop Gaming Feeds

A Shoutout to Highmoon: The Spark Behind Puerto Rico Role Players

Stargazer's World - Fri, 03/06/2026 - 05:00

As I’ve been looking back at my last 40 years in the tabletop hobby, especially the transition from playing at home to getting involved in the wider community, this just wouldn’t have happened without Daniel Perez, known to many in the scene as Highmoon.

Daniel gave me this card at Gen Con 2011. I don’t think the contact information is current, but I keep the card!

I first crossed paths with Daniel back in the early 90s at Metro Comics. We had a lot of friends in common, though surprisingly, I don’t think we actually rolled dice at the same table back then.

Daniel eventually moved to the US, and we lost touch for a bit. But right around 2006, the internet did its thing. We reconnected while he was writing TTRPG supplements, posting about his games, and co-hosting a podcast about the origins of the Puerto Rico role-playing scene. He was always a key figure in supporting the island’s gaming scene in those days. Seeing him again at Gen Con in 2007, even just briefly, was fantastic.

Shortly after that, he invited me to join a group he had just created on Facebook in the early days: Puerto Rico Role Players.

That invitation completely changed the trajectory of my gaming life. Daniel brought me on as an administrator and relentlessly encouraged me to get online, connect with other gamers, and start blogging. He was the catalyst that pushed me out of my immediate circle and into the role of a community organizer. Without his initial push, my involvement with PR Role Players, my writing, and the connections I’ve made over the last couple of decades wouldn’t exist in the same way.

Daniel could not be with us at the first Geeknic in 2010, but we printed this.

Daniel is still pouring his creativity into his projects today. He has a fantastic collection of his own TTRPG games, zines, and supplements available online. If you appreciate indie creators who have been championing this hobby for decades, you absolutely need to check out his work.

You can find his games and zines over on his Gumroad page here: https://danielmperez.gumroad.com/

Take a look, grab a few PDFs, and support one of the foundational voices of the Boricua Gamers community!

Categories: Tabletop Gaming Blogs

Ekranoplans On Exoplanets and their Role in Hostile RPG

Swords & Stitchery - Thu, 03/05/2026 - 20:20
 In the gritty, retro-future setting of Hostile, Ekranoplans represent the perfect middle ground between a slow-moving cargo ship and a high-maintenance aircraft. Utilizing Ground Effect—an aerodynamic phenomenon where a wing traveling close to a flat surface experiences increased lift and decreased drag—these "Wing-in-Ground" (WIG) craft are the workhorses of frontier ocean worlds like Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Elder Things & Mi Go : Cepheus Engine Adaptation - The Erindani Ossuary Part II

Swords & Stitchery - Thu, 03/05/2026 - 04:43
 Adapting Lovecraft’s Elder Things (or Old Ones) for a Cepheus Engine (or 2d6 Sci-Fi) campaign turns a cosmic horror story into a fascinating "Xeno-Archaeology" or "First Contact" sandbox. This blog post picks right up from Elder Things: Lovecraft's Ancient Aliens For Stars Without Number rpg & Cepheus Engine rpgSince they are essentially biological machines with a star-faring past,Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Hollow Tower

Ten Foot Pole - Wed, 03/04/2026 - 12:11
By Nicole Mattos, Icaro Agostino
Angry Golem Games
OSE
Levels 1-3

In ancient times, the region was crossed by famous trade routes, and many nomadic groups passed through on their way to distant destinations. Today, the area lies mostly deserted, though it still bears traces of the once-great Anhurak. Among the sunken ruins, a few half-buried houses remain visible. At the center of the settlement rises the Hollow Tower, once home to the fabled Star Devourer.

This sixteen page adventure uses two pages to describe thirteen rooms in a tower with a one room tomb nearby. Overpowered opponents and lots of backstory detract from simple, plain rooms, also full of backstory. Worst of all, for a book telling you how to devour stars, there is no instruction on how to devour stars. 

Ok, so, there’s also a small number of hexes. The giant ant hex is a page long, with ¾ of it being backstory and explanations.  It ends with “When reaching the lair, roll 4d6 to determine how many Giant Ants are there. If the PCs find a way to explore the lair, it’s possible to find 1d10 × 1,000gp of gold nuggets, mined by the ants” That’s what you get. That’s what you get for a page. 

And that’s the story of this adventure. There are TONS of backstory and padding. The first real page of the adventure is number six, with backstory, with the tome up till then full of forwards and title pages and the like. I get it, PDF pages are free. But the actual adventure has to the focus on the writing. All of this trade dress, the seemingly deriguour of putting together an adventure, simply distracts the designer. You odn’t need it. Any of it. Put the effort in to the actual adventure.

Another hex has a simple one room tomb of The Star Devourer. Open the casket inside and you meet the 6HD AC2 dude. “He will speak to the party, pleading his case and complaining of the injustice he suffered.” I’m not sure why he is pleading. He’s already been freed by the time you speak to him. But, whatever. He sets about destroying your level ones. 

The main focus here is a small tower in a ruined city. We’re looking at four floors with about thirteen rooms. Exciting rooms such as “Kitchen: Where the servants plotted the coup. Contains three wall counters, a large central table, and flour sacks. 1d6 x 50 gp wine bottles are on the counters. The first time a bottle is taken, a Yellow Mold releases a spore cloud.” The coup being the plot to trap the dude in the tomb. Backstory. A very plain description. “ervants’ Quarters: Dusty, abandoned, and filled with simple beds.” Look, these sorts of rooms can work. Empty rooms serve a purpose in an adventure. And, certainly, an empty room doesn’t need to have the most evocative description ever written. But when the ENTIRE adventure is like that I have to wonder, where did things go wrong? What led someone to think that two pages of rooms in a sixteen page adventure was a great idea? 

We’re told in one place there are ghostly sightings in the garden. There are no ghostly sightings in the garden. There’s a room with three doors. “Right door” leads to a cold, frozen, empty region.” Huh? There’s a fucking stone golem in the tower. Level one?! Sure, sometimes a monster is actually a trap or a special, but this isn’t that. This is just a small tower with a stone golem in it. How do you do this?

The dude, the dude in the tomb, the central point of the adventure, The Star Devourer. Yup, he ate all the stars. Hope your game doesn’t have any. But, more to the point, room one has a book in it called “How to eat the stars”, detailing how to eat the stars. That’s it. Nothing more. Well, how do I eat the stars and what happens when I do? Yes, I realize we’re told the book is incomplete, but, what if I follow the instructions anyway? 

There’s no real adventure here, not really. There are some things to stab. There are some keys to find and doors to open. But it’s all in this extremely minimalistic style that provides absolutely no specificity at all. And, of course, all surrounded by lots of backstory.

I gave this one a shot because of the whole Star Devourer thing. I was wrong.

This is $5 at DriveThru. The preview is the first seven pages, which means you get to see all of the boilerplate shit and a page of backstory. Bad preview; it needs to show us what we’ll actually be playing so we can make an informed purchasing decision.

https://www.drivethrurpg.com/en/product/540864/fortnightly-adventures-0-the-hollow-tower-ose?1892600

Categories: Tabletop Gaming Blogs

Wednesday Comics: DC, June 1985 (week 1)

Sorcerer's Skull - Wed, 03/04/2026 - 12:00
My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of March 7, 1985. 

Best of DC #61: I haven't reviewed these digests since the earliest days of this blog series, but since I have mentioned this issue many times and how great I thought it was in my childhood (and I still do), I thought I should note it. If you only wanted to read one anthology of late pre-Crisis DC material to judge what it had to offer, this would be the one. We've got "Anatomy Lesson" from Swamp Thing, "Who is Donna Troy?" from New Teen Titans, "Guess What's Coming to Dinner?"from Legion of Super-Heroes, and "Final Duties" from Green Lantern, then lesser, but still notable stories: "Babe's Story" from Atari Force, "Killers Also Smile" from Sgt. Rock, "Viva Nebiros" from Blue Devil, and "If Superman Didn't Exist..." from Action Comics.

