Wednesday, December 31, 2025

Death Bat's 2026 Predictions

 Okay, some predictions for 2026 to give me fodder at the end of the next year as I marvel at just how inaccurate I was:

Tabletop Gaming Prediction: gaming as a hobby will remain healthy

Take a look at ENworld's 2026 Most Anticipated Poll here. Holy cow, I recognize or know of 13 of the games listed, and 6 I only know indirectly from the IPs they are covering (Invincible, Assassin's Creed, etc.). The rest are all interesting mystery boxes. I am presuming this high volume of titles scheduled for 2026 is a sign of a healthy and diverse array of options in the hobby.

Although I don't know a lot about many of the listed games, one thing I don't see is very many suggesting a D&D 5E or D20 compatibility origin...maybe one or two by name I can tell, and it does also look like some venerable OSR games are getting refreshes in 2026. 

All told, I think it is safe to say tabletop RPGs will continue to be very popular. It helps that, regardless of the economic dumpster fire the rest of the world turns in to, that RPGs as a hobby are ultimately very cheap and easy to enjoy, with the highest dollar to hour of entertainment value ratio you will find pretty much anywhere.

Computer Gaming Prediction: the dumpster fire is just getting started, but indies and AA will thrive

Unlike tabletop RPGs, computer gaming can be very expensive on the hardware side, and it really looks like there's a quiet apocalypse brewing due to the severe impact AI technologies are having on both the programming side of things and the scarcity issue with hardware. I think more than any industry visible to the public game developers will find this hits them hardest of all, as big studios and their publishers scale back manpower for AI, AI sucks up all the RAM cards out there, and people continue to rebel against flagrant use of slop in games, especially Games as a Service. Oh, and Microsoft and competitors will push hard to get everyone to go full cloud gaming, with the idea being subscription-basd "own nothing" models as the new future.

Meanwhile, this will give more space for smaller indie titles to bloom, and we may see more AA titles get traction as the really big triple-A developers get stymied in their shift to AI. Also, everyone will be relying on their currently owned hardware, as sales plummet because people can't afford decent rigs anymore, and the cheap alternatives (seriously, it looks like 8 GB RAM and Core I5 processors are all that's affordable at this very moment) are just too low powered to be worth it. In short....its going to suck in the gaming space while Big Tech tries to make it all about AI and freemium services where you play on the cloud. 

Okay, that's it for my conservative predictions for 2026! Now for some personal predictions:

1. I will play a lot more Pathfinder and Starfinder in 2026, due primarly to the fact that I am getting old and stuck in my ways.

2. I will get at least one campaign in with Tales of the Valiant because I know the Player's Guide 2 will be an icebreaker for my group that feels TotV doesn't have enough player content yet.

3. I will run another Mothership campaign because Mothership is fun.

4. My son will run another Alien RPG campaign and I will lose at least three characters as is tradition.

5. I will try and might even succeed in running a new BRP campaign and Call of Cthulhu campaign.

6. I will manage to get at least some game time in with 13th Age 2nd Edition, but whether it usurps Pathfinder and Tales of the Valiant remains to be seen.

7. I will run some Cypher System when the new edition arrives, assuming it arrives in 2026. MCG has a pretty good track record on fulfilling most kickstartrs timely though so I feel confident this will happen.

8. I will continue to get an abnormal level of gaming done due to the excess of handheld PCs I own. I will probably try to sell a couple of them as I only really need two now: the MSI Claw 8 AI+ and the Legion Go 2. And I have a soft spot for the Legion Go S.

Okay! That's it! See you all in the New Year!


Tuesday, December 30, 2025

The Death Bat's 2025 Year in Review

2025 - Oh What a Long and Unpleasant Year

I have a confession to make, one which I think is a sentiment others might feel: when the world is going to hell in a handbasket, it can have a real impact on one's desire to enjoy simpler pleasures in life. Gaming, for example, requires a certain amount of personal time investment in both effort, thought and emotional commitment. It can be very hard to provide that level of commitment when Real World problems are sapping that time and energy away from you. So while this is not a blog where I write about all the other crap going on in the Real World, it is a blog where I try to focus exclusively on hobbies, interests and escapism...and this year was a challenging experience. I mean, I finally had to start assigning myself a quota on blog posts to force myself to write, because I could feel myself slipping away from these little entertainments in life. Hell, I got rid of my Saturday gaming night this year, because I simply didn't have enough energy left in me due to the interference of the Real World.

But luckily this is not a blog about the Real World, so lets talk about the noteworthy aspects of gaming in 2025:

Deathbat's Game of the Year for 2025: Starfinder 2E

Who knew....I really love this new edition of the game, and it is 100% compatibility with Pathfinder 2E. The new design and focus makes it a much easier and more accessible experience, and a real pleasure to GM. I am looking forward to running this one more than any other game (except maybe 13th Age 2E) in 2026.

The RPG I Played the Most in 2025: Pathfinder 2E

Close runner up is Mothership, followed by Tales of the Valiant and then there was that D&D 5.24 campaign I ran to give it a fair shake. 

Best New Sourcebooks in 2025: BRP Creatures, Monster Core 2 and Monster Vault 2

A three-way tie! Both Pathfinder's Monster Core 2 and Tales of the Valiant's Monster Vault 2 came out this year, and not a moment too soon. I love the updated stuff in the Monster Core 2, and I really love the Monster Vault 2, which is entirely new stuff, something I didn't think was possible given how many monster books Kobold Press has already come out with. Meanwhile there is the BRP Creatures book, which provides at long last a decade's long "most wanted" book for Basic Roleplaying, now providing enough content that a person could effectively replace their D&D life with BRP if they wanted to.

Best RPG I Didn't Get a Chance to Play in 2025: 13th Age 2nd Edition

I have only been able to read the PDFs, still waiting for physical books, but I am very much loving this mildly revamped new edition of one of my favorite D&D iterations, and it could not have come a moment too soon....I predict I will run a lot of 13th Age in 2026.

2025 PC Game of the Year: Deadzone Rogue

Look, there's not a lot to Deadzone Rogue, it's a FPS game about a dude on a derelict spaceship who has to solve the mystery of what's going on by shooting a million rogue robots and mutants. Every time he dies a computer recreates him and he starts over, but luckily carries his experience forward. It runs like a charm on every handheld I own which means its an essential game for my travel kit.

2025 PC Game I Played the Most: Tom Clancy's Division 2

Per my Steam metrics it turns out I have played this game a ton every single month. I did an entire second playthrough this year, in fact, and am working on the DLC expansions that came out. I like it, and similar to Deadzone Rogue it runs on all my handhelds like a charm (fair disclosure: I have not tried running it on the Xbox Rog Ally base model, but I may try it just to see; its surprising how well this device works with games, actually).

2025 Best Game I Played This Year That Was Not New: Little Nightmares I and II

Yeah, I tried them out on a lark and ended up loving them. Finally about to start the newest one. I understand purists don't like the new one as much since it not a continuation of I and II, but let's be honest, by the end of I (which II is a prequel to) left your little raincoat-clad survivor as Death Incarnate, so I am not sure where they'd have gone with an ending like that.... 

2025: The Year of the Next Generation of Handheld PCs

This year we got the Lenovo Legion Go S, the Xbox-themed Asus Rog Xbox Ally series, the Lenovo Legion Go 2, the MSI Claw 8 AI+ and also I understand that all the usual suspects still pump out very nice high end (and high priced) handhelds, such as OneXplayer. Both of my Steam Decks suffered catastrophic failures this year, one of which was clearly a hard drive failure, and for my OLED model I am still trying to figure out what happened if it is recoverable. This motivated me to find replacements. First I sold my old Asus Rog Ally original model, then sold my Legion Go original model, which went to a good home. Then I snagged a SteamOS edition Lenovo Legion Go S with the Z1 Extreme chip, bought my wife an Asus ROG Ally X, and then as the year closed out I managed to get in succession (yes, I have a problem) a MSI Claw 8 AI+, Xbox Rog Ally base model, and a Lenovo Legion Go 2. After the Legion Go 2 I decided I was done for now; there was no purpose to getting the Xbox Rog Ally X model which was inferior to both the MSI Claw and the LeGo 2 (as the fans call it).

Oh yeah, and the family upgraded to the Switch 2 when it came out. My son uses it exclusively as a Pokemon device, but my wife plays a lot on it. I continue to enjoy Switch 2, even though I am not really a good Nintendo guy, but I concede....I really love the new Kirby games that came out on it. 

This may sound excessive....and it is. I could have stopped with the Legion Go S which does everything I want, but I really enjoy messing around with this handheld tech, and I know it goes back to my youth when I would dream about the idea that one day this level of gaming fidelity in a handheld model could ever exist. Seriously, I was thinking about how cool handheld devices were when I was ten or eleven years old, and I have owned pretty much every handheld device for gaming that ever came out in the following decades. It's an illness, I know.

