Wednesday, May 7, 2025
Retrospective: Star Wars: The Roleplaying Game
Tuesday, May 6, 2025
"Babylon is falling ... and it's falling fast."
An excerpt from a sermon preached by Elijah Traynor at the Displaced Civilians Assistance Zone (DCAZ) outside Fort Lee, Virginia on December 6, 2000:
They call it "order," what them boys in the base are building. Steel walls, crisp uniforms, rifles at the ready, but it ain’t order they’re offering. It’s fear dressed up like law – a scarecrow stitched from scraps of the old world, strung up on bayonets, and fed with lies.
I’ve seen their kind before. Men who think a badge and a mandate makes them righteous. Men who'd sooner shoot than stoop. Tell me, what Gospel do they preach at Fort Lee? The Book of Logistics? The Gospel of Supply Chain Management? You can’t heal the soul with MREs and marching orders.
They burned Richmond to save it. That’s what they said, right? Rooted out the rot. But I ask you: who sowed the seed of that rot? It wasn’t just the ones who put on the New America flag. No, it was the whole rotten orchard – the lobbyists, the generals, the technocrats, and every last priest of Progress who bowed to Mammon and called it "freedom."
I ain’t blind. I know what New America is. A wolf dressed like a shepherd – all fire and thunder, no grace. Only folks who’ve never cracked open a Bible could mistake that kind of bloodlust for righteousness.
Babylon is falling, brothers and sisters, and it's falling fast.
Some of these folks here, they’ve put their hope in the men behind those walls. Others, well, they whisper different names. But me? I don’t put my hope in men. I’ve read the Book. I know what comes next.
Don’t trust too easily, brothers and sisters. The Beast don’t always wear horns.
"Trespassers! This is my home."
For all my current misgivings about the 1983 AD&D module, Ravenloft, I don't actually dislike it and indeed have many fond memories associated with it. I was reminded of this when I saw this ad from issue #78 of Dragon (October 1983). Whatever you think about Ravenloft and its influence over the subsequent history of D&D, there's no denying that this is an effective advertisement. It piqued my interest when I first saw it and, even now, decades later, it grabs my attention.
REPOST: The Articles of Dragon: "And now, the Psionicist"
This unsuitability of the psionics rules was widely acknowledged by nearly every gamer I knew back in the day. Consequently, many of us greeted issue #78 of Dragon (October 1983) with some pleasure, as it was largely devoted to psionics and its problems. Of the articles in that issue my hands-down favorite was "And now, the psionicist" by Arthur Collins. Collins was one of those authors, like Roger E. Moore and Ed Greenwood, whose stuff was always good. He wasn't as prolific as Moore or Greenwood, but he never failed to impress me. Indeed, if I were to be completely honest, I think Arthur Collins was my favorite old school Dragon writer and "And now, the psionicist" reveals part of why I think so.
The article takes the then-bold step of introducing a new character class -- the psionicist of the title -- as a way to make the psionics rules both workable and enjoyable. More than that, though, Collins also does something even more remarkable: he makes the AD&D psionics rules intelligible. He does this through his explanation of the psionicist's class abilities, such as its acquisition of attack and defense modes and psionic disciplines. It's a small thing, really, but it had a profound effect on me as a younger person. For the first time, I began to feel as if I understood how psionics was supposed to work. Likewise, the notion of making psionics the purview of a unique class rather than an add-on to existing classes was a revelation to me. It made so much sense that I couldn't believe no one had thought of it before. (Someone had, of course -- Steve Marsh -- but their version of psionics never made it into OD&D as written).
"And now, the psionicist" is fairly typical of Collins's work. Rather than wholly rewrite AD&D, he instead clarifies and expands upon the rules as written, in the process making the original rules both understandable and stronger. It's a talent all the best Dragon writers had in those days, but Collins, in my opinion, made it into a high art. Moreso than any other writer, he showed me that, strangely organized and presented as it was, AD&D's rules weren't wholly arbitrary; indeed, they often made sense if you actually took the time to look at them objectively and think about the logic behind them. The proper attitude when encountering a rule that seems "broken" is to step back and consider it carefully before deciding to excise it from the game. That's an attitude that has stuck with me after all these years and one I continue to recommend to others.
Monday, May 5, 2025
Traveller Distinctives: The Patron
The key to adventures in Traveller is the patron. When a band of adventurers meets an appropriate patron, they have a person who can give them direction in their activities, and who can reward them for success. The patron is the single most important non-player character possible.
The group is contacted by a newly married couple, who decline to give their names, but have reason to believe that their respective parents are not pleased with their union. They will pay Cr3000 to each member of a group who will escort them safely to a planet beyond their parents' sphere of influence.