Crisis on Infinite Earths #3: I bought this issue off the stands as well. We get introduced to Alexander Luthor, last survivor of Earth-Three and an adolescent now composed of both matter and antimatter. He's in the care of the Monitor. Harbinger, meanwhile, is preparing for her betrayal.
Flash is somehow in the future (his series will get around to this, I'm sure!) and to escape a wall of antimatter, begins vibrating his molecules back in time--which again leads to us seeing him giving a desperate warning to Batman and the Outsiders and the Teen Titans in the 20th Century, as they try to save people from the antimatter wave in New York. Also in the present, though out in space, Brainiac becomes concerned about events and decides to seek out Lex Luthor.
In Markovia in 1944, the Monitor's chosen, Blue Beetle, Dr. Polaris, and Geo-Force, wind up fighting alongside a who's who of DC's war comics characters: Sgt. Rock and Easy, Stuart's Raiders, and the Losers. Those last wind up losing their lives to shadow demons.
Cyborg, Green Lantern, Psimon and Firebrand arrive in Texas in 1879. They meet up with several Western heroes including, Nighthawk, Scalphunter, Bat Lash, Johnny Thunder and Jonah Hex. The two disparate groups join forces and fight the shadow demons. Either what happens isn't clear or I missed something, but somehow Nighthawk winds up in a separate place from the group and is taken by the antimatter wave riding towards a town.
Other heroes fall: Psycho Kid is taken by the wave in the 30th Century. In Earth-AD, Solovar succumbs to his injuries suffered last issue. We're only 3 issues in and things are looking bad for the heroes!

Atari Force #18: Baron and Bareto/Villagran open with Tempest escaping from detention on New Earth, but he spends much of the issue lost in weirder corners of the multiverse until Dart is able to guide him to Scanner One. Scanner One has to get back home because supplies are running low, but the navigational path is a treacherous one. Dart, based on her vision, volunteers Blackjak for the task, and ultimately, Martin relents. Blackjak's new eye makes it an all but impossible task, but the Tazlings restore his mechanical one in time for him to get them to safety.
In the Hukka backup by Manak and Rogers/Delbeato, Young Christopher Champion takes Hukka with shopping with him to buy some action figures, but Hukka stays behind and the store closes. He gets chased by the security patrol dog. Christopher, realizing his pet is missing, uses his phasing powers to rescue the critter.

DC Comics Presents #82: Bates's story here is pretty good but elevated by Janson's art. Alanna is having recurrent nightmares and when she begins to mumble in Kryptonian, Adam Strange calls in Superman. It turns out Alanna is possessed by a Kryptonian demoness called Zazura, who is out to destroy Rann. When they figure out her presence on Rann is due to it passing through the area of space where Krypton was when it was destroyed 30 years ago, they are able to use a crystal harvested from Krypton's dust to weaken and destroy her. Superman also gets a chance to commune with other spirits of his lost homeworld, those of its people.

Fury of Firestorm #3: This issue isn't Kayanan's or Kupperberg's best interior art, though the cover is nice. Perhaps it was rushed? Storywise, Conway picks up where last issue left off, with Firestorm having been left for dead, Stein silent, apparently unconscious, and the Killer Frost/Plastique team headed for Niagara Falls. Firestorm pursues them, and luckily, he's helped in this second round by Firehawk. He takes down Plastique while Firehawk deals with Killer Frost. Later, Ronnie visits Stein in the hospital as he recovers from a concussion. Though he will miss him when the Professor moves to Pittsburgh, he now feels better able to go on without him--but when Doreen mentions college to him, Ronnie begins thinking that they can both go to school in Pittsburgh!

Jonni Thunder #3: Turns out Red Nails isn't just an exotic entertainer and club owner, she's also very much in the know regarding the statue and apparently able to put together an electrical super-weapon to threaten the city, cribbed from Tesla's notes! Jonni and Harrison Trump have to make common cause to escape Red and her Glamazons (that's what they're called!), then thwart her super-weapon. In between all that, 'Slim' Chance makes yet another attempt to steal the Thunderbolt statue.

Justice League of America #238: In the beginning of the issue, Conway and Hoberg/Patton address the continuity problems created by Superman, Wonder Woman, and Flash being away for "weeks" while the old JLA was disbanded and a new one formed, all while having ongoing adventures in their own titles--and Flash even being on trial. The solution: "Crisis did it," which may make this the first appearance of that explanation that will get used quite a bit in years to come. The issue ends with the 3 going back in time via Flash's treadmill to not "create a paradox."
That out of the way, we get down to Vixen having her final confrontation with her uncle. He kidnaps Mother Windom to provoke her, and Aquaman seems to use his telepathy to briefly stop her from going after him, but Martian Manhunter intervenes and reproves him for his coercive tactics. Maksai dies as a result of his actions, and Vixen's father is avenged.

Shadow War of Hawkman #2: The editorial notes in place of a letter column in this issue make clear that Isabella is engaged in sort of Thomas-like retcon and streamlining of the Hawk mythos, which I suppose makes this the first in an almost continuous history of such from the mid-80s on. In the main story, the Shadow War continues with the murder of a mutant who is just practicing with his flight powers. In Midway City, Katar Hol prepares to go after the attackers. He tracks them to their cave hideout and meets their leader Fell Andar. He first has the upper hand, but they manage to capture him when he is shocked by his discovery that they are Thanagarians.

Tales of the Teen Titans #54: Buckler does interior pencils here, though Barreto proves the cover. The trial of the Flash uh, Terminator continues, and it isn't going well, because in the New York state of the DCU if they don't have an admitted super-criminal super-soldier with links to a terrorist organization beyond a reasonable doubt on a murder wrap, they've just gotta let him go! So decides Judge Adrian (Vigilante) Chase. Anyway, Slade is helped in escaping justice by the mysterious impersonator who creates doubt that he is in fact the Terminator. This turns out to be Gar Logan using Mento's helmet to project an image. He wants Slade free to he can seek his own justice. Meanwhile, Azrael pines for Lilith and Lilith wonders about his past. This stuff might build tension if it all hadn't been explored in the past couple of issues of the sister title.

Vigilante #18: After painting Linnaker as a relentless killer last issue, Moore and Biakie move to at least humanize him a bit by revealing his thoughts in a letter he wrote to his daughter from prison. As he searches for a way to get out of town with a terrified Jodie, Fever and Vigilante keep up their uneasy partnership to try to track the two down. In the end, Vigilante and Linnaker engage in a brutal fight, but Jodie grabs a gun and shoots Vigilante, not her father. Fever runs over Linnaker with a car, however, and keeps on doing it until he's definitely dead. Jodie in horror starts to shoot her, but Vigilante takes the gun. In the aftermath, Vigilante is trouble by all of this, and by what he read in Linnaker's unsent letter, including attacks on the hyprocrisy of society and the nature of judgement. 

40 Years a Gamer: A Decade of Community (2007 to 2017 Part 1)

Stargazer's World - Wed, 03/04/2026 - 05:00

By 2007, I had been playing at Sammy’s house for about two years. We were deep into my second D&D 3.5 run, having just wrapped a Tri-Stat dX sci-fi game—set in the same universe as an Alternity campaign we’d played years prior. But I wasn’t just there for my own sessions; I was constantly dropping in on other games at Sammy’s, too.

The Hideout of the Mequetrefes

To the best of my knowledge, Sammy’s house was the original location of the first FLGS in Puerto Rico: The Role-Playing Emporium. I’ve erroneously identified it as the Gaming Emporium in the past, but more on that later! Although the store had closed years before, Sammy kept the old shelves and some inventory in an apartment at the back of the house. It was anchored by a gaming table with a large, gridded, erasable board affixed right to the top.

