The ancient game of Dungeons & Dragons is played for victory. We play to improve and learn. There is no fairness of sport nor soporific of power fantasy, merely the earnest exploration of the possible and the fantastic.
Muster is a friendly introduction to the particular ethos and technique of playing D&D as a wargame, a kriegsspiel. It’s for both players and referees interested... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
Urban adventuring in wargamey D&D is difficult because the environment is so complex, maneuver is very free, and the game lacks actionable structural procedures for how to prepare... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
“Name level” is the AD&D/Greyhawk concept of mighty heroes being capable of manifesting a political domain with sheer soul strength. At some point you’re just so buff that a community coalesces... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
The second of my two big “cultivation magic” system pushes for the campaign. Inspired by Asian fantasy genres, physical cultivation is a magic system that allows characters to grow more powerful... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
“Oathbound” character classes are a series of magically similar classes featuring an unique form of divine magic: a mortal magician twists their soul into a tool capable of wielding divine... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
Paladins are chivalric magical warriors with access to a non-spell form of magic better suited to their martial pursuits. A strident honor code shapes the Paladin’s soul into a form capable of... [click here for more]
The Workbook Partials are excerpts from the campaign notes of our ongoing “Coup de Main” old school D&D campaign. Raw transcripts intended for experienced fellow travelers.
Issue Synopsis
D&D Druids are not so much an ancient Celtic priesthood as they are a native, ecologically motivated resistance organization, a non-aligned third way movement in the middle of the Planar cold... [click here for more]
300 years ago the old world was destroyed, only to be reborn as a vivacious pulp fantasy milieu full of cruel wickedness and exotic perils – but also love and hope. The Shadow of Yesterday is a classic indie fantasy drama game, armed with a Creative Commons license and a fresh west coast take on fantasy roleplaying. Stylistically it most resembles a Ralph Bakshi fantasy movie, if I had to sum it... [click here for more]