It was suggested that I turn my YouTube transcripts into blog posts. Consider this an experiment for now - Tenkar
If your campaign lives and dies by a group chat, you already know the problem.
Three people can’t make it. Two more might be late. One player vanishes for a month. Before long, you’re either canceling again or running another awkward “who’s here tonight?” session that feels like it barely counts.
That’s where the open table shines.
Not because it magically fixes scheduling. It doesn’t. Real life still happens. What it does is give you a campaign structure that keeps working even when attendance doesn’t.
And for old-school play, that matters a lot.
What an Open Table Actually IsA lot of people hear “open table” and assume it means chaos. Random drop-ins, no continuity, no story, and no real campaign identity.
That’s not it.
An open table is a persistent campaign world with a rotating cast of players. Sessions have a clear starting point and a clear stopping point. The world stays in motion, even if the exact party changes from week to week. Instead of the campaign belonging to one fixed lineup of players, it belongs to the setting itself. Whoever shows up this session gets to interact with that world and leave their mark on it.
open table
That’s a very old-school way to think about campaign play, and honestly, it scales better than a lot of modern expectations do.
Why This Format WorksThe biggest strength of the open table is that it stops putting all the pressure on perfect attendance.
You are no longer trying to preserve “the party” as if every session must include the exact same people. Instead, you build a campaign that assumes different players will come and go. That shift alone cuts down on a lot of referee frustration.
It also helps with burnout.
When you stop designing around one exact cast, prep gets easier. You are no longer asking, “What will this specific group of five do next week?” You are asking, “What parts of my world are active and ready for whichever players show up?” That is a much healthier way to prep, and it fits B/X, OSE, and similar styles beautifully.
The Simple Open Table StructureAt its core, an open table does not need a complicated framework. It needs a few stable procedures.
1. One home basePick a town and make it the front door of the campaign. It does not have to be fancy. It just has to be consistent. Players should always know where play begins.
2. Start in town, end in townThis is the rule that makes the whole thing work.
In a closed campaign, you can end a session deep in the dungeon and pick up from there next week. In an open table, that becomes a headache fast. A clean ending point lets a completely different group of players sit down next time without the campaign falling apart. So the pressure becomes simple: get back alive. That pressure is not a limitation. It is what gives the session shape.
3. Use sign-ups instead of chasing peoplePost the session time. Let players opt in. First come, first served, or use a rotation if you prefer. The important part is that you stop acting like a cruise director trying to track everybody down. The table exists. Players choose to join it.
4. Keep the world stableDungeon entrances stay where they are. Rumors point to real places. Hexes do not move around to suit the current party. When players discover something, that information stays discovered. The campaign accumulates shared knowledge.
5. Keep brief public notesOne paragraph is enough. Where did the group go? What changed? What became more dangerous? What did they leave unfinished?
That is the glue that turns a drop-in session into a real campaign. It also lets players who missed a week still feel connected to the world.
6. Be clear about rewardsShowing up matters.
Whether you handle advancement through treasure, XP, training, carousing, or some mix of those, keep it consistent. The players who went on the expedition get the rewards. That is not unfair. That is the engine that keeps the table moving.
7. Protect your energyAn open table does not mean a loose table.
Show up on time. Bring a ready character. Know what your character can do. Do not spend twenty minutes arguing over rules. New players can absolutely join, but the game still moves. That part matters if you want the format to stay healthy over time.
The Real Shift in MindsetPlayers in an open table are not signing up for “the Tuesday night party.”
They are signing up for the campaign world.
That means the session goal is driven by who is present tonight, not by who wishes they were there. A character can have unfinished business, rivals, ambitions, and long-term goals, but the campaign does not freeze because one player missed a week. If players want continuity, they build it through notes, rumors, maps, and follow-up expeditions.
On the referee side, the promise is just as important. The world remembers what happened. Prep does not depend on perfect attendance. Showing up ready gets rewarded. That social contract is what keeps the whole thing from feeling like herding cats.
A Quick ExampleLet’s say your home base town has three current leads posted on the tavern board:
Smoke in the hills
A foul-smelling old well outside town
A vanished trader’s wagon on the north road
Friday night comes around. Four players show up. Two regulars, one player who has been gone for a month, and one brand-new fighter.
You start in town. No long recap. The players read the board and choose the old well.