I'll probably be writing more about my experiences with this new generation if Intel 7 and Z2 Extreme powered chips in January. 

2025: The Year of the Walled Tabletop Gaming Garden and the Collapse of D&D 5.24 as the One Game to Rule Them All

   This year really saw the division rise between gamers who play D&D 5E, and those who play D&D 5.24, Tales of the Valiant, Daggerheart, Pathfinder 2E, or "insert here." The end result of the WotC OGL kerfuffle from two years back has born much fruit, but gaming now feels a bit corralled. Of these different options I feel like Paizo is working hardest to keep their corner of the market, as if Kobold Press, while D&D 5.24 moves forward on the momentum of a fanbase that is divided in a way I haven't really seen since the 4E days, albeit with less vitriol....probably because 5.24 didn't really change enough to merit anger, but what it did change just feels pointless, unfun or stupid. The number of times I have read an argument about why 5.24's method of "all humanoids are represented by a generic set of NPC stat blocks" is just fine, actually, and the system doesn't have any depth in stat blocks so there is totally no difference between a thug or scout and an orc warrior or lizardfolk is totally normal; the argument for the fans is literally, "The game isn't deep enough, get over it." Meanwhile, an even slightly more thoughtful design on the game could have simply included the customization by species rules from the original 5E DMG and it would have solved everyone's problem here, even mine. Unfortunately almost all of the changes in 5.24 ultimately feel like this: poorly thought out, solving a nonexistent problem, or tackling the problem (if there was one) poorly. I suspect 2026 will see D&D collapse further, and I hope the Daggerheart guys, Paizo and Kobold Press are there to scoop more players up.

2025: If Tabletop was a Hot Mess, Computer Gaming was a Dumpster Fire

From Games as a Service models collapsing to Microsoft publicly trying to murder the Xbox Console in favor of their Game Pass subscription model, to developers taking flack for using AI tools in their development, while other developers use AI generated voices to replace voice actors, its just a hot mess. To be clear: AI (or rather, the programs such as LLMs which are coming out of generative designs) as a tool for programmers to use makes sense to me. But the thing that freaks people out the most is when it looks like AI is used to replace human creativity; because the only people who don't seem to recognize slop for what it is appear to be Big Tech. (EDIT: That's not fair to Big Tech, they know exactly what they are doing, which is theft; it's the tech bros who will argue that slop is fine actually and not theft.)

On top of all this, the rapid development of AI Data Centers are causing RAM shortages and price spikes, and making the prospect of affordable computers in 2026 look dim. Just in the last two months you can see prices spike, and I'm actually really happy I managed to both upgrade my own personal tech and do a ton of hardware upgrades at my place of business earlier in the year, before the prices went out of control. You can find cheap laptops and desktops now, sure, but those machines have specs that were embarrassing in 2019, let alone now. 

2025: Was a Year of All Time

It sure was. I'd like to think things will be better for 2026.....but yeah, I don't think it's going that way. I think 2026 will unfortunately be the year that makes us look back on 2025 and go "Wow, remember when all the stuff we were dealing with in 2025 was just silly stuff like dumb game issues, short sighted and malicious Big Tech decisions driven by accelerationist philosophies, corporate greed and cowardice, life in a kleptocracy and a never ending river of AI slop? Yeah those were great times."

Monday, December 29, 2025

The Twelfth GM Inspiration: A Suggested Reading and Resource List

The Twelfth GM Inspiration: A Suggested Reading and Resource List

For my final blog post on GM Inspirations I am going to offer up my "top ten" list of additional books I keep on the shelf because they are great sources of inspiration and ideas for gaming. Each of these tomes have served me well over the years, and I will try to manage links for everything that can be found somewhere online:

The Dictionary of Imaginary Places

Written by Alberto Maguel and Gianna Guadalupi, this is a fantastic resource of imaginary places from myth, legend and fiction. You could do worse than to have this book on hand, it is an excellent resource for inspiration, and practically any article in the book could provide the framework for a game or campaign. 

A Guide to the Ancient World

This venerable classic by Michael Grant has been in my collection for decades. This particular tome is all about actual places and locations in antiquity, and provides an excellent resource for historical gaming. It can also provide inspiration for names, ideas on fictional locations in your own setting, or ways to reinterpret the history behind actual locations into a fictional framework.

The Seventy Great Mysteries of the Ancient World 

This is a more recent work headed by the ubiquitous Brian M. Fagan (one of the premiere popular archaeology writers, almost all of his books are worth a read). It's a fantastic well-illustrated overview of seventy real world archaeological sites, concepts and mysteries, complete with lots of photos and illustrations, the history on each subject, and often maps when possible. Many of the entries look at the real known history behind specific legends and myths, ancient texts and are extremely valuable for a GM looking for real world myth and fact to blend in to a game.

The Phantom Atlas

This tome by Edward Brooke-Hitching is a excellent resource on pretty much every weird notion that made its way into the cartography of the old world, whether it was steeped in legend, propaganda, a misunderstanding or outright fictions scribed on to maps. Every chapter in this book is a Pulp adventure or historical game waiting to happen.

Medieval Folklore

This book is a deep read, but it is very much a guide to what it claims on the tin, and if you are specifically looking for inspiration for a medieval period campaign, or one inspired by the period, you may well find this book full of useful ideas and concepts. 

Giants, Monsters & Dragons

Carol Rose's encyclopedia of monstrous beings is a lovely resource with tons of useful information on the imaginary beasts of the world. It's main downside is many entries degenerate into name-listing, but as a resource to identify the origins of a given beast it can be incredibly helpful. 

The Deeper Dive List: these books are all valued in my collection but will require more time and reading investment....but the knowledge gleaned will definitely prove inspiring to you:

Magic in the Ancient World

Written by Fritz Graf, this is is a very detailed analysis of magic and how it was perceived in antiquity. A fascinating read, exceptional in its depth and useful for Call of Cthulhu and games which want realistic magical concepts in them; a fun contrast with today's modern day magic systems that are primarily a product of video games.

Shamanism

Written by Mircea Eliade, one of the pre-eminent French anthropologists of the mid twentieth century, his work on shamanism and its many variations in different cultures is a must-read for students of anthropology but also happens to be a valuable resource for understanding the way people imagined and interacted with the spiritual aspects of life in antiquity and in archaic cultures. Mircea Eliade wrote several excellent books on religion and magic, but Shamanism is the definite must-read.

Seafaring Lore & Legend

Peter D. Jean's treatise on maritime myths, legends and occasional facts is a fun read, but because it is more of a general tome on the subject with discreet chapters and topic it is slightly less useful as a general resource. It is a fun read, though, and provides a lot of inspiration for what may happen in a maritime themed campaign setting.

The Golden Bough

Hey, if you want to read a fascinating book full of interesting observations (and arguably still not too out of date), as well as one of the books actually on a sanity-loss inducing list in Call of Cthulhu that is a real book, then read James Frazier's unabridged seminal work on magic and myth. Well worth it, and surprisingly readable. I love this book so much I somehow have three copies on my shelf and one in my ebook collection, including a rare copy that is over eighty years old. 

Okay! That's it for my GM Inspiration posts for December. What to do for next month.....hmmm....





Sunday, December 28, 2025

The Eleventh GM Inspiration: Archaeology


The Eleventh GM Inspiration: Archaeology

Similar to the post on using mythology and folklore for inspiration, I feel it almost goes without saying that archaeology is a valuable resource for a GM looking for ideas, and similar to real world myths, has the added bonus of lending some real-world veneer of credibility to your scenarios and campaigns.

I have used archaeology as a resource for gaming for decades (my degree was in Archaeology, after all). There are several useful ways you can do this, and while it can be fairly easy in the internet age to just trawl for random ideas, I suggest going to the books for the best stuff. Some useful ways you can do this:

Artifacts - you can grab low hanging fruit like the Antikythera Mechanism, the Bagdad Batteries or pretty much any wacky concept rolling around out there. There are no shortage of interesting real curiosities out there, and you can also dive into the stranger side of things with the world of "weird archaeology," also known as pseudo-science, but it often provides great resources for the more fantastic worlds of fantasy and horror gaming. Hell, Call of Cthulhu's core conceits are based entirely on the pseudo-scientific principles of concepts such as Lemuria and Mu, as an example. This sort of stuff can easily be filtered from the ether of the internet. 

Cultures, Concepts and Ideas - if you dive a bit more deeply into archaeological texts (and also anthropological texts) you can glean some interesting ideas for world building, maps for site locations and if you are willing to dig deep into the world of actual site records and material published on excavations at different locations throughout the world you can get entire lists of the sorts of in situ artifacts found at actual real world locations that can in turn spruce up your dungeon or ruin delve of choice. At the most basic level picking up a few issues of Archaeology Magazine can give you some easily accessible resources and maps. My favorite general purpose texts for this sort of research comes from a bewildering array of books on my shelf, but I will post a bit more about that in the final Inspiration blog.