Sammy and Tato at the Lair of the Mequetrefes

It was a mix of game room, man cave, and den of iniquity, with a rotating crew of gamers, young and old, sitting at that table. He called his crew the Mequetrefes (good-for-nothings or busybodies).

Peter, a longtime friend and former regular in our group, had moved on to other campaigns at Sammy’s. I believe he was the one who started organizing the trip to Gen Con 2007, though I heard about it from one of my players, Luis Alvarado.

I had always wanted to go to Gen Con, so I was immediately on board. In 2007, along with Sammy, Peter, Luis, Tato, and Piwie, we made the pilgrimage to the holy land of gaming in Indiana. It was a magical time, and honestly, it deserves its own separate post. Strangely enough, I didn’t meet many new gamers there; I mostly stuck to my pack and didn’t branch out much while in Indianapolis.

From left to right: Peter, Luis, Roberto (me), Piwie, Sammy, Tato, Roberto (me again!), Sammy, Piwie, Daniel, and Tato

I did, however, run into a long-time friend: Daniel Perez, better known as Highmoon.

The Highmoon!

Let’s rewind. I met Daniel at Metro Comics in the early 90s. He came to my house a few times, and we had friends in common, though I don’t think we ever actually played together back then. He also spent a lot of time at the Role-Playing Emporium, so Sammy was another link between us.

He eventually moved to the US, and we lost touch for a while, but social media helped us reconnect. Daniel was a key figure in supporting the Puerto Rico gaming community in the early 2000s. By around 2006, he was writing TTRPG supplements, posting about his games, and hosting a podcast with our mutual friend, Braulio.

I listened to at least two episodes where they discussed the origins of the PR TTRPG scene. Braulio actually owned a store called Gaming Emporium—a tribute to Sammy’s Role-Playing Emporium. (And there lies the source of my confusion between the two names!) I remember talking to Daniel back then about wanting to do more for the island’s gaming community.

Seeing him at Gen Con in 2007, however briefly, was amazing. We stayed in contact, and in the early days of Facebook, he invited me to a group he had created: Puerto Rico Role Players.

Boricuas Roleros

That group was transformative for me. It connected me to a broader gaming community, some I knew, many I didn’t. Daniel made me an administrator and encouraged me to get online, connect with other gamers, and start blogging.

I wasn’t quite ready for the blogging part yet, so I poured my passion into growing Puerto Rico Role Players. Slowly but surely, the group expanded. Around 2008 or 2009, we tried to organize a Thanksgiving meet-up. I know Vincent (a fellow admin), Gilberto, and others made it, though I couldn’t attend. By 2009, members were meeting informally at small-genre cons on the island, and we decided it was time to organize an official event to promote the group and teach new players how to play.

While this was going on, I began reading blogs and leaving comments, which led me to another pivotal figure in my life.

Enter the Stargazer

Michael and I were talking the other day, and we think we started writing back and forth around 2008. It is strange to have such a dear friend whom I write to almost every day but have never met in person. Over the past 18 years, Michael has become someone I respect and care about deeply.

He invited me to collaborate on his blog. I was reluctant at first, but his and Daniel’s encouragement, combined with the work I was doing with Puerto Rico Role Players, finally pushed me to write my first post.

2010 Was a Great Year

Puerto Rico Role Players at Central Fan Fest 3, March 2nd, 2010
  • February 19th: I wrote my first post for Stargazer’s World!
  • March 2nd: We held the first official Puerto Rico Role Players event at Central Fan Fest 3 in Cidra, sharing our love for TTRPGs and running demos.
  • April 11th: We hosted our first Geeknic—a picnic for geeks where we ate, played games, and bonded as a community.
The first Geeknic, April 11th, 2010

A year later, in 2011, after two more Geeknics, we held a “Geek Caucus” for volunteers and organized a group of admins to keep the momentum going.

Geek Caucus at Sizzler

I continued posting regularly here at Stargazer’s World. In February of that same year, a local newspaper even interviewed me for a special section on hobbies (I’ve been interviewed twice since then for other articles and videos). I also returned to Gen Con in 2011, this time with press credentials, writing coverage for the blog.

Gen Con 2011

In the years since, Puerto Rico Role Players has organized 29 Geeknics, Painting Days, demos at local conventions, Halloween Spooktaculars, and holiday events. I jumped into #RPGChat and joined RPG a Day the year after it began, posting on the blog, social media, and eventually my YouTube channel.

From the Pit

By 2017, I was fully immersed. I was blogging intermittently, the admin for PR Role Players, running demos, and engaging with the online world. Then I had another crazy idea: Why not stream a game?

That year, my friend Carlos Steffens opened a new FLGS, The Gaming Pit. I wanted to playtest the new edition of Alternity, and I thought: what better way to support him and the new game than to stream the adventure live?

The Alternity playtesters

It was a very amateurish Facebook endeavor, full of silly mistakes—like starting the stream with the camera sideways. I only intended to do two sessions and be done, but the group got hooked. Through that game, I connected with two PR Role Players members, José García and Felipe, and reconnected with AJ, whom I knew from the old Metro Comics days.

We decided to keep the cameras rolling, and Desde La Fosa (literally From the Pit) was born.

We played Star Frontiers, FrontierSpace, Silent Legions, the Free RPG Day Torg adventure, World Wide Wrestling, Legacy: Life Among the Ruins 2e, and I’m sure I’m forgetting others. You can see some of those games on the Desde la Fosa YouTube channel. It was never a professional studio production, but we had so much fun.

And then Hurricane María happened.

It changed everything. That is a subject for a future post, covering the next period in my gaming history.

“But wait!” you say. “This was all about community in the larger TTRPG context. What about your actual weekly game? The people you play with?”

Well, that’s the subject for the NEXT post. You did notice the title said, “Part 1,” right?

Categories: Tabletop Gaming Blogs

The Howling Tomb

Ten Foot Pole - Tue, 03/03/2026 - 00:11
By Andreas Wille
Medora Games
OSR
Levels 2-3

Endless is the punishment of those that dare challenge divinity… Deep within an endless steppe, a weathered mausoleum stands alone. Its ancient walls, once adorned with beautiful carvings, are naught more than blank stone, marked by time. It would be entirely unremarkable, were it not for the incessant howling spewing from its darkened depths.

This eight page adventure uses four pages to describe seven rooms in an old tomb complex. I can get behind the concepts of a couple of the encounters, but the text is abstracted, the tomb small, and the treasure pretty much nonexistent. 

Endless punishment for those that dare challenge divinity?!?!  Qui audet adipiscitur!

This is a small tomb that always has a howling sound coming from it. It’s got a couple of things inside of it that are almost quite good. We’ve got some undead trapped in a room, screaming, their hands reduced to bloody stumps from clawing at the walls to get out. In another, undead beg to be released from their curse, holding armsfulls of charms and amulets and stuff draped from their hands. Very nice specificity there. That’s a great example of brief specificity that can really ground an encounter and make it come alive. IN another place you’ve got these two desert nomads trapped in a room, jailed there, so to speak, by the local nomads while they try and figure out what to do with them. One “Kidnapped multiple infants and left them to die in his anger about his own lack of children.” and will backstab the party if they find any significant treasure, while the second killed her brother in cold blood and “Stands by what she did, will help in a fight but is headstrong and does not like being challenged.” Again, great specificity that really gives the DM something to run with while playing them. If the entire adventure was like this then I’d be in a much different mood this morning. There’s also this little wandering table for an encounter in the desert leading to the tomb. The people encounters on there are integrated in to the rumor table, so, if you give the nomad, who is asking for water, some then he will give you a rumor. That’s a nice touch.

But, alas, it is not.