They head out, discover it drops into older tunnels below, push too hard, get roughed up, grab a little treasure, and trigger a collapse on the way back out. They make it to town alive, and the session ends. The next day, notes go up: the well entrance is partially blocked, something larger than rats is moving deeper below, and one side passage remains unexplored.
Now the next group has meaningful choices. Do they return to the well? Do they clear the collapse? Or do they ignore it and chase the missing wagon instead?
That is campaign play. Not because a plotted storyline forced it, but because the world changed and the players now react to that change.
The Usual Objections“What about mixed levels?”Yes, you will get uneven parties sometimes.
That is manageable. Old-school play handles uneven power better than many people think, provided players understand that smart decisions matter more than balanced fights. The real danger is not level spread. It is mismatched expectations. If the players understand that the world is dangerous and that choosing which risks to take is part of play, the format holds together.
open table
“What about story?”Open tables absolutely produce story. They just do not produce screenplay story.
The plot comes from what players choose, survive, fail, loot, awaken, or destroy. Over time, the campaign story becomes the record of which sites were cleared, which factions gained strength, which rumors paid off, and which characters died doing something brave, foolish, or both. If you want a throughline, use the setting as that throughline. Let the town, wilderness, and dungeon carry the continuity.
“What about prep?”Open tables actually reduce prep, but only if you stop custom-building content for one exact cast.
Keep one stocked location ready. Keep a nearby travel area with encounter notes. Keep a rumor board that points toward material you already have. Then, when players choose a lead, you are not scrambling to invent a whole campaign on the fly. You are just turning the spotlight toward a piece of the world that already exists.
“Won’t new players slow things down?”Only if you let them.
New players should be welcome, but they should come in with a ready character and a straightforward role. A simple fighter, thief, or cleric works fine. Pair them with someone experienced and keep the table moving. In fact, an open table can be one of the best ways to bring new players into old-school gaming, because they can join without feeling like they missed six sessions of required backstory.
open table
The Bigger PointOld-school campaigns scale better when the campaign is not the party. The campaign is the world.
That is the heart of the open table.
It lowers the barrier to entry. It cuts down scheduling drama. It protects the referee from carrying everything on their back. And it encourages exactly the kind of shared-world, expedition-based, player-driven play that B/X and the broader OSR do so well.
If you want to try it, keep it simple.
One town.
Start in town, end in town.
A rumor board.
A posted schedule.
A short session summary after each game.
Run it for four sessions and see how it feels.
Odds are, you’ll notice the difference pretty quickly.
Original Video: https://www.youtube.com/watch?v=HTc5IiRwuNY
On January 16th, 2026, Chris Stodgill posted a post regarding Ken Whitman.
Ken has objected to the post in question on the grounds that, and I will quote:
The article contains statements that falsely assert or imply that I have engaged in fraudulent or criminal conduct, including but not limited to referring to me as a “KickScammer” and stating that I may “scam people again.” In context, these statements convey to a reasonable reader that I have engaged in criminal fraud.
I have never been charged with, indicted for, or convicted of any crime in any state or federal court.
Statements that characterize an individual as having committed scams or engaged in fraudulent activity, when false, constitute defamation per se under Kentucky law.
You are hereby placed on notice that these statements are disputed as false and defamatory.
Ken is correct. He has no criminal record that I can find.
As the owner of Tenkar's Tavern and not the author of said article, I am not now, nor have I ever, referred to Ken Whitman as a "Kickscammer." Again, as far as I can ascertain, Ken has never been charged criminally, let alone for criminal fraud.
The post in question has been removed from The Tavern.
For those unaware, Ken Whitman is currently suing me in the Kentucky Civil Court. That is public record.
Stay tuned for updates on the civil action.