For a good resource on actual inventions and technologies, I recommend Ancient Inventions by Peter James and Nick Thorpe. This is the single most useful volume I have on a practical overview of various technological inventions and breakthroughs, with a concise rundown on the whats, hows and whys. An excellent game-focused secondary resource would be GURPS Low-Tech

If weird and wacky archaeology is more your muse, I definitely suggest that GURPS Warehouse 23 is a great gaming-focused resource, and a it happens one of the best pragmatic resources on the subject that is still written with a real archaeological focus is Ancient Mysteries, also by Peter James and Nick Thorpe. I have found this to be a much more useful resource than, say, books such as Forbidden Archaeology which are not written from a real academic perspective. 

Saturday, December 27, 2025

The Tenth GM Inspiration: Techniques used in Modern Indie Modules

The Tenth GM Inspiration: Techniques used in Modern Indie Modules

Last blog talked about how I use round outlining (as I call it) to work out scenarios and even whole campaign ideas. This time around I wanted to talk specifically how that technique is in regular, constant use in the indie RPG scene right now, and its a very effective way at creating and running ready to go scenarios. The most effective examples of this technique are found in Mothership modules, specifically the trifold brochures which are an extension of the one-page module designs that started becoming popular a decade or two back (from the One Page Module contests, AAW games adventure-a-day and more). The Mothership modules (and there are also Mork Borg, Cairn and other modules of similar nature) are generally built around packing an entire session (or more) on two pages, which can then be folded as a trifold module. This forces the author of the module to maximize their use of space. 

One way to do this effectively merges the module description boxes, the map and the adventure path all into a single mixed graphic....the Haunting of Ypsilon-14 is the first such module for Mothership, and an excellent example of how to execute this (I do a deep dive on it here). Each area of the haunted space station has a quick series of bullet points on the salient elements of the area to be explored, and line/arrow links showing you where in the space station you can then go to from that location. Some extra page two text covers NPCs, the monsters and encounter timers and events. I managed to get three or four sessions out of this module, it's that good.

These modules my design work best for GMs (Wardens in Mothership) who are accustomed to improvisation, because the space limits mean you will inevitably have descriptions or events that cannot be covered; the design is meant to force emergent gameplay, and a GM running a module in this design would be best aided with a notebook on hand to take notes as you expand upon the module as you go, to keep your plot and detail additions consistent.

Doing this for a homebrew is actually a great exercise in thinking about what the core conceits of the scenario should be. You also don't need to limit yourself to a one or two page format, though that can be fun as an exercise in creativity and design. That said, look to systems like Shadowdark, Cairn, Mork Borg and Old School Essentials for examples of how this concept is expanded upon into multi-page modules that are still, at their core, using the "what matters most in this area" conceit of tight design with outline-focused dungeon design. 

Wednesday, December 24, 2025

Looking back on the 2025 Predictions and Gaming Plans

 Back at the beginning of 2025 I made a few little predictions about how 2025 might go. So, how did Death Bat Camazotz do at predictions.....? Let's find out!

1. D&D will do just fine - specifically I suggested its too big to fail, but that they might not get their virtual tabletop thingy together. I think I was mostly right here, as D&D 5.24 seems to be going strong, more or less, but I do think that there are some signs its crumbling a bit.....the loss of a lot of long time WotC staff, the D&D Beyond portal getting shifted away from the now on life support virtual tabletop, and a thing that is only anecdotal right now, but it really doesn't look like anyone's buying the new D&D books at the local game shops this season....the new Forgotten Realms books have even been 50% off at one game store locally and they still can't move them. So.....I think while I am technically right here, I think 2025 showed a lot of cracks in the D&D exoskeleton that may impact it for 2026.

2. Nothing else steals D&D's marketshare - this is also a half true sort of prediction. D&D still seems to be getting played and WotC has pivoted to making it more like a franchise. They are making a new video game which appears to be an action focused game about a cool warlock. But meanwhile the tents of those alternative groups like Kobold Press and Paizo are growing bigger, and it seems like there's been a lot more non-D&D gamer interest going on in 2025. But this is all speculative and anecdotal without some sales figures.

3. The looming tariff wars will hurt gaming - damn I was spot on about this. Books have shrunk in size, grown in price, and many aspects of the gaming industry had to pivot to figure out how to handle potential price increases. This even when it seems some products like printed matter might have exceptions. Overall its probably not as bad as I would have imagined, but the actual general economy has done even worse, and this is the first year in a long time where my gaming purchases have slowed down considerably.

4. 13th Age won't come out in 2025 - well I have an order in place and the final PDFs of the Hero's Guide and GM's Guide as I write this, so 13th Age has arrived by the skin of its teeth! I am actually incredibly happy about this, the new edition looks fantastic, and I miss the 13th Age style of play. 

Then I made some computer gaming predictions:

1. The games industry implodes further with games as a service models - Yeah to some degree, but then we still have successes like Helldivers II and Arc Raiders proving that you can pull this off. That said....Destiny 2 is doing poorly, Call of Duty is doing poorly, Battlefield 6 is apparently pivoting to a freemium cash shop experience which is making people mad, and it turns out the real story of 2025 in gaming is how much people hate the fact that developers are turning to generative AI to fluff out battle pass content and such. So I was right.....but with caveats.

2. Consoles and PC Hardware gets more expensive - yeah I sure wish I was wrong here but its honestly one of the easiest markets to watch the impact on with regards to tariffs and the economy. I bought a lot of tech this year and am glad I did, because its about to get worse. The additional unanticipated impact of AI datacenters soaking up RAM manufacturing is going to make things even worse in 2026. 

3. 2025 will be the worst year for new games - I don't know that I was right here. What I can say is we are getting too many remakes, and not enough new content that gets proper exposure, but that is a side effect of gamers trapped in nostalgialand. That said, I played a lot of really great games this year, including Deadzone: Rogue, Cronus: The New Dawn, Silent Hill F, Fort Solis (okay, that one's older, but I played it this year), and the Steam metrics suggest that most gamers are spending more time playing older games now and less time on the new stuff, anyway.

4. Bungie hits rock bottom in 2025 - yeah sadly I think I was right here, though I don't think Sony is going to let this cash cow die as easily as they did the studio for Concord. The latest expansion for Destiny, which is loosely Star Wars themed, does not seem to be enough to retain old players after their last year of problematic design choices, or get new ones. Despite this, I took a really long break from the game and recently jumped back in, and find I am enjoying it again....it's still a good game, but it needs more careful curation now, I feel. We won't even talk about Bungie's nightmare with Marathon, though I still have high hopes for it whenever it does come out. 

Okay! So for the next round of predictions I predict I will try to come up with some more volatile and less safe predictions, just for fun!

On the Gaming Plans for 2025

I posted at the end of 2024 my anticipated gaming plans for 2025. It's always fun to document this because I can see just how idealistic my plans were relative to how far they went awry! Specifically:

Dragonbane - yeah nope did not happen and I can't even remember why it didn't work out.

Savage Worlds - I did run this for a few sessions but just wasn't feeling it. It's complicated, but I think the short version is "you need the right group for the right game."

Mothership - I managed to run a couple short campaigns with Mothership in 2025, so success!

D&D 5.75 (D&D 2024) - I finished one whole campaign with this once the Monster Manual 2025 came out. I wrapped the game around level 7 and decided I had given the new system a fair shake, and did not like it. I put the books in to storage and then mulled over how to get my D&D fix from an edition that didn't seem to be taking a weed wacker to the core conceits of D&D.

Tales of the Valiant - it took a while but I ran a short campaign and really liked it. I was derailed with Starfinder arriving on the scene, but TotV is a worthy successor to classic D&D 5E.

GURPS - I read a lot of sourcebooks, thought about running it, and never got around to it. My time with GURPS lies in the past, when I gamed with like-minded souls in the nineties and early 00's who "got it" and I just don't feel my current group of players are gonna get it.

Mork Borg and Vast Grimm - I did not in fact get around to running either, though Mork Borg remains ready for a pick up and play session at any time. Mothership stole their thunder.

I had a final section on fever dreams, but it's funny because two of the games mentioned ended up being go-to systems: I ran a Mythras campaign (before also concluding it was a bad fit for the group, although my son loved it); and I have pretty much settled with Pathfinder 2E as the de facto replacement for D&D in 2025. Indeed, my Wednesday gaming group has been Pathfinder 2E and my Friday gaming group has been Starfinder 2E for months now. 

Tuesday, December 23, 2025

The Ninth GM Inspiration: Outlining Techniques for Scenario Design

The Ninth GM Inspiration: Outlining Techniques for Scenario Design

This is a broader concept than it sounds like. Everyone is generally familiar with the concept of using an outline to prepare a text, and its a common way to organize when writing, especially fiction. My introduction to using outlining techniques to plot out a game scenario goes back to the 1980's when I was given a book titled "Drawing on the Right Side of the Brain," a book that still has many followers today for its useful perspective in drawing and design. I was born into a family of artists, but was a bit of a black sheep.....I was fine at art, but what I enjoyed doing was writing. My mother extrapolated (iirc) from the book to introduce the idea of round outlining to me as a way of organizing written concepts into stories. The idea must not have been from anywhere else as best I can tell, because while I can see it used all the time (especially in Youtube videos and on conspiracist's whiteboards!) Google itself seems to have no notion of what the hell I am talking about.