The tomb is quite small, with its seven rooms. These small adventures don’t really have room to breathe, so encounters like those two nomads are not really going to have much room to play out. There are these limitations that come with these short dungeons and they don’t mesh really well with the more dynamic and potential energy that something like the nomads could bring. And, of course, there’s not much exploration complexity here with only seven rooms. You’re looking at a simple star design, with a central room and six rooms hanging directly off of it. The central room has a puzzle that opens the last door, to the core heretic, so there is at least some not stabbing here. 

There’s a disconnect here between the dungeon environment and what’s actually going on inside. The setup is that the tomb “howls”, but you don’t really get any howling until you open the final door. Those undead clawing at the doors? Nope. The nomads locked in their room? Nope. This should be a noisy place but you’d never know it from the text. I really don’t like a “oh, yeah, you hear a lot of yelling” that only happens once you open a door and the DM gets to the text they need to read. This kind of light/noise/monster reactions are a sort point for me, in review after review. A room is not stand along thing, it exists in an environment and the DM needs help understanding that environment without making a lot of map and margin notes themselves. 

Each room leads off with a short one to two line sentence (in italics. UG! Tis the old wound ..) that is … I don’t know. I don’t know if it’s read-aloud or a summary or what. “The mausoleum’s ancient stonework is slowly succumbing to the elements. Spine-tingling howls echo from the decaying doorway.” This is not the most evocative description ever. “An angelic statue sits behind a stone sarcophagus that emits the constant, ear-piercing howl that gives the tomb its name.” Nor this. “Four statues of ancient gods adorn this long, dry chamber. Their judging gaze falls upon an elaborately carved door at the far end.” It just seems abstracted to me. A summary of the room, not a brief description. Maybe the lack of adjectives or adverbs to liven them up? The entrance is super bring, that “slowly succumbing to the elements.” It has a bend of fiction writing to it, rather than adventure writing, a common ailment with designers. I know evocative writing is hard, but this is something else. Like people are afraid to actually write a description of the room that means something. 

And the details of the room fall in to this same problem. Ancient gods? Which ones? How do I know they are ancient gods? Gods of what? It’s like someone write “there’s a temple to a god here,” Uh. Ok. That could mean anything, and it’s little better than ‘you enter a room.” 

Trease is light. VERY light. This is, I think, a symptom of “OSR.” It can mean just about anything these days, from treasure light to gold=xp or something similar. “Each deserter holds d4 religious paraphernalia such as charms and rosaries worth 5gp each.” We all know the real treasure is in the lairs, but this IS he lair. The final room does get you some magic plate and sword, but up till then it’s mostly drinking money. 

It’s constrained by its size and the descriptions tend to be abstracted. Good bulleting to help the DM run it, but the lack of specificity is jarring. And, space is wasted on explanations. Spending a third of a page on the heretics backstory buys us nothing. Wasting space on a shrubbery table doesn’t help us. This needs to be trimmed and the extra space focused in. The end result of this is a rather bland adventure.

This is $1.50 at DriveThru. No preview. Boo! Show us an encounter so we can make an informed purchasing decision. 

https://www.drivethrurpg.com/en/product/555055/the-howling-tomb?1892600

Categories: Tabletop Gaming Blogs

Bergummo’s Tower

Ten Foot Pole - Sat, 02/28/2026 - 12:11
By Scott_M
First Era Adventures
OSRIC
Levels 1-3

In a lonely glade stands the abandoned tower of a once-legendary wizard. They say he kept great wealth and magical wonders hidden inside, but he vanished long ago and with him went the secret location of his treasure. Is there something to these rumors, or is the tower merely the sad legacy of a dead wizard?

This nineteen page adventure uses about twelve pages to describe about 35 locations in a small wizards tower and the dungeon underneath. Hidden depth without extreme obtuseness, it follows up on classic hiding place and delivers on both Ruins vibe and Magical Wonder vibe. 

I’m gonna botch some, right up front, and then tell you about the things this does right, which is quite a bit. This needed a very hard pass in editing to trim the text. It’s not really engaging in any of the classic bloated text issues, it just needs a real hard pass to get the focus tightened up and perhaps just a tad more in the way of formatting to help focus the DM in on the important bits. I think the text is probably just a tad too conversational, which combines a bit with a need to work on the evocative writing.  The evocative bit gets a pass, it’s hard, I know, but it also needs to be there. Here is “Kitchen”, for example: “Between a pair of open windows on the NE wall stands a battered iron stove with a toppled pipe. Next to it is an empty coal box. A pile of debris and smashed furniture clutters the SE corner. More kobold tracks enter and exit the room. [Para Break] The debris includes the remains of pantry shelves, a butcher’s block, and a shattered porcelain basin. Concealed under the pile is a trapdoor in the floor which opens into an enclosed stairway down to the cellar (T12).” Focusing just on the writing, this isn’t terrible but the sentence structure is a bit passive in places. “Between a pair” , and almost certainly irrelevant. It needs a few more adjectives tossed in and a bit of the padding tossed out. It’s decent, but I always want to see magnificence. \

There’s also this mania present, that is seen from time to time with certain designers, with dimensions. “Throughout this adventure, measurements are described in terms of feet (‘) and inches (“); dimensions in terms of length (l), width (w), height (h), depth (d), diameter (dm), and radius (r); and cardinal directions in terms of North (N), South (S), East (E), and West (W). Map grid scale = (5’sq) in the tower and (10’sq) in the dungeon.” Dude has some unresolved trauma, obviously, the same way I do with Castle Greyhawk. 

Ok, done bitching I guess. 

The vibe here is really old abandoned wizards tower. Like, three stories high. Walls crumbling, Holes in the roof. Getting close to “mostly ruins.” And those tower levels really bring that vibe. Vines growing about. Weakened floors if you cross over the middle of them, treacherous stairways. Dust. A giant spider lurking. A couple of centipedes. It has that classic ruined gatehouse vibe going on, with debris and vermin. And then, if you pay the fuck attention, it transforms. You might gain entrance to the dungeon level. Which is a full on Colored Mists.archways/magical effects everywhere place, complete with illusory wizard welcoming you. Congrats, you made it to the ACTUAL adventure! All of that hard work and cleverness up top in the ruins paid off and now you can really dig in to the twenty rooms in the dungeon. 

I’m really up on the classic elements, especially up top. Holes in the walls and roof, vines up the side of the tower for alternate entry points. The center of the floor being weak so you better walk along the edges. A chimney, with giant centipede up it if you go poking around for treasure (which there is.) Old moldy ragged falling apart carpet, waterlogged. With a key hidden under it. And the vines up the side? Poisin fucking ivy.  Whens the last fucking time you saw poison ivy in an adventure?! I fucking love it. You are embedded in the mundane rather than exoticism, at least in the tower ruin. The whole of the encounters, the challenges, work to create this awesomeness of a grounded vibe.

Are you paying the fuck attention? Cause upstairs, in all the dust, is one spot in the floor WITHOUT dust, that contains an invisible cabinet. Downstairs, in the kitchen, that pile of debris? Did you move it? Cause there’s a trapdoor under it to the basement. And if you find the trapdoor, and the invisible cabinet, and some other shit, then, in the basement, you can find the entrance to the dungeon.

And we have a full on wizard illusion in the entryway that is all “Welcome Adventurers!” He’s hidden his great treasures here … and it’s a puzzle/challenge dungeon. Not my favorite genre. But, as there things go, not terribly done. 

“Surrounding the central column but concealed by dust and found only by sweeping the area clear, is a pattern of 16 wedge-shaped stones (10’dm).“ You did sweep the dust in the room, right? To find the concealed holes on the floor? No? This isn’t Knutz bad, as far as the hidden depth shit goes, but it’s also very clearly for people paying attention. The puzzle rooms can get long, think a page or so, and there are decent number of them in the twenty. There are clues in the dungeon in one place that lead to solutions elsewhere. Obtuse clues. “Anyone viewing the tapestry for more than 1 round sees the scene animate: The wizard and his mount race alongside two more horses that enter the frame (3 horses total). This is a clue to the button code in D7 (Summer = #3).” 