FRONT (3x5) — B/X CAROUSING (HOUSE PROCEDURE)
1) SPEND (gold is gone):
Light: 50 gp × level
Standard: 100 gp × level
Hard: 200 gp × level
2) INTENT (matters on high rolls):
Rumors / Contacts / Heat Dump / Blow Off Steam
3) ROLL:
2d6 + CHA
4) BAND:
2–5 TROUBLE
6–8 MIXED
9–11 GOOD
12+ GREAT
5) BASE RUMORS (always, by spend):
Light 1 / Standard 2 / Hard 3
TROUBLE (2–5): +Roll 1 Trouble
Heat Dump: reroll Trouble once (must take new)
Steam: roll 2 Troubles, take worse
MIXED (6–8): choose 1
Complication OR Owed Favor OR Contact-with-a-Want
GOOD (9–11): add by Intent
Rumors: +1 rumor OR upgrade 1 to STRONG
Contacts: +1 Contact
Heat Dump: reduce Heat 1 step
Steam: small boon
GREAT (12+): add by Intent
Rumors: +2 rumors OR (1 STRONG +1)
Contacts: Strong Contact + boon
Heat Dump: reduce Heat 1 step + safe contact
Steam: bigger boon
OPTIONAL XP:
XP = 10% of gold spent (cap 200 × level)
BACK (3x5) — QUICK TABLES
RUMORS (d12)
1 Odd coins buyer 2 Paying for fresh graves 3 Missing guide/map
4 Watch attention 5 Noble servant hiring 6 Shrine lit at night
7 Rival crew hurt 8 Healer wiped out 9 Road “curse”
10 Locked cellar 11 Torchlight in tower 12 Bounty on the impossible
TROUBLE (d12)
1 Brawl enemy 2 Pickpocket (lose +10% spend)
3 Public scene (-1 reactions 1 week) 4 Owed favor (fixer)
5 Property damage (+50 gp×lvl or feud) 6 Bad bet promise
7 Offended faction 8 Watch questions
9 Duel challenge 10 Hangover day (lose morning)
11 Tagalong NPC 12 Marked by rivals
Original Video: https://youtu.be/npZHmv9OeNU
THE THREE QUESTIONS THAT BUILD A FACTION FAST
Whenever you make a faction—dungeon or wilderness or city—ask three questions:
What do they want?
Not “what do they believe.” Not “their backstory.”
What do they want this week?
What do they have?
Soldiers, gold, information, magic, a monster, a legal charter, the only clean well in town—something real.
What are they afraid of?
Because fear creates urgency. Urgency creates action. Action creates play.
Write those three answers on an index card and you are 80% done.
Now you add the one thing.
Who do they hate… and who do they need?
Faction Card Template (steal this):
Name (short, usable at the table)
Want (one sentence)
Have (one sentence)
Fear (one sentence)
Tell (how the players recognize them fast)
Then add:
One ally
One enemy
One job they’d pay for
Highlights from the named video:
Watch Length
Pick a watch length that matches the kind of game you want:
• If you want it tight and gritty, use 2-hour watches.
• If you want classic “cover ground but still feel pressure,” use 4-hour watches.
• If you want it looser and faster, use half-day watches.
The three travel modes
Normal travel
• standard movement
• standard navigation
• standard encounter risk
Cautious travel
• slower movement
• better chance to spot trouble first
• better chance to stay on course
Fast travel
• more distance
• more likely to get lost
• higher fatigue risk
• more likely to blunder into trouble
Wilderness actions
• foraging or hunting
• scouting ahead
• searching for a feature
• mapping carefully
• moving stealthily
• hiding your trail
• setting an ambush
• building shelter early because the weather is turning nasty
For wilderness travel to matter, you need:
• a time unit (watches)
• a risk roll (encounters)
• navigation consequences (lost, drift, time)
• resource pressure (supplies, fatigue, exposure)
• and a feature per chunk (so there are actual decisions)
Original Video: https://youtu.be/6ijRtEpQknk
The transcript is lightly edited from an auto-generated one. Expect typos and worse ;)
A viewer asked, how do you handle illusions in a dungeon, like a false wall or a false floor? And actually, I love that question because illusions can be brilliant, or they can turn your dungeon into a paranoid trap. Every stone slog where nobody trusts anything. So I'm going to give you how I run illusions in old school play.
Scary. Useful. Most importantly, fair. Because the moment your players feel like the DM can just lie, whenever you don't have tension anymore, you've got distrust.
So we got the question then. Like what is an illusion when illusion is not a gotcha? It's a problem of perception. So I'm always thinking three things when it comes to illusions. Is there something that feels off if the players pay attention? Can they test it in a way that makes sense in the world? The game world? And if they don't test it, is the consequence fair? Something that would follow naturally. If the only answer is you should have guessed. That's not clever. That's me being smug.
And I can be smug, but that's not what we want. People generally say illusion and mean different things. And these are the big ones. First, a sensory illusion is something that isn't physically there.
So it's like a wall that looks solid, but you can walk right through it. It doesn't block you with stone. It blocks you because you believe it does.
Second, a real hazard that's disguised like a pit that's absolutely real. But it's covered by an illusion that looks like normal floor. See, that's a real threat. Wearing a fake face.