Round outlining is a lot like regular outlining for a story or body of text that requires organizing your thoughts, but it does so by drawing a bubble around your seed idea, and then drawing lines from that to extrapolations in other bubbles. So I could put, "An Endless Dungeon," as a seed idea, then from that I could draw a line to several other bubbles, each with another idea: Evil Wizard Did It; planar dungeon; the dungeon really does hold prisoners; It's infinite but there is a bottom; it's located in the plane of concordant opposition; etc.

Each of those bubbles could then have more lines drawn from them to other concepts. It could look like this, which is a simulacra of the "bubble" technique, but you get the idea

   Also a wizard the PCs once defeated          And an innocent woman!                  Amozatas the Jailer
                                                 \                               /                                                                 /    
   holds the most ancient and evil beings; Rovas the Red Dragon              The jailkeeper is at the bottom
                                                              \                                                                  /
                                                    its really a prison             its infinite but there is a bottom
                                                                      \                           /
                         planar dungeon-------------An Endless Dungeon----------evil wizard did it
                                      /                                          \                                                        \
                                     /                  Located in the Outlands (concordant opposition)      \ 

                Filled with Escher-like constructs                                     The evil wizard is Kurzhod the Mad  
                     /                                                                                                     \
      use weird maps!                                                                            He made it to lock away Amozatas!

And so it goes.

Over the years it became much easier to adapt this technique to a more conventional outline process simply because we all use word processors now, and that is not a good freeform medium for what I just tried to emulate above. It is however a great technique if you have a notebook handy and also trust your own handwriting. 

More on the use of this sort of concept in the next post....because there is in fact a very distinct and handy way that this technique is deployed for direct scenario design in current RPGs. 

Sunday, December 21, 2025

The Eighth GM Inspiration: Mythology (Specifically Funk & Wagnall's Standard Dictionary of Folklore, Mythology and Legend)

 


The Eighth GM Inspiration: Mythology (Specifically Funk & Wagnall's Standard Dictionary of Folklore, Mythology and Legend)

Best bet to find: Ebay

It should go without saying that fantasy role playing owes its etymology and origins to mythology and folklore, and while the modern edition of D&D has moved away from these roots somewhat, it's all still there, hidden under the surface, no matter how hard corporate sanitization tries to scrub it.

One of my favorite resources for mythology and folklore is Funk & Wagnall's Standard Dictionary of Folklore, Mythology and Legend. Originally published in 1949 and intermittently kept in print ever since, this remains one of the best resources on the subject you can find, with thousands of entries from around the globe on all sorts of interesting lore. Open any random page to this book and you will find useful ideas, inspiration or concepts useful for gaming, or just for your own edification. The copy I have was given to me as a gift for my 13th birthday in 1984 by my mother, and as ragged and worn as it is today it is still my most valued general resource on the subject. One of my first acts with this book was to start looking up random names from my AD&D 1E tomes and find out which monsters and characters had their etymology buried in mythology. This was how I discovered Orcus's origins in Roman myth, that Ed Greenwood really seemed to have a thing for Finnish mythology, and that some things I assumed had a solid origin in myth such as the lich did not, in fact, have such origins (and owed their existence to pulp era writings from Howard and Lovecraft).

Some random examples of how ideas can spring from this book:

Page 734: the start of a lengthy discussion of the topic of mnemonic devices and the mytho-historical importance of this method of memorization and information collection. Also, the mmoatia, a Gold Coast type of little people, perhaps like fairies; and Mixcoatl, the Cloud Serpent, of Aztec mythology.

Page 259: Cranes, and their relevance in myth. The cranes of Ibycus, which drew out his murderer; the start of the topic of creation myths. This is making me think about the use of cranes as symbols in magic or omens. 

Page 763: Need some ideas for where to find museums in a modern day or Call of Cthulhu game? This page has that.

Etc. etc.

One of the cool things about this book is, if you are not overly familiar with the deep legacy of myth, folklore and legend behind the foundations of fantasy fiction and gaming, you might find this book well worth a look, it will expose you to a much more interesting and superstitious world that once existed as a matter of fact for our ancestors.

Thursday, December 18, 2025

The Seventh GM Inspiration: Six of the most useful Randomized Encounter Table Books

The Seventh GM Inspiration: Random Encounter Resources

I thought a bit about how to discuss this, because I have an opinion that sometimes a book or site full of randomized tables can end up being paralyzing to GM inspiration and design, and other times it can be a valuable tool to breaking GM writer's block. Often, whether a chart is useful in the design of a scenario or during actual play can be crucial to its overall value. To that end, I thought I'd group these together and point out a series of randomized table resources I have found to be the most useful. I will note their utility for random generation on the fly (at the game table) and second their utility for background design and inspiration between sessions.

First off...I already addressed this book specifically earlier in the Inspiration series for December, but I will point again to Runequest Cities as an invaluable resource for random encounters and city design. It is equally useful for generating encounters during play and also sculpting out material between sessions. I will not count this one in the following list, but if I had to, I'd rank it #1 of 7. It's only downside: long out of print.

#6. D20 Toolbox 

This harkens back to the 3.0 D20 era of gaming, but the D20 Toolbox (once published by Alderac, now apparently available online through World's Largest RPGs on drivethrurpg.com) was an excellent quick idea generation resource and full of at-the-table encounter generation tables. It had equal utility in both situations and before I retired my copy I got a lot of use out of it in my 3.0 and 3.5 D&D days.

#5. Ultimate Toolbox

After D&D 3.5 came out Alderac released a successor to the D20 Toolbox that I also quite liked, and it contained useful entries for rolling up deep character backtrounds and NPCs, expanding on all ways on what its predecessor did. I found the book, which was written to be roughly system agnostic even though it was still mainly a D20/3.5 styled product, to be mostly useful in setting up scenarios and characters, and less useful for on-the-fly encounters, but it was a great book.

#4. The Book of Random Tables: Ancient World

This is a more recent acquisition, and a fun resource mainly for background development but you can readily roll for things like quick names, ingredients, items found in a market or a room and such on the fly. It's utility is restricted to archaic era gaming, which is to say, games set in a Romanesque or pre Roman era or something approximating such (so for my settings I used it in The River Kingdoms of Anansis and Oman'Hakat), so its utility is rather specific, but its well worth it within that subgenre.

#3. Tales of the Valiant Game Master's Guide

This is a copious tome full of good GM advice but the back of it contains some of the most useful monster encounter tables I have found in a GM Guide. Excellent resource for on-the-fly encounter generation, and could also be used to randomly plan out encounters. Specific to 5E style games, but within that scope it beats out all of the encounter tables I've ever seen WotC generate for regular 5E.

#2. Mork Borg 

The entirety of Mork Borg is more or less a system designed to encourage out-of-the-box, on-the-fly gaming with a high degree of randomization, so the system deserves special mention. In particular, the core rules, plus supplements Cult Feretory and Cult Heretic encompass a trifecta of dark and macabre end-times gaming goodness in a world that resembles a flaming heavy metal record chucked on an 80's record burning bonfire. Of special note is the random dungeon generator in the back of Mork Borg, which so far is how I have done all my Mork Borg one shots. The system is geared for and works best in my opinion on the fly; if you take too much time to design a scenario in Mork Borg you are likely to overthink it, which often happens in some of the copious volume of third party resources out there that sometimes hit the mark and other times completely miss the point of this system.

#1.  GM Gems

Published by Goodman Games, I believe this book has now been reinvented in a larger format for Dungeon Crawl Classics, but I have long used the original one which was allegedly system neutral but was clearly meant to be for D20 D&D/Pathfinder 3rd edition style sytems. This has long been my #2 go-to resource for quick idea and encounter generation in a pinch, and the book includes some pretty elaborate encounter tables for things such as inns and taverns, weird people you might meet and all sorts of oddities not often covered by other random table books. It's only failure is that over time there could be diminishing returns as you gradually use up all the neat stuff in this book from over-use. Equally useful for on-the-fly encounter generation and idea building between sessions, and when I go to a game I have GM Gems sandwiched in with my copy of Runequest Cities and "Random Ancient Tables" for quick use.


This column is a bit of a bonus before the holidays: I could easily have made GM Inspiration columns for each of the six resources I list above. But thematically I felt a discussion of these books as a collective works well together. Besides! I have some other more specific books I want to talk about for Inspirations 8 through 12 coming up.

