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Monday, October 26, 2026

Mirror Monday: The Women Who Made My Old School

Lately, I've been spending a lot of time looking back at the origins of my witches, both in Advanced Witches & Warlocks and in my Jackson, Illinois setting. Last time, I discussed why witches have been such an important part of my gaming and writing for nearly forty years. My fascination began with books on mythology, folklore, magic, and the supernatural, eventually finding its way into my games and the characters I created.

But no one creates these things in a vacuum.

Contributions by Women to D&D

When I look back at the books, illustrations, games, and stories that helped shape my understanding of witches, something interesting emerges. A remarkable number of the people who influenced me were women. Some were writers, some artists, some game designers, and others helped establish the hobby before many of us even knew what a roleplaying game was.

Their contributions helped define what fantasy, horror, the occult, and old-school D&D looked like to me.

More importantly, their work contributed to the mixture of ideas that eventually became my witches.

Some of these connections are obvious. Others are things I have only begun to recognize after decades of gaming, reading, and writing. And in a few cases, I discovered that someone else had been exploring the same ideas long before I knew about their work.

That seems especially appropriate for a Mirror Monday.

Margaret St Clair
The Women of Appendix N

I have been discussing Appendix N quite a bit, particularly in my Witches of Appendix N series. One thing that continues to impress me about the history of fantasy and horror is how many women helped establish the literary traditions that would eventually inspire D&D.

Gary Gygax included three women in Appendix N of the 1979 Dungeon Master's Guide: Andre Norton, Leigh Brackett, and Margaret St. Clair. All three have become increasingly important to my understanding of the history of fantasy gaming, and each has contributed something different to how I imagine witches.

Andre Norton is perhaps the most obvious connection. Her Witch World stories place witches and their magical traditions at the center of an entire fantasy setting. The witches of Estcarp are not simply another group of spellcasters. They have their own history, social structures, obligations, and relationships with the powers they command.

That is something I have tried to capture in Advanced Witches & Warlocks. A Witch needs more than a spell list and a few special abilities. She needs a magical tradition that feels as though it belongs to the world she inhabits. Norton helped demonstrate how witchcraft could be part of a culture rather than merely something an individual character practices.

I've already discussed Norton at length in my Witches of Appendix N: Andre Norton post, so I won't repeat all of that here.

Margaret St. Clair brought something different to the mixture. Her fiction, particularly Sign of the Labrys and The Shadow People, combines occult traditions with hidden realities and worlds that exist beneath or alongside our own. There are witches, secret knowledge, and supernatural forces that suggest that everyday reality is only part of a much larger and stranger existence.

That concept has become fundamental to my approach to witches. In Advanced Witches & Warlocks, occult magic is distinct from both the arcane magic of Magic-Users and the divine magic of Clerics. In Jackson, the ordinary world and the supernatural are separated by a Veil that is sometimes dangerously thin.

St. Clair didn't create those ideas for me, but her fiction belongs to the same traditions that helped me imagine them. Her occult worlds suggested that the supernatural could be an entire hidden reality, not simply a collection of monsters waiting to be encountered.

Leigh Brackett gave us something else entirely. Her Eric John Stark adventures are filled with strange civilizations, ancient powers, dangerous women, and the sort of hard-bitten action that would be perfectly at home in a sword-and-sorcery campaign.

Brackett demonstrated that a writer could create traditionally masculine pulp heroes while also populating their worlds with formidable women possessing ambitions and desires of their own.

I find that particularly important when considering the kinds of stories I want to tell. Larina, Stephanie, Faye, and the women of Jackson are not interesting because they are more powerful than the men around them. They are interesting because they are characters with their own histories, motivations, strengths, and weaknesses.

The same is true of the men.

And I shouldn't leave out C. L. Moore. Although she wasn't included in Appendix N, Moore's Jirel of Joiry stories are essential to understanding the early sword-and-sorcery tradition. Jirel was confronting supernatural terrors and venturing into strange otherworldly realms in the 1930s, long before D&D existed.

These women were not outsiders arriving later to revise an established fantasy tradition.

They were helping create it.

Margaret Brundage – Weird Tales July 1942 cover
The Women Who Gave Fantasy Its Look

Literature was only one part of the equation. The artwork mattered just as much.

When I was younger, I could spend hours looking at the illustrations in fantasy books, old pulp magazines, mythology collections, and gaming supplements. Sometimes the artwork was what drew me to a book in the first place. A single image could suggest an entire world, a character, or an adventure.

Margaret Brundage was one of the artists who helped establish the visual identity of weird fantasy and horror. During the 1930s, her covers for Weird Tales featured beautiful women, sinister sorcerers, monsters, violence, and supernatural danger. Her work could be sensual, frightening, grotesque, and provocative, often all at once.