Saturday, May 3, 2025
The Long Game (Part III)
Friday, May 2, 2025
The Long Game (Part II)
When launching a new campaign, I try not to overprepare. I begin with a broad concept or locale, often something quite minimal, like a regional map, a few factions, or even just a handful of evocative ideas. I don’t want to box myself in too early or create the illusion that the campaign has a “plot.” Instead, I focus on a starting situation with open-ended possibilities.
For example, when I began the House of Worms campaign, I gave the players a simple premise: they were junior clan members on an assignment from their elders in the bustling city of Sokátis. That was it. From there, we started to explore Tékumel together and nearly everything in the campaign developed organically from that starting point. Those early sessions were a kind of calibration, helping me learn where the players’ interests lay, what kinds of challenges engaged them, and in what directions they wanted to go.
So, early on in any campaign, I focus less on outcomes and more on possibilities: rumors, locations, hooks, and the movements of important NPCs. I try to offer meaningful choices from the beginning and avoid pushing the players in any particular direction. That’s why I usually use the word referee rather than game master. I see my role as that of a neutral adjudicator of player decisions, not the director of a pre-planned story.
This is foundational to what distinguishes old school RPG play from many of its later descendants. I don’t write scripts. I don’t plan story arcs. What I do is keep track of the world and what’s going on within it. I try to treat it like a living place, where NPCs and factions pursue their goals regardless of what the player characters do. That means I maintain a brief set of notes on major players and what they’re up to behind the scenes. When the PCs intervene, those plans might change. When they don’t, the plans proceed. Over time, this creates the impression of a responsive, persistent world. It also generates future material automatically. When the characters return to a location months later, they’ll find that things have changed. I don’t need to know “what happens next.” I just need to know what’s already in motion.
Reuse and Recycle
I rarely throw anything away. Abandoned adventure seeds, unused NPCs, discarded locations all go back into the toolbox. Long campaigns are full of unexpected turns and something irrelevant in session 10 might acquire sudden significance in session 85. Players, I’ve found, are especially good at reviving old material. They remember a strange artifact or an NPC they met in passing and decide they want to follow up. When that happens, I run with it. I can pull out my notes, rework them a bit, and reintroduce the material with minimal effort. I also try to repurpose my prep across sessions. I might reuse the same map with slight modifications, though I’ll admit, it hasn’t always gone unnoticed. A defeated adversary might return with new motivations and goals. I treat the campaign like a compost heap: nothing is wasted, everything breaks down, and over time it becomes fertile soil for something new.
If you were to look at the piles of paper on my desk and shelves, you’d see that my campaign notes are messy. (Yes, I still use paper; I’m old.) But they serve their purpose. I focus only on the most important details, such as what happened recently, what major NPCs are doing, and what potential developments are still active. I’m not writing a novel, so I don’t need exhaustive recaps. What I need are reminders: what changed last session, what threads the players are following, and what might happen next if nothing interferes. After each session, I spend a few minutes updating these notes. Just ten minutes of scribbling down events and adjusting NPC status can go a long way toward keeping the world coherent and responsive. I also maintain a running list of future developments. These aren’t predictions; they're more like a menu of possibilities. This keeps me flexible while still being (somewhat) prepared.
This is a big part of how I’ve kept campaigns going: I reward player initiative with more material. If a player takes an interest in an NPC, I flesh that character out. If they pursue a particular goal or locale, I give them opportunities to do so. In this way, the players shape a lot of the campaign’s direction and even parts of the setting. I see my job as referee as more about expanding and refining what they care about rather than inventing new material from scratch. This approach keeps players engaged and takes a lot of the creative burden off me. When a campaign hits its stride, it feels more like a collaboration than a performance. Everyone is invested. Everyone is contributing.
Keep the Flame Lit
Finally, I try to keep the fire burning between sessions, if only a little. For all of my current campaigns, I have a dedicated Discord server. I post information, rumors, and questions for the players to consider between sessions. I follow up on unresolved plans. I drop hints about future developments. These aren’t elaborate, just enough to keep the campaign present in the players’ minds. A long campaign is like a slow-burning fire. You don’t need to stoke it constantly, but it needs a steady trickle of oxygen to keep going. This between-session activity also helps me gauge interest. If players respond eagerly to something I post, I know I’ve struck a chord. If not, I pivot and try something else.
In the End
By now, you’ve probably noticed that I don’t do a lot of prep in the traditional sense. Instead, I’ve tried to adopt and maintain a few good habits: stay flexible; let the world breathe; notice what the players care about; don’t panic when things go off the rails. And above all, show up and keep the game moving. Even a short session is better than none. Over time, those small sessions build into something enduring and deeply rewarding. So, these are my “secrets” to refereeing a long-running RPG campaign. They’re not revolutionary: persistence, openness, and a willingness to let the campaign grow on its own terms. If you can manage that, you may find, as I have, that years later you’re still playing, still surprised, and still eager to see what happens next.