Monday, December 15, 2025

The Sixth GM Inspiration: 0one Games

 

The Sixth GM Inspiration: 0one Games

This is yet another inspiration I use a lot, but in talking about it it ends up being a free plug for a great product. Specifically, I have been leaning on the incredibly wealth of interesting old school styled maps from Mario Barbati's 0one Games on Drivethrurpg.com (link above), over the many many years I've been gaming. These maps are, similar to Dyson's, filled with stylistic old school sentiment, but that doesn't make them any less useful to a modern gamer. In fact while Dyson's maps are great for short scenarios or 2-3 night sessions, if you want some serious dungeon delving and don't want to do your own cartography then 0one Games can provide some serious weight to your needs. 

All of the maps they produce are either in a white-on-blue or white-on-black format that is a familiar look to gamers from the 80's, and TSR modules in particular. Most include areas to take notes, and maybe some brief titles to engender the imagination, but just as many are more like well-executed maps with nothing more than evocative or suggestive title to go by. The net result is that you can take the Palace of the Vampire Queen, the Megacity Underdungeons, Mysterious Island, Pirate's Galleon or pretty much any of their hundreds of available maps and make them your own. Although they are all available for purchase and therefore are not a free resource, you can get some pretty decent maps for as low as $2 and the larger packages are often quite worth it. I have purchased a lot of 0one's maps over the years and gotten mileage out of them through three editions of D&D and two editions of Pathfinder now. 

It's a bit old (dating back to 2016) but the Blue Book is a free download showcasing a lot of the maps here, so it may help you decide if a few purchases are worth your time. Check it out!

It does look like 0one Games is still going strong, too. New products are out that I realize I haven't seen before, including Rooms with Flavor which I will now be checking out. Anyway, definitely take a look....for the lazy or time-strapped GM 0one Games is a valuable resource.

Friday, December 12, 2025

The Fifth GM Inspiration: Borrowing from Films

The Fifth GM Inspiration: Borrowing from Films

The idea of watching a movie and taking inspiration from it is nothing new, but a while back I took it one step further when I realized some films provide really solid, timeless plots that can translate well into the sort of "buddy adventure" scenarios that most RPGs tend to cater to. An important part of this borrowing process isn't just finding a movie with a plot that can easily translate into a scenario or campaign, though; part of the fun is the other part: genre translation. 

My favorite example comes from a campaign I ran in my early Starfinder 1st Edition days some years ago, when I was trying to figure out what to do with that edition (the new 2nd Edition is much, much easier to figure out, btw). I wanted to explore the implied and explicit elements of the universe as given, but was having a hard time conceiving of what that would look like. While watching films for a movie night I put on Conan the Barbarian (the original Schwarzenegger version) and realized that, nestled within this simple reimagining of Howard's barbarian was a classic group of adventurers (Conan, Valeria, Mako and Subotai) exploring a series of dungeons (The Temple of Set, the Even Bigger Temple of Set, and the Old Ruins along the coast where the last stand takes place), against a nefarious opponent (Thulsa Doom and his cronies Rexor and "the other guy") with a medley of side quests mixed in (finding the sword in the ancient king's tomb, the witch, King Osric, etc.). 

The thing is, if you borrow from this for a typical fantasy game not only will it feel oddly familiar, but the players likely have some familiarity with the source material (at least, if they are Gen X or millennials; Gen Z might be genuinely surprised by a borrowed plot from this film). But take the film and reskin it as a high octane scifi space fantasy adventure, and you may have something special going on. For example:

The Wicked City of Shaddizar becomes a remote outpost on a desert world;

The Temple of Set could still be a temple to Set in Starfinder, or maybe its Apophis now or any other serpent god; and maybe its ancient abandoned ruins left behind by a lost starfaring race of serpentfolk and the cult has moved in recently;

The Even Bigger Temple of Set is now a giant, ominous space station with the ability to move through Drift space, floating from world to world calling the pilgrims of Apophis (or Set, or Apis, etc.) to bring forth tribute. Sneaking in to this temple could require stealing pilgrims' identities, and the bowels of the great station revel the debaucherous parties of the elite priesthood and the high priest himself, who has funded an armada of reavers to cross the galaxy in search of artifacts sacred to his god;

The group could find that they are commissioned by the Governor of this space sector to find his daughter, who unbeknownst to him has genetic ties to the ancient serpent folk aliens, and seeks her heritage. Or maybe she's just swept up by the priest king's amazing hypnotic skills. Either way, they have to find a way to infiltrate the station-monument to the serpent god, rescue her against her will, and make a daring escape. This could lead to a holdout in more lost ruins of the ancients, where there are technological traps still waiting to be used against those who would infiltrate the ruins, or against their enemies if they can be as clever as Conan and his pals were in the film.

So, good stuff! And now it may not look so obvious to anyone that you've taken the story beats of Conan the Barbarian and turned it into Starfinder: The Cult of Apophis campaign plot.

Some more examples I have used or plan to use:

The Transporter, but as a thematic riff on a D&D campaign with horse, dragons or other means of travel as the core form of transport;

Hellraiser, but its in Mork Borg, and the dungeon is the house, and the cenobytes....are probably just a version of themselves in Mork Borg, I suppose! Extra credit if you take the core plot of Hellraiser and figure out how to put it into a really strange RPG genre like, say, Cypher System Rust & Redemption or Numenera; or maybe Hellraiser, but the plot is taking place in the archaic era of GURPS Egypt or GURPS Rome; or stick it in Call of Cthulhu and make it all mythos-appropriate.

Black Hawk Down but its Eberron during the great war and the skyship has crashed in enemy territory.

It's Pulp Fiction, but written through the lens of In Nomine or Nephilim ( to drag out two fantastic and currently very extinct games); I actually got to be a player in an In Nomine campaign which was riffed off of Pulp Fiction, in fact, and it was serious fun. The contents of the suitcase took on special meaning in that campaign.

The X-Files: I Want to Believe but its on a backwater world in the Traveller universe. The players are trying to uncover the plot, but don't realize the government has been suppressing their secret alliance with Droyne visitors who have been selling technology to the backwater world.

Starman, but the players are now the alien visitors trapped on a remote world in the Imperium of Traveller with no easy way off.

Weapons, but the entire weird plot is taking place in some remote township in Dragonbane, or the entire plot is happening on a colony world in Mothership and involves mind control not through voodoo but nanotech.

The Mansion of Madness (see my review in October) from 1971, but set in the fantasy system of your choice, and the mad doctor behind the "miracle treatment" for the mentally afflicted is really some sort of aberration. This was the plot of my lastest Pathfinder story arc, in fact. I practically ran it beat for beat like the movie until the players, who had far less patience and decorum than the movie's main character, finally lost it and decided to start smashing things.

Streets of Fire, but its Cyberpunk Red (or Cypher System Neon Noir, or Mothership) and otherwise played straight. Actually, for a weirder match imagine Streets of Fire, but the endless city is somewhere in Call of Cthulhu or the Kult universe, or maybe its Savage Worlds Supers or Cypher System Supers, and the larger than life heroes of the film are recast as actual vigilantes and idealistic metahumans. Wilhem Dafoe's villain takes on new meaning in this context. 

And so forth! There are innumerable examples, and to be honest the stranger the mix between choice of film and choice of game, the more interesting the translation can get.

Monday, December 8, 2025

The Fourth GM Inspiration: Dyson Logos

 

The Fourth GM Inspiration: Dyson Logos

Dyson's Dodecahedron

Dyson's Delves

If I am going to use the 12 Days of Inspiration to highlight all of my favorite GM resources, I would be completely remiss if I did not bring up Dyson Logos's blog and books. I have gotten more mileage out of Dyson's postings on his site and used almost all the content of his Dyson's Delves books on Lulu in my campaigns over the last dozen or so years. Seriously! His cartography is incredible, providing evocative maps that don't always come with a keyed scenario, but contain enough conceptual imagery and "spatial evidence" of adventure to readily spark the imagination. His Delves books include many maps but also many keyed locations which I have adapted into scenarios in my own campaigns on numerous occasions. In fact my current Pathfinder 2E campaign is on map three of three of Dyson's maps I adapted to manage the first 6 or so levels of the campaign plot. Hell, while writing this I noticed he has hardcover editions of his Delves books which I decided I must have and ordered them (my old paperbacks are really falling apart).

There are a lot of maps you can find and develop online into your own games, but Dyson's maps are far and away the best in terms of being universally applicable to any fantasy RPG while still evoking a fantastic old school feel. I am sure most of you who still enjoy the print bloggosphere for RPGs already know who Dyson is, but on the off chance you haven't, and you enjoy customizing generic maps into your own scenarios, then you definitely should check out his blog and books at the links above.

Sunday, December 7, 2025

The Third GM Inspiration: Runequest Cities

 

The Third GM Inspiration: Runequest Cities

Long out of print but still available at used game stores or on Ebay (recent search here) for probably more than I would pay for it, Runequest Cities is one of the oldest resources in my game collection that I persistently find invaluable at the game table. There may also be PDF versions of it somewhere online. 