But the magical effects here are wondrous also. In that same room, a gallery, there’s a picture of a knight and green dragon battle “The viewer sees the figures animate in battle, but when the dragon rears back and unleashes its breath weapon, an actual cloud of chlorine gas fills a (20’dm) area in front of the painting. Anyone in the area must save vs. Breath or die. If all affected creatures make successful saves, the cloud transforms into a shower of 500 gp instead.” That’s fun! It FEELS like magic. The puzzles are tough. The place is deadly. But it doesn’t feel unfair or gimpy, just unusual in 2026. . 

I’m going to leave you with this room description. You tell me what’s interesting.”Smashed furniture, dirt, and leaves pile up against the walls. Between the open windows on the SE wall stands a mildewed stone fireplace, long cold. The floor is filthy, though a moldy, rotten rug covers the middle. Pieces of a wooden chandelier dangle limply from the rafters.” I’ll wait, lah lah lah. Tradoor under the debris. Centipedes up the chimney, along with a treasure. Key under the rug. That’s a decent amount of interactivity in one room.

Classic ruins, classic dungeon. Decent enough room descriptions with great interactivity. Hard as fuck, from a “are you paying attention to findthe hidden shit” standpoint. Could use tightened up, a lot, and maybe a few more adjectives sprinkled in. 

This is $4 at DriveThru. The preview is ten pages and shows you the upper rooms and several dungeon rooms. More than enough to get a chance two see the two vibes, the hidden depth, and what the puzzles can be like in the dungeon. Great preview.

https://www.drivethrurpg.com/en/product/553734/bergummo-s-tower?1892600

Categories: Tabletop Gaming Blogs

The Whispering Tower of Elyrium

Ten Foot Pole - Wed, 02/25/2026 - 12:15
By Jason Youngdale
Youngdale Productions
OSE
Level 1

In the heart of the Wyrwood (the forest that surrounds Caladorei), veiled in mist and myth, stands the Whispering Tower, a slender spire of obsidian stone said to house the secrets of the vanished Archmage Elyrium. The tower is not defended by monsters but by his love of riddles, clever traps, and illusions. The adventurers must navigate its winding stairways, decipher cryptic puzzles, and avoid ancient snares to uncover a long-lost magical artifact: the Mirror of Untold Memory. None that have ventured there have yet to return!

This 26 page single column adventure uses about eight pages to describe fourteen linear rooms in a wizard tower. It’s a one-dimensional puzzle dungeon where you answer riddles out loud. 

I didn’t know this weeks theme was puzzle dungeons, but I think this is the second in a row now. I think I hate them? In general? I suspect, though, that I hate one-dimensional dungeons. All fighting. All social. All puzzles. I’m sure I do have somewhat of a bias towards the classic exploratory dungeon. You know, a little social, a little combat, a few puzzles and traps, things to discover, and explore. I can accept a plot adventure, they don’t need to be one-dimensional. It’s these sorts of blunt instruments that I loathe.

I knew the job was dangerous when I took it and read “The tower is not defended by monsters but by his love of riddles, clever traps, and illusions.” This then was the first sign I was in for it. And then, in the intro, I got “Success is measured by cleverness and character growth, not treasure alone.” Yeah, how much fucking XP is cleverness and character growth worth? Cleverness happens in order to get the XP with low risk and character development, not growth, is a side effect. 

How about a table of a dozen hooks? Hooks such as: “Scholarly Commission: A reclusive gnome sage hires the party to retrieve the Mirror of Untold Memory from Elyrium’s tower. Lost Kin: A local villager’s child has gone missing, last seen wandering toward the tower. Dream Calling: One or more adventurers began having dreams of whispered riddles and a spiraling multi-colored tower.” These must be the most hackneyed hooks possible. “You have a dream!” or you’ve been hired! More is not better. The sushi buffet is not good. 

Inside is the usual assortment of mistakes. “A huge iron door with no handle or keyhole seems to be the front door of the Tower.” Is it the fucking front door or not? Is there another door? No? Then that’s the front fucking door. These kinds of mistakes are all over the place.

Hows about that interactivity though? “A well-worn plaque on the door reads: “I am not alive, but I grow; I do not breathe, but I need air. What am I?” Answer: Fire” Thrilling! Adventurous! A place of wonder and delight! 

No? You need more? How about confusion! “Dusty tomes float midair, circling a pedestal with a glowing closed book on top of it. Puzzle: To reach the real book (a purple one), players must read verses in a particular order (clues hidden in nearby inscriptions) that spell out “TRUTH”.” That’s the room. It’s a fucking synopsys for a room, not a room itself. But, that’s what you’re getting here. Just a brief overview, abstracted, Nothing specific. Take your “1001 room ideas” booklet and just turn it in to a dungeon! 

Still not enough? “A circular room with twelve stone columns, each marked with a symbol of a zodiac. The floor is made up of mosaics also depicting the zodiac signs (12 in all). Players must determine which symbol is missing on the columns that is on the floor (it’s “Virgo” — which is on a floor mosaic among the other zodiac mosaics on the floor).” Twelve symbols in the zodiac. Twelve columns each with a zodiac symbol. Twelve pictures on the floor of the zodiac. Which one is missing? Uh … none? Twelve and Twelve? I guess one repeats twice somewhere, on two different columns? I’m not even sure I could name all twelve zodiac symbols, good thing the adventure is helping out there!

Still not enough? You want more pretension?! Well, ok! “Each character must look into the mirror and speak aloud a personal revelation. They must reveal a deep dark secret to the party. Those who accept their truth may take the mirror; those who reject it are teleported outside the tower, taking 1d4 Psychic damage.” What the fuck does it mean to reject the personal revelation you just spoke out loud to everyone? You voluntarily spoke it, I think that means you accept it? I don’t understand the fail condition at all. I don’t even see how lying fails this room. 

You want some of that sweet sweet treasure? “Scrolls of Elyrium: 1d4 rare spells or ancient arcane theories. These can be in Elyrium’s Study.” This is lame.

Everything here is just so absurdly low effort. Not even bothering to come up with some spells? Not listing the zodiacs? There’s no specificity. The riddle rooms are inane, just read a plaque and answer a riddle? Really? 

This is what D&D is. A game of telephone, played from the early 70’s till now. Fifty years of people subtly changing the message, in purpose or by accident or ignorance, until the original intent is lost. Look man, I can accept the storyteller garbage, at least as an activity if not a game. It’s not for me but I can see some Baron Muchhousen shit. But this shit? No. 

There is something wonderful about free will and the lack of barriers. You get to do it. YOU. No one is there to stop you. The myth of the rugged individuality that is our soul. But, I believe the existential assertion also says that you must KNOW you are without meaning. You are condemned to be free, and you know it. This is what it looks like when you are condemned to be free and don’t know it. Sure, you CAN just off the cliff when faced with the boulder, but maybe also prepare a little and figure out what an adventure SHOULD look like and what makes up a good one before flinging your own shit out there.

This is $10 at DriveThru. The preview is five pages. You get to see a part of the first room. Shitty preview. 

https://www.drivethrurpg.com/en/product/555314/the-whispering-tower-of-elyrium?1892600

Categories: Tabletop Gaming Blogs

Was I REALLY in a “Bubble”? (An Addendum to the Middle Years)

Stargazer's World - Tue, 02/24/2026 - 05:00

After publishing my last post, I spent some time thinking about my statement that I was “gaming in a bubble.” After some reflection—and a few conversations with friends—I realized some nuance is in order.

I was writing about the period from 1993 to 2006. At the start of that era, I was still working at Metro Comics and meeting other gamers there. But after I graduated from college in 1995, my focus shifted heavily toward my career, my family, and my relationships. I never stopped gaming, but it happened entirely within a closed circle of close friends. I heard about other local groups and knew people who played TTRPGs, yet I didn’t actively interact with them for a long time.