(There will be at least one part to this series, because, in the process of writing it, I had some additional thoughts people might find valuable.)
Thursday, May 1, 2025
The Long Game (Part I)
Earlier this week, a reader asked me:
Can you do a post where you outline your process for prepping and running these long-running campaigns? You must be doing something right, as you've run several.
It’s a good question and one I’ve touched on before in several posts over the years. Rather than linking to them all, I thought it might be worthwhile to distill some of my thoughts and experiences into a few broad maxims. These aren’t exhaustive or definitive, but they reflect the principles that have helped me referee campaigns that last not just months, but years. In a follow-up post, I’ll go into more specific detail about my preparation habits and practices (if you can call them that).
Whenever I reflect on what made a campaign successful, I keep returning to the same handful of guiding principles. They’re not glamorous or novel, but they’ve proven their worth time and again. Of course, they’re just that, principles, not rules. I’ve “violated” all of them at one time or another, often during the course of my most successful campaigns. That’s inevitable. Each campaign is a unique thing with its own temperament and trajectory. There’s no foolproof formula for success, however one chooses to define that elusive term, but these are the things I’ve found most helpful over the years.
Play with Friends
This is the cornerstone. Roleplaying is, at its heart, a social activity. It thrives on camaraderie, trust, and a shared sense of commitment to the game. You don’t need to begin a campaign with a table full of close friends – some of my longest-lasting campaigns began with strangers – but what matters is that friendships develop over time. When the people at the table (real or virtual) genuinely enjoy one another’s company, everything else becomes easier. Disagreements, when they arise at all, are easier to resolve. Player engagement rises. The game becomes something people look forward to because they want to spend time together. Without that level of friendly intimacy, I suspect it’s much harder to keep a campaign going in the long term. Roleplaying depends on a degree of vulnerability, imagination, and trust that is best nurtured among people who like and respect one another.
Stay Consistent
Consistency builds momentum. Especially in the early weeks of a campaign, nothing matters more than regular, dependable play. Weekly sessions, even imperfect ones, create a rhythm that reinforces the campaign’s presence in everyone’s lives. It becomes a shared ritual, something to anticipate and plan around. Of course, real life has a habit of interfering. People get sick, travel, or have other commitments. That’s normal. But a campaign with strong momentum can absorb these disruptions without falling apart. That’s why I’ve always aimed for a weekly schedule. Anything less frequent makes it harder for a campaign to take root and find its footing. In my experience, campaigns that start with a fortnightly or monthly schedule rarely last.
Accept the Lulls
Not every session will be exciting. Some will be slow, distracted, or even dull. That’s part of the process. In a long-running campaign, those lulls are often just as important as the thrilling moments. They give contrast to the high points and contribute to the texture of the shared experience. They also cultivate a kind of patience and persistence, which are crucial to the long game. If you can accept that not every session will be a triumph, you’ll find that the campaign as a whole becomes something much greater than the sum of its parts. In fact, the dull sessions are often forgotten entirely as the months and years go by. What remains instead are the high-water marks, those moments of triumph, disaster, or revelation that become the stuff of legend.
Be Flexible
No campaign plan survives contact with the players. Over time, they will zig when you expected them to zag, and the campaign will evolve in directions you never imagined. I don't resist this, but embrace it. Some elements will fizzle. Others will flourish unexpectedly. That’s all to the good. A long campaign is less like a novel and more like a sprawling oral history – messy, inconsistent, filled with odd detours and loose threads. It doesn’t need to be dramatically coherent or tightly plotted. In fact, I'd argue that concerns for such things are the road to campaign perdition. What a campaign needs is forward motion and a willingness to follow the players’ lead when they seize on something unexpected. This also means being comfortable with unresolved threads. Not every mystery will be solved. Not every adventure seed will bear fruit. That’s fine.
Don’t Cling
A good referee is, or should strive to be, an idea factory. Hooks, schemes, adversaries, rumors, location should flow constantly. But don’t get too attached to any of them. Players won’t bite on everything you throw at them and if you cling too tightly to a particular idea, you risk turning the game into a soliloquy rather than a conversation. Let ideas go. Toss them out like seeds. Some will take root; others won’t. So be it. There’s always more where they came from. I’ve left entire adventures, factions, and NPCs on the cutting room floor simply because the players weren’t interested. I didn’t try to force them. Instead, I focused on what did spark their interest and let that guide the course of play. And sometimes, those discarded ideas can be recycled later in a new form. Players might not bite the first time, but a variation on the same concept might work wonders down the line. The important thing is not to become precious about your ideas. In a long campaign, flexibility and responsiveness matter far more than cleverness.