Originally published in 1979 by Midkemia Press, Cities was part of a series of resources for OD&D/AD&D providing some excellent altenrative resources to other third party publishers of the day (especially Judges Guild, which managed to produce both great stuff and also invented the concept of shovelware for print games before it existed as a concept for video games). At some point the series, which includes other more directed books named Carse and  Tulan of the Isles, Chaosium acquired ownership and published an edition of the books. Eventually when Avalon Hill took over as publisher for Runequest III they released the book as Runequest Cities in a fourth edition. This is the copy I have held on to since its release, and have used in countless fantasy campaigns.

While there have been many good City campaign resources over the years, the reason I like this particular book the most is that it manages to pack an incredible volume of interesting randomized detail into a tight 64 page package. It also did a lot of stuff that is "back in vogue" today but was honestly invented, if not by this book, then certainly by the first generation/era of RPGs. Among these inventions are some excellent rules on generating realistic towns and cities procedurally, along with a lovely section on character catch-up; downtime rules, effectively, for seeing what is going on the PCs when they have been out of action for a while, or had some decent time off between adventures. Today games often pack in some rules on this (see Pathfinder's downtime rules or D&D 5E's section on the same in their expansion books as an example), but here is, in my opinion, a much nicer set of interesting rules for doing exactly that.

Runequest Cities is also excellent for campaigns looking for a baseline sense of mythohistorical verismilitude. It provides a fine picture of a city setting that could easily have nestled somewhere in antiquity with ease, and the tables fit settings with such baseline assumptions easily (ergo the reason it was adapted as a Runequest resource). If you play Mythras, GURPS, Savage Worlds or even, say, Pathfinder of D&D with some baseline assumptions set in a more Romanesque era rather than a renaissance or steampunk era then this book will prove incredibly handy for generating interesting encounters on the street and building realistic settlements.

The downside of Runequest Cities is it is out of print. You can find copies for a pretty penny on Ebay, but if you are interested in the closest modern equivalent resource I think the next best book like this I have found it Kobold Press's Campaign Builder series, especially Cities & Towns.  

Friday, December 5, 2025

The Second GM Inspiration: GURPS Places of Mystery

 

The Second GM Inspiration: GURPS Places of Mystery

In its many years GURPS, especially 2nd edition and 3rd edition, generated a copious wealth of useful sourcebooks that were almost universally appreciated by those looking for a bit of history or realism in their games, whether they were actually used for GURPS or not. One of the best of these books, one which has remained in my collection for decades now and gets brought out for periodic use and inspiration, is GURPS Places of Mystery.

Places of Mystery contains twelve sections focusing on historical, archaeological and sometimes mythical locales in our world, providing enough detail on their mythological and historical relevance, along with maps, to funnel your modern day or historical adventurers and investigators through hundreds of hours of interesting gaming. Just a sample of topics and locales in this book include:

The Bermuda Triangle

Stonehange

Ley Lines

Temples of Thebes

Lamaseries

Mohenjo Daro

Nubia

King Solomon's Mines

Knossos

Camelot

The Kremlin

Ayer's Rock

Anasazi Towns

And etc etc.....this is just a sampling of one or two locations from each chapter!

For modern games like Call of Cthulhu, Savage Worlds or Cypher System this is an invaluable book. 95% of it is system-neutral as well, and what few rules are here for GURPS are remarkably easy to interpret into other game systems with little to no difficulty.

For fantasy games you can easily take these locations and reinterpret them within the light of your preferred fantasy setting. Adopting many of these locations may let you fill out and even explore some ideas in your fantasy campaign that you might not otherwise have considered before, now with a veneer of quasi-historical authenticity.

Anyway, check it out! PDF here and Amazon Print Edition here

Wednesday, December 3, 2025

The First GM Inspiration: Good Music - Showcasing Castle Rat

 

The First GM Inspiration: Good Music - Featuring Castle Rat

Any good GM will find that you want to have a decent environment in which to sit down and work out a good scenario or two, or develop a decent campaign. Sure you probably want some decent desk space, a laptop or notebooks, graph paper, rules handy in whatever medium you prefer (PDF, print, whatever)....but when you've got all that down, and some quiet time to focus, music may also prove truly inspirational. Music, if you can bring it to the game table, can also be very mood setting if done right. 

To that end, I want to draw your attention to Castle Rat, a dark downtempo heavy metal music band founded by singer Riley Pinkerton, which has two albums out now that provide incredible backdrops to fantasy gaming, and sword & sorcery in particular. If you want to get right to seeing if this music works for you, check them out here on Bandcamp, featuring their two albums, Into The Realm and Bestiary. I have no particular favorite here, both are equally amazing productions. 

If you only listen to the music of Castle Rat then you are missing their amazing videos. The Castle Rat Youtube channel is worth putting on in the background while crafting as a GM; the retro aesthetic of their videos feels like an imaginative "re-envisioning" of what I think many D&Ders might have held in their minds as teens and kids back in the 70's and 80's when listening to music for gaming, as opposed to the reality, which was mostly mired in the presentations of low budget films in that period. The videos are great though, worth a watch to see the Rat Queen battle the Rat Reaperess and many other lovely scenarios played out in metal ballad form.

Dagger Dragger remains my favorite:


Anyway, check them out! 



Monday, December 1, 2025

The December 2025 Goal Post: 12 Things to Inspire GMs

 So for my writing challenge this month I am going to post 12 things which will inspire GMs. These things can include novels, graphic novels, movies, objects or....well....anything I look at and think, "This motivates/inspires/gives me some ideas for a cool RPG session down the road."

I already sort of did this with the Twelve Weird Things last month, with #2 being a plot idea inspired by the graphic novel Invasive, in which a supremely ordinary and non-supernatural cult of people obsessed with dealing surgery out upon themselves and others in the name of achieving immortality (or something; the plot gets complicated and weird at the very end) could be a great inspiration for a mundane creepy horror campaign. I'll riff off of this premise with some other inspirational material I have in mind....starting.....NOW! Well, later this week. Keep an eye out!

Sunday, November 30, 2025

The Twelfth (and Final) Weird Thing: The Amarna Campaign

 The Twelfth Weird Thing: The Ancient Amarna Campaign

 Presented as it stands, a campaign idea I had for a GURPS Egypt campaign I have never quite managed to foster to reality....

Set ancient Egypt around 1350-1340 BC. It’s going to involve a particularly weird and unpleasant period in Egyptian history during the reign of Akhenaten and the dynamic relationship between Egypt, Amurru, Syria, Hattusa, Punt and Nubia during that period. There’s some really interesting and weird stuff that happened around this time, with lots of holes in the record but enough to know what happened if not always why. This will be a “mostly historical” account but with a horror-themed take on the Egyptian pantheon and a dose of necromancy mixed in. The PCs will be delegates of one of the key “allies” of the time, probably Amurru, though one of them will be a Hittite spy as well. This gives them local prominence for the Mediterranean without being overly familiar with Egyptian customs…they will have to navigate the rivalries and particulars of Egyptian noble life during a turbulent period while representing the self-interest if their own noble ruler, King Aziru, whom they have come to find and possibly liberate from his semi-imprisonment by Akhenaten.

Key Figures:

Akhenaten: the ruler of Egypt, high priest of a new being or philosophical concept he calls the Aten. He is married to Nefertiti and has six daughters. His mystical power is impressive and he is believe to be able to transform into a sphinx, as well as have potent heka (magic, specifically necromancy). His is at once revered and feared by his people in this time. He dwells in the recently constructed city of Akhetaten.

Aziru: ruler of Amurru, a Canaanite city. His conquering of the city of Zemar led to his exile and semi-imprisonment in Egypt after the betrayal of the King of Gubla (Byblos), Rid-Hadda, into the hands of Siduna.

Zimredda of Siduna, the king of Siduna who claimed victory in the capture and possible murder of deposed king Rid-Hadda.

The Habiru, an army of rebels and raiders joined in common cause on the borders of Syria and beyond to stand against the noble lesser kings who serve the Pharaoh.

Shardana: the mercenaries from the sea, prominent sea people who ravage the coast during this time with their ongoing attacks.

Ili-Rapih: ruler of Gubla once his brother Rid-Hadda is killed in Siduna.

Zemar (Sumur): trade city conquered by Aziru.

Gods:

Amurru: gods of Amurru include Hadad (Canaanite storm god) and Asherah (Ba’alat Gublu, fertility goddess)

Egypt: At this time Aten is the only recognized deity/concept, but there are still cults hidden away in worship to the many Egyptian deities which noble and commoner alike is loathe to neglect just becaue the Pharaoh has decreed it.

Languages:

Khemit (Egypt), Akkadian (most of northern Canaan and Syria), Hatti (Hittite), Cushite (Nubia), Puntish (Punt). Others: Alashiya

Locations:

Alashiya: ruled by King Kushmeshusha and his daughter princess Hatbi, an island kingdom which pays copious amounts of copper to Egypt as tribute, but is fiercely xenophobic in many other regards. The city is built along a mountain slope. Recently a plague descended upon the land, driven by the “Hand of Nergal.”