As I got married and started my master’s degree, my general interests evolved. I felt burnt out on fantasy and sci-fi literature. Aside from being a huge fan of Babylon 5, my consumption of genre media shrank. Instead, I spent a few years diving deep into classic literature, history, biographies, and true crime.

During that time, role-playing games (and, to a lesser degree, comic books) became my sole outlet for fiction.

The Dial-Up Days

I got online relatively early in the 90s. My mother worked in the technology field, so we had a home computer when I was in middle school, and I was online before graduating high school. I can still hear the distinct chirp of the dial-up modem.

I had CompuServe, visited the forums, discovered the World Wide Web, and absolutely hunted for gaming content. I vividly remember discovering the legendary tale of Eric and the Dread Gazebo and reading through the Evil Overlord List. I scoured the web for conversions and rules for Palladium games, incessantly trying to hammer them into a cohesive, usable system (spoiler: I never did!).

But when I found useful information, I usually just printed it out and took it to the table. I even played a play-by-email game for over a year, and a play-by-post game on Yahoo Groups for over two!

Yet my internet use was highly targeted. I wasn’t active in online gaming forums and didn’t follow TTRPG message boards closely. I got most of my gaming news the old-fashioned way: from print sources like Dragon Magazine and Knights of the Dinner Table.

Bursting the Bubble

This bubble wasn’t a monolith, mind you. Things started to change gradually.

Sometime around 1999, I read A Game of Thrones, which reignited my interest in a different sort of fantasy literature. After Wizards of the Coast acquired TSR in 1987, and as rumors and information of a brand-new edition of D&D began to swirl, I found myself online constantly searching for information. In 1999, Eric Noah’s Unofficial D&D 3rd Edition News became mandatory daily reading.

After we transitioned to D&D 3rd Edition around 2003 or 2004, we moved our weekly game to Sammy’s house. Sammy was a true personality in Puerto Rico’s gaming community—I’ve written about him before. To the best of my knowledge, he operated the island’s first dedicated TTRPG store out of his house in the late 80s. He had a dedicated game room with a massive table where multiple groups played. Suddenly, I was regularly interacting with old acquaintances and people I had previously only known in passing.

Other stores opened (and often closed) during those years, and we’d visit them. A friend of a friend opened a small FLGS, where I ordered a whole brick of all the early D&D miniatures released from WotC. Slowly but surely, I met and got to know other gamers on the island, many of them from the younger generation.

Plugging In

In 2005, I got divorced. With my life shifting again, I began spending much more time at Sammy’s house. I started dropping in on the other groups playing there and hanging out with fellow gamers away from the table. For the first time in a long time, I broke my strict “one-game-a-week” rule and joined a second weekly campaign as a player.

Online, I became an avid reader of The Order of the Stick. I loved their forums, as well as EN World, and started dipping my toes into the discussions, even if I felt a bit unsure about how to engage in those spaces at first.

By 2006, I was fully plugged into the TTRPG internet. I started reading blogs—Stargazer’s World caught my attention very early on. I also reconnected with Daniel Pérez (aka Highmoon), a friend who had moved to the mainland US and was actively creating TTRPGs and promoting the Puerto Rican gaming scene.

All this networking, reconnecting, and hanging out at Sammy’s house eventually led to a plan: a group trip to Gen Con in 2007.

That trip kicked off a markedly different era in my gaming life. But that is a story for the next post. See you then!

Categories: Tabletop Gaming Blogs

40 Years a Gamer: The Middle Years (1993 to 2006)

Stargazer's World - Fri, 02/20/2026 - 05:00

Welcome back to my 40-year retrospective as a gamer.

If the early years were defined by beautiful chaos, 1993 was the pivot. At that time, my gaming schedule was highly irregular. We’d get together whenever we could, play whatever game was popular at the time (with mainstays like Rifts and AD&D 2nd Edition), and rarely play longer than a few sessions before moving on and rolling up new characters.

I quickly realized I wasn’t enjoying this scattered approach.

I sat down and seriously considered what I loved most about tabletop role-playing games. I knew I preferred being the Game Master. I loved long-form campaign play where characters grow and weave a massive story together. I wanted a regular schedule—weekly, if possible—and to stick to one system to facilitate long-term play, rather than constantly chasing the hot new game.

Playing in a world of my own creation was key to this. Running a homebrew campaign was a form of creative expression that kept me deeply invested. I figured that if I set a firm date and time and stuck with it, people would show up. I also hoped it would naturally pare down the increasingly large, rotating crew of players I was managing.

The Metro Comics Crew

By 1993, I had been working at Metro Comics for two years. It was my part-time job while I went to college. Metro Comics in San Patricio Plaza is a comic and game store (and yes, it is still there!). Back then, they had a great game selection, carrying the big-name releases of the day: lots of TSR, White Wolf, Palladium, and a few smaller indie games.

Through Metro Comics, I made many new friends, and my close-knit table grew. Gamers I met through my work at the store—like Luis Alvarado, José Fernando, and Pierre Anthony—pulled up chairs alongside my high school classmates. (Fun fact: José is still a regular in my current weekly gaming group, 32 years later!)

Circa 1996 or 1997 (from L to R): Roberto (me), Gilberto, Luis Alvarado, José Fernando,
Luis Miranda, Pierre Anthony, and Misael

We also connected with friends of friends who played at the University of Puerto Rico. Because I’ve always had trouble saying “no” to people who want to play, I typically ran TTRPGs for groups of eight or more. To this day, I consider six players a “regular-sized” group; anything smaller feels too small.

Circa 2000 (from L to R): Karlo, Luis Alvarado, Roberto (me), Pierre Anthony, José Fernando, Piwie

When I decided to put my new long-term campaign plan into practice, I invited the players I thought would best mesh with the style: a mix of high school friends, longtime players, and the Metro crew. It took a bit of shifting, but we found our rhythm. In no time, we established a core of six or seven long-term players, with a few others who came and went as real life demanded.

The Games We Played

The changes were a massive success. Over the next 13 years, I ran 12 distinct campaigns. Three of those were multi-year epics (averaging 2 years), with 8 shorter campaigns interspersed, ranging from 6 months to 1 year. We played all of these from beginning to end. (The only exception was a 9-month play-by-email campaign that fizzled out when work ate up my free time).

What did we play? Mostly D&D. While the rest of the world went all-in on the World of Darkness in the 90s, I stuck hard to D&D and fantasy. We played a lot of AD&D 2nd Edition, and when D&D 3rd Edition came out, we eventually made the change.

We also dabbled in variations of Big Eyes, Small Mouth, the Silver Age Sentinels system, and its Tri-Stat dX versions. Alternity was a short but incredibly important game for me during this era. I also kept going back to Palladium to try and make the system work for us; aside from Heroes Unlimited, I was growing weary of Rifts and their other titles.

Gaming in a Bubble

Because my group was so large—mostly friends and friends of friends—my gaming circle became incredibly insular. I left college, started working, got married, and essentially played in my own little bubble.

I was completely disconnected from the larger Puerto Rican gaming community. When Dragon magazine stopped publishing, and no new AD&D 2nd Edition books were coming out, I noticed, but it didn’t affect my table. We just kept playing with the books we had.

I wasn’t a recluse; I was online, but my internet use was focused elsewhere. I started my Master’s degree and wasn’t heavily involved in wider fandoms, TTRPG forums, or gaming news. I was perfectly content just creating maps, writing lore, and running my homebrew world.

Mind you, gaming was still a massive pillar of my life. The night before my first wedding in 1998, what did I do? I played a TTRPG session all about friendship with my regular players.

But life inevitably brings changes. This era saw me finish college, start a professional career, get married, and eventually go through separation and divorce.

After my divorce, things shifted again. I found myself with more free time, so I started playing with a more varied group of people, expanded my circle of regular gamers, and slowly began to reconnect with the wider gaming community around me.