And then you have the third type. Misdirection, fake exits, fake doors, Phantom treasure stuff meant to burn off time. Split the party or put you into a bad position. Once you know which one it is, making a ruling gets relatively simple. Now do I telegraph them?
All right, so I don't announce. There's an illusion here. And hold up a sign. No, but I do give players something they can notice.
Now, my favorite clues are practical, physical, and generally tied to how dungeons work. So dust behaves wrong. Or that part of the floor is just too clean, too undisturbed, or there's dust piled oddly along the edge of a wall. Aaron, smoke. Behave wrong. A draught from a sealed corridor. Torch. Smoke pulling sideways. Sound behaves wrong. Uh. Short hall that echoes like it's much deeper than it appears. Monster behavior can often give it away. Goblins vanishing in a dead end. Voices behind a solid wall. Patrol routes that don't make sense. And that last one. That last one is DM gold. Okay, because it makes the dungeon feel lived in. Like a place with routines. Not a trick box.
So in old school play the player's best tools aren't skill checks. I know I say that a lot. Or a variation of that a lot. This is aimed at my 5e players. I know I have a 5e audience. I'm just going to remind you old school play the players best tools aren’t skill checks. It's time. Caution, interaction and gear. So when someone says, I checked the wall, I ask, how are you checking it? Because the how is the entire game.
Here are the tests that matter most, especially when it comes to illusions.
Touch and pressure. Right? If it's a walk through illusion, this should reveal it quickly, right? You press, you lean, you push. You touch the wall with your ten foot pole. You poke it with your sword. The wall's not there. You probe ahead. Okay. The ten foot pole earns its keep.
If they probe a suspicious floor and it goes through the floor, they should get information before someone commits their weight to that location. Throw something. Toss a pebble, a coin, a torch, especially for false floors. The sound tells you plenty. The missing coin will tell you plenty. Dust. chalk, flour. A little puff of flour at a wool can tell you if air is moving through it, especially if the flour goes right through it. Um, attempting to mark a wall with chalk. There's no wall, there's no surface. You're not marking it. But this play is smart, it's simple. And essentially it feels earned.
Mapping and logic. If the group maps carefully, illusions will get caught constantly. That's good. That's not a bad thing. That's what careful play buys you. And just to say it, if the players interact in a concrete way, I don't make them roll to earn reality. They did the test. They get the result.
So Okay then. Well, when do you use saves or checks or when do you roll? I use saves when the illusion is acting like an attack on the mind. Panic images, phantom threats, disorientation, that sort of thing. But the player says I toss a copper on that suspicious tile. I'm not asking for a roll to see if they notice that the coin falls through the floor. The interaction is the answer. Player action first. Only when the magic is pushing back. Now illusions should have teeth, but the bite has to make sense.
So what consequences are appropriate? Waste of time. Right. Or counter checks. Torch burning down. Bad positioning. Splitting the party up. Noise that wakes the place up the resource drain. Because you chose the wrong approach.
And then there are some bad consequences or inappropriate instant death with no warning and no counterplay. I'm against that. When it comes to illusions or anything else, I don't like it. I'm not a fan of save or die out of the blue. What about there? There were no clues. But you should have known. And I think many of us have experienced that crap. If a party sprints down a dungeon hallway like it's a hotel corridor. I'm not advising that you run through the hotel corridor. Is that a convention? But if you do so, yeah, you might drop through a pit there because you're not looking for it. And that's fair play. But I still want something a cautious group could have noticed.
So let me give you two examples. The way I would run it. False wall that you can walk through. I describe a normal wall, but I usually include one clue a draft torch, smoke that's pulling strangely muffled voices, footprints that don't add up, or monsters disappearing into a dead end if they test it, touch reveals it. If they don't, they miss an advantage, a shortcut, a stash, a safer route, a prisoner, something meaningful but not campaign ending and not session fashion ending.
What about the popular false floor over a real pit. Same deal. Normal floor. Plus one detail that nags. To clean or the dust is undisturbed. Or there's a faint hollow note to the room. Stones are a little too perfect. Or there's a slight slope. Probe it. Toss something. Test it. Now they know. Ignore it and someone drops, takes damage, makes noise. And now the dungeon is awake. That's not mean. That's not arbitrary. Just cause and effect.