Plot Ideas:

Hand of Nergal:

Akkadian god of death, war and destruction, Nergal is the supposed cause of the plague which begins in the north and spreads from Alashiya to Egypt and throughout Canaan to Hatti. Those who are killed by the plague are known to rise again as the undead. In Egypt the cults of Anubis, Set and Isis suspect that the plague is beset upon humankind for their abandonment of the old gods and grow suspicious that it is the fault of Akhenaten himself.

Nergals’ touch to the north seems to lead to demonic possession of the corpses, and it is believed the Seven Gods or Demons called the Ilu Sebettu are the drivers behind this undead plague. Nergal and the Seven rule with their councilor Isum from Emeslam, a dark kingdom in the realm of the gods, each one personifying a weapon of death. Beside him resides Ereshkigal, his wife of the underworld.

All of Nergal’s plague comes from the ancient ruined city of Kutha, from which his dark servants ride forth to spread the plague.

A talisman of his first wife, Las, is believed to provide blindness to the undead, who cannot sense one so armed with such a talisman.

The Usurpation of Akhenaten:

Akhenaten’s rule is sound until his final year, following the great convocation of his servants throughout the kingdom and the principalities of Egypt. When this happens, the plague comes to Akhetaten and the Pharaoh’s daughters begin to die. As they revive into undead the quiescent Egyptians who remember the old gods can stand it no more and repent, seeking to bring down the Pharaoh in civil war. Ultimately Nefertiti will repent worship of Aten when her husband falls and take the mantle of rulership briefly before her son Tutankhamen rises to power. Only when Akhenaten is dead and Tutankhamen is sworn into the rule of Pharaoh does the plague leave Egypt.

Special Twists: it becomes clear that Akhenaten is sick and transformed by undeath or possession. His heka makes him more susceptible. The PCs are tasked with seeking out the ancient Temple of Set near the Necropolis of Naqada. There the PCs must find a way to put him down, beseeching the dark god with such a task.

Communing with Set (after a brutal trial to prove worthiness of some sort) reveals that the right eye of Akhenaten is his weakness, and once plucked from it’s socket must be returned to the temple as an offering in exchange for such knowledge. The eye is symbolic of Ra’s eye of the sun, and Set wants it. Once it is retrieved, they must travel eastward into the barren wastes and deliver it to an ancient Sphinx.


Saturday, November 29, 2025

The Eleventh Weird Thing: The SAS Hierophant for Mothership

 The Eleventh Weird Thing: The SAS Hierophant for Mothership

This was the culimnation of a lengthy Mothership campaign I ran online a while back. May reflect 0E stats! Presented unedited from the original notes. Some character references are to actual characters from that campaign.

The SAS Hierophant Re 22178-XZ

Captain: James Gurdy, 23 years as a contractor and salvager for Sector Authority

Three Extra Crew: Engineer Carl Spectro, field agent Tammy Scythe, and Medic android Craiton.

Current Commission: with Syngen CTO James Revan, who has access to FART unit recovered from Megaldon stomach. Has identified in unit’s recordings that KT-223 vessel is in possession of the Phase Wave Shifter, recovered from ISS Somnus.

Need to Know: The crew are seeking out the KT-223, which was last reported adrift by a Belter mining freighter (The SAS Greenlight) which reported the salvage with request for a partial finder’s right. They tagged the drifter with a beacon but refused to enter for reasons not explained.


Destination: Alpha Persei, the Demon Star (Mirfak) (511 LY from Terra)

Local worlds: Alpha Persei I (super gas giant) (6.8X Jupiter’s mass) – an ominous world with three immense red superstorms larger than some small gas giants that look like eerie eyes.

Colony: L774 New Haven – 13th moon of AP I (the primary world has 123 moons accounted for)

New Haven was founded in 2673 by the now defunct AE Expansionists. The colony was abandoned in 2710 and not recolonized until 2754 when the colony was purchased by World Systems MC for terraforming. Since then the colony has done well and the terraforming has been a success; the planet is earthlike as of 2901.

Governance: the Independent Colonies charter; subscribe to Sector Authority protection (but behind on payments)

Noteworthy Recent news: the system’s FTL Beacon System has had issues and has been down for six months pending repairs. The KT-223 was carrying necessary goods for the repair. No news has gone in or out of the system in six months not carried directly by visiting freighters, though only three are on record (including KT-223) as heading to the system.

 

The Mystery:

The Hierophant arrives to find a colony that is not responding, and a gigantic research ship in orbit that records say was reported lost or destroyed twenty years ago. They need to decide which to investigate first…and neither is responsive.

The Starship Hades, a currently unregistered Hecate Class Research Vessel, formerly registered to Stygian Development MC, an old Megacorp which operates outside of the Coreworlds almost exclusively, though it is said to have close ties and funding from Persephone Industries, headquartered on Earth. Many suspect Stygian Dev. Is a front for Persephone to carry out illicit and unregulated research in the Rimward Regions. Stygian Dev. Claims the ship was lost twenty years ago.

The ship is parked in orbit around L774. It is currently the last known source of the broadcasting tracker placed on the KT-223 by the belters. The signal is absent from the sensor readings of any ship in the system until Hades is approached, and then the signal begins to ping again….

Inside the hold of the Hades, now ensconced in a docking bay in a Classified Research Module, is the remains of the KT-223. The ship is experiencing a full meltdown. No one seems to be in control. Attempts to hail the Hades are met with a response from Dr. Crystal Matavos, a cyborg researcher who appears to be in charge and will state that any vessel which approaches is at risk of retaliatory destruction, and to depart immediately. But, the ship seems largely offline and neither shields nor weapons are online according to scans….

While in orbit, the vessel suddenly exhibits a massive power surge just when the Hierophant decides to land, briefly bringing the Hades ship to life. Everyone makes a Body check, and if anyone fails they have a momentary blackout and out of body experience on the Hierophant. If anyone critically fails their spectral essence is ripped from their body!

Phase Wave Specter Instinct 30 Combat 25, touch deals 2D10 chilling radioactive tissue damage. Energy weapons can harm the specter (HP 30).

Complication:

The pilot, 1st lt. Trish August, is hit by the energy and her specter is ripped out. The ship veers abruptly into the station, crashing into the main landing bay. It will take 2D6 hours for remaining crew to disentangle the ship and repair the thrusters to manage a fresh take off.

 

Inside the Ship:

The sudden surge of energy is only the latest, brought on by a slow alien cancer which has torn through the guts of the ship, converting those it touches into phasewave creatures. The device known as the Phase Wave Shifter has been recovered. Dr. Matavos was experimenting on the device when the interred crew, including DOS, who was found strangely cocooned in a metal embryo of exotic matter nanites, awoke, and began converting crew into phasewave forms. The research conducted in Research 1-3 was all part of their assessment of the PWS. The Classified module contains the ship and embryo from which a new DOS awoke, shedding the mundane parts as she proceeded to use exotic matter nanites to build a machine which directed the phasewave energy at L774 below.

Since then of the three hundred crewmen on the ship more than 80% have been turned into different sorts of phasewave creatures:

Phasewave Soldier – basic units of protection; Instinct 50 Combat 55 Damage energy attack 1D10X10, Health 40

Phasewave Rupture – the phasebonding did not go well; Instinct 35, Combat 55, Damage 3 attacks 3D10 each by tentacles, Health 50; Can also spit once instead and if it hits the target must make a body save or be invaded by exotic restructuring nanites. If killed by one of these, you see your spectral ghost form ripped free and devoured. The body drops and animates as a soldier 1D10 minutes later.

Phasewave Exterminator – the final form of a successful conversion; Instinct 70, Combat 70, attacks 1D10X10 energy or direct matter conversion attack Body save or take 2D10X10 damage and turn in to a phasewave soldier. Only two are on the ship right now.

Phasewave Hybrid Speaker – These intermediary units retain communication skills and speak the voice of the Destructor, the Final Manifestation. Occasionally they will address individuals directly, and speak of the dead they have known. Instinct 40, Combat 40, Attack 1D10 claws, HP 25.

The Final Manifestation – this colossal beast is located on the planet below and has already annihilated the colony, converting all it finds into exotic matter servants. It is the first of the Final Solution by ancients to eliminate the Baryonic Plague which has crippled the universe. Instinct 100, Combat 100, Attack 1D10 tentacles or stomp, all 3D10X10; Health 1,000. It is pure exotic matter and can only be harmed by energy weapons or antimatter.

About 60 humans and androids survive on the ship, ensconced in Research Modules 1-2, the Bridge, and a handful in other areas. These include some soldiers, researchers and damaged androids; the phasewave pulses are slowly shredding the synthetic skin of the androids.