Circa 2002 or 2003 (from L to R): José Fernando, Piwie, Luis Alvarado, Luis Lao, Roberto (me), Karlo, Pierre Anthony, Victor, Luis Lao, José Fernando, Karlo, Piwie

Then, in 2006, some friends mentioned they were heading to Gen Con the following year and invited me to tag along. I said yes.

But that is the beginning of a whole new era, and the subject of my next post.

The Stats (1993–2006)

  • Total Campaigns: 12
  • Years Active: 20 (Consecutive play from 186 to 2006)
  • MVP Systems: AD&D 2nd Edition & D&D 3rd Edition / 3.5

How were these years for you? Did you ever go through a phase where you played in a “gaming bubble,” completely disconnected from the wider community or what was happening online? And during the 90s, were you a D&D loyalist like me, or did you get swept up in the World of Darkness craze?

Categories: Tabletop Gaming Blogs

What about Proteus Sector: A Gazetteer for Stars Without Number? A review.

Stargazer's World - Tue, 02/17/2026 - 05:00

A new Stars Without Number (SWN) supplement dropped five days ago, and I missed it!

How could I? It’s not like any important event happened this past weekend around February 14th, or that I’ve been sick since last week… okay, maybe I have excuses. But honestly? I feel like I should turn in my fan card.

If you’ve followed me here on the blog, on social media, or if you read Part 1 of my recent posts about my current favorite TTRPGs, you know that (quoting myself from somewhere online), “I worship at the altar of Kevin Crawford.”

I am a huge fan of his corpus. There are a few TTRPG authors whose works I support in crowdfunding or buy sight unseen as soon as they are out. Kevin Crawford of Sine Nomine Publishing is one of them.

(Bruce Heard is another such creator, by the way, and he recently announced his next project for the World of Calidar. I’ll be sure to share more information on that as it becomes available. But I digress.)

The new supplement for SWN is titled Proteus Sector: A Gazetteer for Stars Without Number.

This gazetteer and rule expansion was created as part of Mr. Crawford’s latest Kickstarter campaign for a reprint of the offset edition of Stars Without Number: Revised. His Kickstarters are a masterclass in running an effective campaign: he never overpromises, communicates clearly, and is always on time—if not early.

I’ve backed 12 of his 14 Kickstarter projects. I only missed Spears of Dawn (his first, which I eventually got!) and this latest one.

Here is why I missed it: When I read that the rewards would include the Proteus Sector, I was tempted. But I couldn’t bring myself to do it. I already own two offset copies of SWN, plus a POD copy I got for table use. Not to mention a POD copy of the original edition. I think I own every supplement Crawford has published in print or PDF.

I couldn’t justify buying a new core book just to get the PDF of the supplement. I contacted Mr. Crawford to see if there was a reward level for the Proteus Sector alone, and he told me the book would be available as a PDF and POD on DriveThruRPG later.

True to his word, the book is available now by clicking this link. It’s an 83-page PDF for $14.99 and a softcover POD for $24.99 (which includes the PDF).

Is it worth it? Oh yeah.

A Short, Spoiler-Free Review

The book is part gazetteer, part rule expansion, and another winning entry in the Stars Without Number line.

The layout follows the classic Sine Nomine style we know and love. This book feels denser with illustrations than the core book, and the interior art is excellent and fits the tone perfectly. It includes a detailed description of a very interesting sector of space, including government structures, and every planet described gets its own image.

Kevin Crawford is all about making books usable. He provides tools to make a GM’s life easier, and this is no exception. Besides an excellent setting that continues to flesh out the default SWN universe, it includes a one-page player’s guide to the sector, plus tools and ideas on how to connect this sector to your existing campaigns. Planets include all sorts of details, adventure hooks, and NPCs. It empowers the GM rather than constraining them.

The Mechanics (The Good Stuff)

While I love the content as a source of ideas, I am a homebrewer at heart. What I really want are the rules.

Crawford’s work is renowned as a toolbox that can technically be used for any system, but I really love his version of the classic D&D B/X engine. Proteus Sector adds some great new levers to pull:

  • Smuggling & Trade: It includes a simple smuggling and trade system—much simpler than the one presented in Suns of Gold. This is likely the one I would use at the table going forward.
  • Augmentations: There are very interesting rules for augmenting characters and abilities that feel a lot like proto-ideas for a superhero game. (We can hope for Capes Without Number someday, can’t we?)
  • Genetics: There are rules for genetically modified beings. This might finally be the tool I need to make that Buck Rogers XXVc conversion I’ve been thinking about for almost 10 years now. (Gennies Without Number, anyone?)
  • Cybernetics: There are new, more powerful, almost mythical cybernetic rules. The book discusses how these differ from the main rules and how to adapt the cybernetics from Ashes Without Number for use in SWN.
  • Combat: New opponents appropriate for the sector, as well as new starship systems, weapons, and rules to accommodate them within the existing starship combat framework.

One Caveat

I will admit that the cover and title design for Proteus Sector seemed off at first. I wasn’t a fan at first glance, but after reading the book, I understood the choice. It is a very evocative, certainly OSR-looking cover, but it’s my least favorite of the SWN books’ covers.

Final Verdict

I said it before, but I’ll say it again: this book is worth your time and your money.

If you are a fan of Stars Without Number, you’ll find something to use. If you want a sector to drop into your game—even if it’s not SWN—you’ll find something you can use here. I know I certainly will get a lot of mileage out of it.

I wholeheartedly recommend it.

Categories: Tabletop Gaming Blogs

40 Years a Gamer: The Early Years (1986 to 1992)

Stargazer's World - Fri, 02/13/2026 - 05:00

Welcome back to my 40 Years a Gamer retrospective.

In the last post, I looked at the first game I played. But today, I want to talk about the early years of playing tabletop role-playing games (TTRPG) and Game Mastering, from 1986 to 1992.

If I had to describe this period in one word, it would be: Chaos. Beautiful, creative chaos. It all started in the summer of 1986 with the D&D Mentzer Red Box, and suddenly, the gaming table became a revolving door of neighbors, school friends, and random kids from the building I lived in. And we played everywhere! My house. On the floor in a small nook in the building’s lobby. We even commandeered the ping pong table in the recreation room to play D&D.

The Neighborhood Crew

My first “party” wasn’t a carefully curated group of role-players. It was whoever happened to be around. We had Ricky (Mano Fast, the thief), Jorge (Conan the Elf), Emilio Ruiz (Dragon Knight), Jose Luis, Hector, and, for a moment, Gretchen and Mari Vanessa.

We didn’t worry about campaign balance or narrative arcs. We just played.

I remember running one-shot adventures for up to 13 neighbors at once. Can you imagine running AD&D 1st Edition for 13 teenagers? It was madness. I remember one specific homebrew adventure where the world was flooded by non-stop rain. It was basically a prequel to Waterworld before Kevin Costner had the idea, but with more dice.

Eventually, the group stabilized. My “regular” crew became Emilio Ruiz, Gary Burden, and Luis Miranda, with Emilio Rodríguez joining us for the long haul.

From left to right: Me (Sunglar), Emilio Ruiz, and Luis Miranda, playing Dark Suns in 1991.

We Played Everything

While D&D (specifically the Known World/Mystara early) was our main game, we played many other games, as soon as I could get them and read the rules, at least most of the rules.

  • Robotech: Because in 1987, who didn’t want to pilot a Veritech?
  • Marvel Superheroes (FASERIP): We spent hours fighting villains in New York.
  • DC Heroes & Champions: We dabbled in crunchy stuff, too.
  • Star Frontiers: This was a huge one for us. We ran a campaign that ran from 1987 to 1990. I don’t think we had a proper name for it; we just called it Star Frontiers. Because of recurring antagonists, I often refer to it as “Ninjas in Space!” Yes, really. I regret nothing.