Now, the biggest illusion mistake is using illusions as a substitute for dungeon design. If the content is just a trick, players learn the wrong reason. Distrust everything. Slow down forever. The best illusions exist for a reason. Guarding something important. Supporting a faction that uses the illusion tactically. Hiding a bypass or escape route or funneling intruders into a bad approach. See when it serves the place players respect it even when it bites them. If you can answer these questions, your illusion is solid. What's the subtle clue? What's the practical test? What's the fair consequence if they ignore it? And listen, that's the whole philosophy.
Now, if you've got a favorite illusion, one that felt fair or one that felt like a cheap shot, drop it in the comments. I want to hear your war stories. Thank you for spending your time at the tavern and God bless.
Original Video: https://youtu.be/a3TtkSYi_zY
Transcript is lightly edited. Expect typos and worse ;)
This one comes straight from a viewer suggestion, and I'm actually glad it did, because decision paralysis is one of those table problems that can quietly kill a good RPG session. If you've ever sat there with a party staring at three doors, an intersection, a staircase, and a weird statue and nobody wants to pick one, well, yeah, that's the thing, right? That's the indecision.
And today I'm talking player to player. How to stop freezing, start moving and still play smart, especially in old school games where time is a resource and the whole we all just think about it is how you get jumped by wandering monsters and other assorted miscreants. So now being careful is good. I'm not saying it isn't. Caution keeps you alive, but decision paralysis. That indecision is where the table gets stuck in a loop. You find yourself asking for info you cannot realistically get. Maybe you keep inventing new plans instead of choosing one. Or you keep waiting for the DM to confirm that it's safe. I got news for you. It probably isn't going to. You're stuck trying to find a perfect option or solution that simply doesn't exist, and paralysis has a real cost. Torches. Burns. Spells tick away. Noise travels. Wandering monsters happen. The dungeon doesn't pause because the party is having a committee meeting.
I'm sorry. Here's why this happens. Most of the time, this indecision comes from one of a few places. Fear of consequences, right? Old school play has teeth. Some choices bite. That is literally part of the game. That's what you're in for. Then there's trying to solve it in your head instead of in the game world. People start playing mental chess or checkers instead of exploring. And then there's waiting for permission. Players want the DM to validate the plan. In old school play, Like I said before, you generally don't get that. Too many choices. Too many options. Every hallway becomes a debate, and debate becomes, it becomes the game.
So how do you fix that from the players side? Here's what works at real tables. Default to action, not discussion. And what do I mean by that? If the party is stuck, somebody has to be willing to say, alright, we're making a move. And not recklessly not Leroy Jenkins. No. Deliberately. If you want a simple mental rule. Movement creates information. You don't get certainty by thinking harder. You get it by probing the situation. So ask yourself, what's the smallest safe action we can take right now? What can we do that's reversible if it starts going wrong? You don't need a perfect plan. You do need the next move. So stop trying to pick the best plan and instead pick. It's actually good enough because most of the time you're chasing perfect. If you've got two or three decent options, arguing for ten minutes doesn't make choosing easier. It does burn time. It raises your party's risk, but doesn't make the decision making any easier. So use the good enough test. Does the decision keep us alive or move us towards the goal? Is the cost one that you're willing to pay? If yes, Have at it.
Make scouting a procedure, not an argument. A lot of paralysis is. We don't know what's behind that door. So don't debate the door. Scout the door. Old school tables live and die on cheap info. Listen at the door. Check for drafts, smells, sounds. Look for tracks. Examine the lock. Examine the hinges. Probe the floor with a pole. Use a mirror. Check the ceiling. Line the cure to what if it's trapped? It's not a debate, it's literally a procedure.
And if you want to be the player who saves the session, be the one who says, um, you know what? Before we argue and the DM rolls for a random encounter, let's gather a little info first. Assigned roles. So decisions don't require a committee if someone is steering the ship. Sorry, if everyone is steering the ship, then no one is steering the ship. Old school groups used roles for a reason. They kept the game moving forward. Now, what are some common roles? Caller or leader? It's not a dictator. It's he is a tiebreaker or she mapper. We've discussed that before. Now, if you're using a vdt, maybe mapping isn't an issue, but mapper scout generally a thief, maybe a halfling, maybe your elf quartermaster in charge of making sure there's enough light, managing the party's encumbrance, distributing the treasure. Who's the rear guard? So this reduces friction immediately because when there's a split, the table doesn't need to relitigate leadership every five minutes. Use a simple sixty second rule. When the table bogs down, somebody says, all right, 60 seconds And then we pick. Not to be rude, not to rush things along, maybe a little bit, but to prevent the session from becoming a debate club. See, in the fiction of the world that you're playing in, it's simply honest. Time is passing. The dungeon is alive
Decide by risk category, not exact outcomes, because you don't know what the exact outcome is going to be. Paralysis comes from trying to predict the exact result. if we open it, the gas. Or maybe it's ghouls or goblins or a pit trap you can't know, so don't play that game. Think in three general buckets low risk, medium risk and high risk and then act accordingly. Low risk. Do it medium risk. Take some precautions and then likely do it. High risk. Only if it's absolutely necessary or if you can shift the odds in your favor.