They are led by Dr. Crystal Matavos, who has been infect (as DOS was) by the exotic matter nanites. She wants to see what the final machine is, and realizes that the aliens may represent an exotic species that exists between normal baryonic matter and non-baryonic dark matter. The potential for the weapon being built is enormous, as it seems capable of opening a wormhole in space to any other star system to “fire” upon, though so far it has only targeted New Haven.

The Corrupted Regions:

Engineering – the source of the Phasewave Shifter Engine/Weapon

Classified Research Bay – where KT-223 and the crew were stowed; heavy corruption

Each other region has a 25% chance of corruption, which goes up by 10% for each hour the crew remains on the ship. The energy pulse takes effect once every 5 hours, but after each new pulse the next one is 1 hour sooner. Dr. Matavos believes the pulse, when it hits zero, will unleash the true effect of the weapon. She wants to record it all.

Complications:

The Mutineer:

Commander Alan James was head of Special Security for the Hades and watched most of his men convert or perish. He’s damn pissed and is located in a brig off the Commons. He wants out, and he knows a hidden chamber into the locked down Engineering section. He has the codes to reactivate the ship’s weaponry, including antimatter warheads.

KT-223 Stowage:

DOS (android) and Tennl (android) are awakened by the latest phasewave surge, which is strong enough to spontaneously recharge them, though they have only 1D10 minutes before the ambient energy subsides to find replacement power cores. DOS is a skeletal wreck lying in front of the opened cocoon, and her memories are a wreck. The other crew remained in stasis lockdown, but the power surge overwhelms the lockdown protocols and initiates an emergency thaw. This includes the PCs and some extras:

Space KT-223 Crew: Senior Technician Alan Spencer; Teamster Extra Morris, Labreu, Chester and Dwight. Backup Pilot Mike Hondo, and backup Navigator Archie Loam

The ship appears flyable, but the tendrils of exotic matter winding from it like blood vessels need to be cut. The good news is, this is bended exotic matter, and so can be damaged; pure exotic matter forms are only harmed by energy weapons.

The Cat:

Miraculously Prince is still alive and wandering around somewhere on the ship. A second prince is also in the ship. This one, if inspected, appears to be a clever simulacra and its body hosts a small faraday cage, as it is a clever robot designed by Fart to hide the PWS. Unfortunately it was found by the crew of the Hades. The cat was disabled, but reanimated with the first phasewave surge that hit the colony some days ago.

Docking Bay One and Two:

The secured docking bay still contains two shuttles, though one is flyable but missing some parts and will fail if it enters atmosphere. The second docking bay appears to have had a catastrophic accident, and three of four shuttles are wiped out, with a fourth one intact but also resting in vacuum as the bay integrity was compromised. A Phasewave Exterminator waits within.

There is clear evidence at least 2 shuttles are completely missing.

Research Station 2: This is where Dr. Matavos is operating, and she has 6 security guards with her, all androids. She has a half dozen additional researchers with her, monitoring the activity of the manifestation and recording everything. A hyperlight probe is recording all and ready to fire in the aft sensor array section, which is where another dozen scientists and security are trying to keep the area held from the incursion.

Communicating with the Manifestation:

The speakers are the only way the entities can communicate. They seem to draw on the emotions and memories of whoever they are near, and speak with the voices of dead relatives. They refer to the Final Manifestation as the Purest Light and the Phage. They claim it will exterminate the bacterial infestation that is baryonic life. They otherwise seem irrational and have no reasoning skills though they can mimic voices and try to convince people to do things like open sealed doors and such.

Other Notes on Phasewave Events:

During the countdown, when a new phasewave event happens the ship’s systems all spontaneously power up, even ones not attached to a power grid, as if ambient energy is bleeding in to them. When this happens, the androids briefly gain advantage on all rolls for 1D10 minutes. The phasewave creatures go insane, however, and begin rampaging and attacking at random, sometimes even each other. This feral behavior also lasts 1D10 minutes. There is a 10% chance one lesser type will mutate into a greater type, or that a recent corpse will turn in to a rupture.

Resolutions

There is a chance the crew can detonate the antimatter warheads in the ordnance bay. They can simply flee the system and hopes the Doctor’s belief that the PWS device opens wormholes is false. They can abandon the station for the planet and end up stuck.

Key to the Hades – Unique Location Details

For each location, roll D100 to determine contamination level on arrival; increase by 1D10 for each energetic event. In each location there is a 1 in 10 chance Prince is nearby, increase by 1 every two locations searched.

Shuttle Bay 1                   Corruption:

              Two working shuttles, but one is missing parts and will fail if it enters atmosphere

Shuttle Bay 2                   Corruption:

              1 working shuttle, in vacuum; an exterminator is in the chamber

              Other shuttles wiped out in a crash by looks of it

Forward Gunnery           Corruption: 35% start

              Contains forward particle accelerator cannon; heavily corrupted; 1D6 soldiers

Medical Bay                     Corruption:

              Most are compromised; 1D6 specters are in the area

              One Medical chamber is locked and contains Dr. Richard Warren and 3 nurses, 2 patients.

They have captured a speaker which is locked in partial stasis

Commons and Crew Quarters    Corruption:

              Will have one random creature for every 5% corruption rolled

              Searching brig reveals Commander Alan James trapped

Forward Sensor Array                  Corruption:

              Contains three speakers working to graft an exotic tech device to the sensors

Secondary Sensor Array

              Lt. Ray Golds is hiding out here in access tubes playing cat and mouse.

Bridge Controls                             Corruption:

Captain Dearing of the Hades is holding out here with a dozen bridge crew. Will let anyone In if proven safe, but are suspicious as the speakers have been taunting them for entry.

Dearing has a plan to force the ship into LEO and crash it, as a last ditch effort, but engineering is cut off; he considers the Doctor to be mad

Engineering                      Corruption: 85% to start

The heart of the corruption; what appears to be the Phase Wave Shifter is connected to the engine here, which is fueling energy to the device.

Two exterminators are here.

The corruption has sealed off all normal access.

Research Bay 1                              Corruption:

              A chamber with multiple cells, containing evidence of horrid mutations perpetrated on prisoners

A laboratory filled with more mutations, apparently caused by research on the PWS before the “cocoon” awoke

              A stasis chamber with a specter held in place; appears to be pleading for release

              Dr. Afram Zellar hiding in a chamber, he’s gone quite mad.

Research Bay 2                              Corruption:

This is where Dr. Matavos is operating, and she has 6 security guards with her, all androids. She has a half dozen additional researchers with her, monitoring the activity of the manifestation and recording everything. A hyperlight probe is recording all and ready to fire in the aft sensor array section, which is where another dozen scientists and security are trying to keep the area held from the incursion.

Munitions Storage                        Corruption:

Sealed, high security, location of 6 antimatter warheads locked in stasis and magnetic bottling powered by fusion cores

Docking Bay                                   Corruption: 0% to start

              Crash site of the Hierophant

              Clear of corruption at the start

Back of the entire bay has been cordoned off behind steel shielding and a heavy security entrance.

Quarantine Zone                           Corruption 40% to start

Contains the KT-223 remains. Includes the cargo left over from the planetary visit that did not happen. This includes a working hyperlight jump sensor ready to go.

              Location where DOS and others wake up following latest surge of power.

              3 destroyed androids can be gutted for power cells.

              A phasewave soldier is on patrol

Escape through main doors impossible due to corruption; access tunnels lead to Aft Controls and Research Bay 3.

Aft Controls/Sensors                   Corruption:

              The location of the sensor and communications array, as well as a backup aft bridge

A message on the comms relay is captured indicating that the military cruiser Chiron is inbound. And should reach the outer rim of the star system in 1 week. The message is 5 days old.

Dozens of desperate messages asking for help from the colony New Haven about two weeks ago, suggesting they were attacked

Storage Dock 1                              Corruption:

A lot of useful equipment though short on armament. Includes vacc suits. Careful searching reveals orbital re-entry suits, designed to drop into orbit, survive re-entry with ablative shielding, then pop parachutes.

Classified Bay                                 Corruption:

Hidden in the Classified Bay is a Scimitar Class Assault Ship, stowed away. It will take 2D5 hours to assemble and prep. It appears to have Jump 3 capabilities and while it has a particle beam weapon and torpedoes it lacks ordnance (which is in the ammo dump).

Rack of training weapons and a testing ground in this bay. Weapons are loaded with blanks.

Research Bay 3                              Corruption: 100%

This contains the Initiator, a speaker of particular cunning, and a dozen other creatures.

There is a wall of techno-hybrid machine flesh in which a dozen humans are embedded, and they are being used like a computer by the phasewave entities.

Another phasewave shifter is here! It is linked to the webwork of corruption and seems to be recently grown.

All in the chamber feel constantly distorted as if moving in and out of their own bodies (SAN check or 1D10 stress)

Initiator Instinct 70, Combat 50, Damage 1D10X10 can “push” spectral soul from target, HP 20