I also must mention the countless “One-Player Adventures” I ran for Emilio Ruiz. Whether it was Star Frontiers, Robotech, or Forgotten Realms, if the other people couldn’t make it, we were still rolling dice.

The Birth of a World

Looking back, what surprises me most is that the seeds of my current campaigns were planted right there in the chaos of the 80s.

In 1987, I ran a campaign called Ruma (proto-Lagamur). In 1988, I launched the second version of Lagamur.

I didn’t know it then, but those messy, teenage sessions were the rough drafts for Lagamur—the world I am still running campaigns in today, nearly 40 years later.

What Happened?

Early on, we played a lot, whatever game, whenever or wherever we could, every day if you let us! My grades slipped in 9th grade, and my mom limited game time to Fridays and weekends. Now and then, we slipped in a game on a weeknight.

While we ran long D&D and AD&D 1e games, mostly set in the Known World, aka Mystara, based on the information in the Expert set, including one with an all-thief party, I am reluctant to call these campaigns. There was continuity of characters, but most of them were one free-wheeling adventure after another, with very loose connections between them and fewer consequences.

True campaigns were the two early versions of my long-running homebrew Lagamur, which I ran with daily sessions over the summers of 1987 and 1988. That and the long-running Star Frontiers campaign, which ran on and off with a rotating cast of characters from 1988 to 1991. I also ran a one-player campaign for Emilio Ruiz around 1987 or 1988.

Other than that, from 1986 to 1992, the rest of my gaming was a series of one-shots, games that lasted a handful of sessions, and trying out the latest new-shiny game. After high school, college was a time when we played whenever we could, often making new characters and not playing long-term. This was not what I wanted out of gaming, so I took stock and made some radical decisions. But that is a tale for another time.

The Stats (1987–1992)

  • Total Campaigns: 4
  • Primary Systems: AD&D 1st Ed, Star Frontiers
  • Vibe: Pure, unadulterated enthusiasm.

Tell me about your “Early Years.” Did you start with a massive group of neighbors, or was it just you and a friend trying to figure out what a hit die was?

Categories: Tabletop Gaming Blogs

The Long Road to the Far West (and Why It Was Worth It)

Stargazer's World - Wed, 02/11/2026 - 14:03

I just saw that Far West Redux is live on BackerKit, and it hit me with a wave of nostalgia.

I was a backer of the original Kickstarter way back in 2011. If you know the lore of this project, you know the road wasn’t exactly smooth. It faced serious challenges, delays, and a vocal crowd of detractors who thought it would never see the light of day.

But here is the thing: Gareth Skarka never gave up.

I’ve always maintained that crowdfunding isn’t a pre-order store; it’s an investment in a vision and a creator. Through the long journey of Far West, I got to know Gareth. I only met him once in the wild at Gen Con (I have no idea if he remembers!), but I consider him a friend and a genuinely terrific human being.

He is a passionate, creative force who pushed through every obstacle life threw at him to get this book into our hands.

And he delivered. The final product was great, and this Redux version looks even sharper.

If you have any love for Wuxia and Westerns—and specifically, the magic that happens when you mash them together—I highly recommend checking this out. It’s a cool setting, but more than that, it’s a testament to resilience.

Check out the campaign here: https://www.backerkit.com/c/projects/adamant-entertainment/far-west-redux

Question: Have you ever backed a project that took the “scenic route” to completion but turned out awesome in the end?

Categories: Tabletop Gaming Blogs

Dark Druids and Dave Arneson's True Genius: Rob Kuntz's Latest PDF Releases

Lake Geneva Original Campaign - Thu, 05/11/2023 - 19:14

Legendary RPG author and designer Rob Kuntz is adding TWO very sought-after PDF products to his Three Line Studio Store, after those products recently sold out as popular print releases elsewhere on the web (DATG at TLB Games, and DD at Chaotic Henchmen Productions)...

Rob's seminal treatise Dave Arneson's True Genius, and iconic RPG adventure module Dark Druids, have now joined our range of downloadable digital (PDF) products!

 

And here's the double-whammy to all our fans and friends: if you purchase DATG and DD together as a bundle — The DATG Dark Druids Bundle — you will get 20% off your order (*valid until 5th July 2023). Now that's regal!

Categories: Tabletop Gaming Blogs

Gargax's Glorious Gewgaws & Pryce's Price

Lake Geneva Original Campaign - Tue, 02/07/2023 - 18:56

Good Day to You All!

There is no better way to start off a New Year than with -- not just one but TWO -- brand-new, never-before-published creative, exciting products!  Even better, when such creative, exciting products are about a CELEBRATION...

Throughout 2023, Rob Kuntz and Three Line Studio will be celebrating 50 years since the inception and playtesting of the world's first commercial RPG in 1973!

And there is no better way to celebrate than to reward YOU, Rob's loyal fanbase, with our launch of Gargax's Glorious Gewgaws and Pryce's Price, both available to purchase exclusively from our newly-launched Three Line Studio Store!  Please note that for the very first time, we are 'going' digital as those two products are published in professional high-quality full-colour PDF format, printable and viewable on all electronic devices, PC/MAC/Android.  Cartography, interior art and Gewgaws cover art by are by a promising young Italian graphic artist, Davide Gambarara, who did a stirling job!  Davide brought a crisp line work to both Gewgaws and Pryce.  We cannot praise him enough and can already hint at the fact that Davide will be involved in forthcoming TLS projects!  https://www.facebook.com/dagamarts/
More information about Davide from our TLS Facebook post.

Rob's two celebratory releases are part of Three Line Studio's Red Book™ collection, and are send-ups to Gary Gygax:

Gargax's Glorious Gewgaws is divided into two sections.  The first part references in detail some special magic items, while the second part features the films, literature and authors that historically inspired the beginning of the RPG form.  Pryce's Price is a very exciting and captivating action-packed adventure module with gothic undertones, described as "one of the most fantastic adventures written by Rob Kuntz to date!"  Gewgaws and Pryce are sure to brighten up your day... and your game!  Head off to our store -- only one click away -- and while there please also make sure to download Rob's latest FREE (26-page long) Newsletter: https://threelinestudiostore.company.site/ If you wish to purchase Gewgaws and Pryce together, why not take advantage of our SPECIAL OFFER on the Gewgaws Pryce Bundle and save 25%! Happy Celebrations!
 

Categories: Tabletop Gaming Blogs

Cepheus Journal Issue #001

Cepheus Journal - Thu, 08/13/2020 - 11:34
Download the first issue of Cepheus Journal. There is an article about CE skills, part one of a scifi adventure on salvage and recovery, a Sword of Cepheus NPC, a description of a free trader with deckplans, a small pseudolizard species to encounter, a piece on modern war, tech level comparisons and more. We want … Continue reading Cepheus Journal Issue #001
Categories: Tabletop Gaming Blogs

Rosalis Cluster

Cepheus Journal - Tue, 07/28/2020 - 09:35
Rosalis Cluster is Sector generated using the Cepheus Engine rules. It can now be downloaded from the downloads page. The download includes a huge PNG-image (4227 x 5305 pixels), and two text-files with the UWPs and the XML-data. In the map of the sector we can see two multi subsector empires. The Raniera Worlds and … Continue reading Rosalis Cluster
Categories: Tabletop Gaming Blogs

Traveller Character Creation: Best Background Skills

Cyborg Prime - Tue, 07/28/2020 - 08:21

You are rolling up a new Traveller character and you aren't sure which Background Skills to choose. In this article, I will show you the best background skills for your Traveller character.

Categories: Tabletop Gaming Blogs

Pioneer-Class Scout Ship Deck Plans For Roll20 And VTT

Cyborg Prime - Sun, 07/26/2020 - 23:41

You need scout ship deck plans for your virtual tabletop game. Check out my new Pioneer-Class Scout Ship Deck Plans For Roll20 AnD VTT.

Categories: Tabletop Gaming Blogs

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