As I said above, these aren’t really rules and they’re certainly not the only factors that contribute to a successful campaign, but they regularly work for me. I share them here in the hope that they might help others find the same joy in long-term play that I have.
There’s a unique kind of magic in watching a campaign world and the characters who explore it – evolve over the course of years. It’s a slow magic, but all the more rewarding for it. When a campaign lives long enough to gather history and memory, to surprise even the referee with its twists and turns, it becomes something truly special: a shared story that belongs to everyone at the table and could never have existed without them.
Wednesday, April 30, 2025
Retrospective: Ars Magica
The period leading up to the release of the Second Edition of Advanced Dungeons & Dragons is an interesting one. Though TSR’s flagship remained the proverbial 800-lb. gorilla of the hobby – still popular and selling well – the larger landscape of roleplaying was beginning to shift. Starting in the mid-1980s and continuing into the early ’90s, a number of new and, dare I say, experimental RPGs began to appear. Many of these games deviated sharply in both design and intended playstyle from the template laid down by D&D in 1974.
Of these, the one that immediately stands out in my memory is Ars Magica, released in 1987 by Lion Rampant, a small outfit co-founded by Jonathan Tweet and Mark Rein-Hagen, two designers who would later leave a lasting mark on the hobby. Even though the original edition was a modest affair, as one might expect from a fledgling company in the days before desktop publishing and professional layout, Ars Magica was an impressive work of imagination and clarity of purpose. What it lacked in visual polish, it made up for with a bold vision of what a roleplaying game could be: a tightly focused setting, a flexible and evocative magic system, and a novel approach to campaign structure that encouraged long-term play and shared refereeing responsibilities.
Despite all this, Ars Magica didn’t receive widespread recognition at the time, at least not in the gaming circles I moved in. I don’t recall it being especially celebrated, let alone commonly played. My first encounter with it came by chance, through a friend whose cousin lived in Minnesota, where Lion Rampant was based. What struck me most was how different it felt from any RPG I’d seen before. Even then, though, it remained something of a curiosity – admired more for its ideas than embraced at the table. It wasn’t until the third edition’s release in 1992, now under the White Wolf banner, that Ars Magica gained broader visibility. By then, Rein-Hagen had already launched Vampire: The Masquerade and that connection lent the game a cachet it had previously lacked. But the seeds had been planted back in 1987, in that humble, ambitious little book that imagined a different kind of fantasy roleplaying, rooted not in treasure and combat, but in magic and myth.
At its core, Ars Magica is a game about wizards: not the fireball-slinging adventurers of Dungeons & Dragons, but practitioners of a consistent magical tradition grounded in a pseudo-medieval European world. The magic system, based on a combination of techniques (Creo, Intellego, Muto, Perdo, Rego) and forms (Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, Terram, Vim), was unlike anything I’d encountered. It encouraged creativity and system mastery in equal measure, rewarding players who approached spellcasting not as a list of pre-defined effects but as a kind of magical engineering.
That alone would have made Ars Magica noteworthy, but its concept of troupe-style play made it all the more remarkable. Players were encouraged to share the duties of the referee (the “storyguide”) and to control not only a primary character (a magus) but also companion characters and "grogs," which were lower-powered retainers and guards respectively. This structure fostered a sense of shared "ownership" of the campaign that stood in stark contrast to the more referee-centric campaigns I was used to. I hadn’t seen anything like it before and I remember reading Ars Magica for the first time and being struck by how different it seemed to be.
The game’s setting, "Mythic Europe," was equally striking. Rather than creating a wholly fictional world, Tweet and Rein-Hagen placed their game in a version of historical Europe where the content of folklore and legends were real. Monasteries, faeries, noble courts, and demons all existed side by side, filtered through the lens of Hermetic magic. It was a world where the mundane and the magical existed in an uneasy equilibrium and the player characters stood firmly on the side of the uncanny.
As I mentioned earlier, the first edition rulebook really was a humble production: a softcover with a stark black-and-white cover depicting a wizard at his desk. The layout was clean, if plain, and the text dense with ideas. It lacked the polish of later editions or the visual flair that White Wolf would later bring to the game, but it had a seriousness of tone and clarity of vision that made me take notice. Looking back, I think Ars Magica represents one of the more intellectually ambitious RPGs of the pre-1990s era. Its design anticipated many later developments like freeform magic systems, troupe-style "storytelling," and campaigns centered on a fixed locale (the covenant). That the game’s fifth edition, released in 2004, remains in print is, I think, a testament to the enduring strength of its foundational ideas.