Keep the full moves in your pocket. That's another one, right? If you personally freeze, give yourself a cheat code. What do I mean when you're stuck? Default to one of the following and keep the game moving. Uh, I don't know what to do. Alright, you know what? I'll scout the next ten feet or I'll listen at the door. I checked the floor in front of the doorway. I look for tracks and notice there's a pattern to these things. Right? They create information without committing you to. What a huge decision. Force the plan into one sentence. If you can't say the plan in one sentence, it's not a plan. It may be brainstorming, but it's not a plan. For example, we wedge the door, listen, and fall back if we hear movement or conversation. That's a plan. You can execute that also. You know what you need to do. You need to accept that sometimes you'll be wrong. Keep things moving anyway, because that's the real fix.
Old school play isn't about never making a mistake. It's about adapting after the mistake. It's about buying information because information saves hit points and you don't buy information necessarily. With gold. Sometimes it's with time. And asking the GM questions. If you pick the wrong hallway, fine. Back out. Change tactics. Learn the party that never chooses anything gets punished harder than the party that chooses imperfectly.
Now let's remember the little thing I refer to as the the dungeon clock, right? It's always ticking. It doesn't stop. Tick tock. The dungeon clock. So what about a quick example? I'll throw this at you. The party reaches a T intersection, right? You can go left. You can go right. And then everybody starts arguing. And here's the smart play. Move! Stop! We're burning! Torch time. What is torch time mean? It means that we're burning time down to another random encounter. Check. So quick, Scout, I listen left. You listen right. If one sounds active, we take the quiet one. If both are quiet, we pick the right corridor and move. That's not perfect. Okay, but that is forward motion. So again, I want to thank the viewer who suggested this topic because decision paralysis It's common. It's fixable, and it's mostly fixed by players taking ownership of momentum.
Now this is also a collab with D'Angelo. Catch his channel linked below. We are experimenting with doing collabs on Mondays now. If you've got a table trick that breaks paralysis, whether it's caller rules or timers or marching order, discipline, whatever it is, anything. Drop it in the comments. I want to hear what actually works at your tables. Current tables. Real tables. And if you want more practical on how to play it at the table videos, you know what to do, right? Subscribe. I'll keep you focused on what helps you run and play better. Thank you and God bless.
Original Video: https://youtu.be/QaU9IJMJ-ig
Transcript is lightly edited. Expect typos and worse ;)
A viewer recently asked if you can steal dungeon procedures and use them for a hex crawl. Simple answer is yes. And once you do, wilderness travel stops being that blurry. We walk for a while montage and starts producing real decisions.So, I'm finally free from the insane sinus headaches that went right into my upper jaw. Not fun. They lasted off and on for the better part of the past month. This year's flu is nothing to f' around with.
Well, it's time to clear the plate of OSR Christmas 2025.
As the failure lies in my hands, I'm doing the following:
I'm putting 10 $20 DTRPG Gift Certificates and 1 $50 DTRPG Gift Certificate into the gift pool.
The Emperors Choice Kickstarter Boxed Set is still in the mix.
I'll reach out to our other donors and find out who's still in.
All gifts will be awarded on January 31st, this coming Saturday @ 2 PM ET
If you have already emailed OSRChristmas@gmail.com, you are in the mix to be gifted.
If you HAVEN'T emailed yet, do so by NOON, January 31st, to get into the mix to be gifted.
Thank you for your patience - Tenkar
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:
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
This flu has been hard to fully kick, but I'm going to use this weekend to catch up on and relaunch OSR Christmas. I'm still dealing with sinus headaches, but I believe my brain fog is clearing enough that I can get this back on track.
I appreciate the patience.
On Sunday, we have gifts to give and new ones to add to the mix.
Tenkar