Brundage frequently signed her paintings simply "M. Brundage," and some readers were unaware that the artist responsible for these images was a woman.

I find that rather fascinating.

The classic pulp aesthetic, with all its beauty, sexuality, danger, and occasionally outrageous imagery, was not exclusively the product of male artists. Women were helping define it, too.

I've always enjoyed those older artistic traditions. I don't think fantasy or horror needs to avoid beauty, sensuality, violence, or the grotesque. But those elements are most interesting when they contribute to a larger world or story.

For my witches, Brundage represents an important part of the visual tradition of fantasy: the combination of beauty and danger, the supernatural and the sensual, the familiar and the monstrous.

Pamela Colman Smith represents another side of that artistic heritage.

Her illustrations for the Rider-Waite-Smith Tarot, first published in 1909, helped establish one of the most recognizable visual languages of modern occultism. The High Priestess, the Magician, the Moon, and the other cards are filled with symbolism, ritual objects, colors, and imagery that suggest hidden meanings.

When I think about the symbols, tools, and imagery associated with my witches, I can see that influence. The occult should look and feel different from conventional D&D magic. A witch's tools and symbols are not simply decorations. They help communicate her relationship with the powers she studies.

It is worth mentioning that the Rider-Waite-Smith Tarot also has another connection to my work. The High Priestess, the Moon, the Queen of Swords, and other cards have become part of the symbolic language I associate with various witches, including Larina and Taryn.

Then there is Rosaleen Norton, the Australian artist and occultist often called the Witch of Kings Cross.

Norton's artwork was strange, visionary, frequently erotic, and sometimes profoundly unsettling. Her paintings and drawings explored pagan deities, spirits, supernatural beings, and occult experiences. They challenged conventional ideas about what religious or spiritual art ought to depict.

I find her work fascinating because it reminds me that the occult has never been entirely comfortable or respectable. There is something transgressive about witchcraft as it appears in folklore and fiction. Witches deal with things that other people fear, reject, or refuse to acknowledge.

That doesn't necessarily make them evil.

But it does make them interesting.

The imagery of Brundage, Smith, and Norton contributed different things to my imagination. Brundage brought the sensual danger of pulp fantasy. Smith provided a symbolic vocabulary for magic and ritual. Norton demonstrated how unsettling and otherworldly occult art could become.

None of them gave me a finished Witch class.

But all of them contributed to what I wanted witches to feel like.

The Women of Early D&D

The original Dungeons & Dragons emerged from a predominantly male wargaming culture. Gary Gygax and Dave Arneson drew upon miniature warfare, historical simulations, fantasy literature, and their own experiments with new forms of gaming.

That history is well established, and I have no interest in changing it.

But the history of D&D is larger than the handful of men whose names appear most frequently in accounts of its creation.

Women played, wrote, illustrated, designed, organized, and helped the hobby grow almost from its beginnings.

Even the Gygax household, where some of the earliest games were played, included Gary's daughters Elise, Heidi, and Cindy. Their participation in the family's gaming history is worth remembering, even if the surviving accounts of those earliest sessions are understandably incomplete.

Lee Gold began publishing Alarums & Excursions in 1975, providing one of the earliest forums for roleplaying gamers to exchange ideas, discuss rules, and develop new approaches to this strange hobby.

Jean Wells joined TSR in 1979 and contributed as a writer, editor, and designer. Her work on Sage Advice in Dragon magazine helped generations of players make sense of the rules. She also created The Palace of the Silver Princess, an adventure whose original version would become famous for being recalled and replaced.

Rose Estes helped introduce D&D to readers through the Endless Quest books, beginning with Dungeon of Dread in 1982. These books let readers make choices and experience fantasy adventures without a gaming group or a set of rules. For many, they served as an introduction to the imaginative possibilities of D&D.

Margaret Weis, working with Tracy Hickman, helped bring Dragonlance to life through novels that became enormously popular throughout the 1980s. The characters of Krynn became just as memorable as the adventures themselves, and the combination of gaming and fiction demonstrated how deeply players and readers could become invested in an imagined world.

Jennell Jaquays deserves more than a passing mention here. Her adventures Caverns of Thracia and The Dark Tower helped demonstrate just how intricate, layered, and imaginative old-school adventure design could be. Her dungeons were not simple linear sequences of rooms and encounters. They had multiple entrances, looping paths, vertical connections, competing factions, and the sense that these places existed before the player characters ever arrived. People still talk about “Jaquaying the dungeon” as shorthand for this sort of non-linear, living design, though even that phrase can feel too small for the full range of her contributions. Jennell was also a friend, which makes it even harder for me to reduce her work to a quick summary. What I can say is that she helped show me that fantasy environments should feel like places, not just encounter charts. That lesson matters in a dungeon, on a wilderness map, and even in a setting like Jackson.

And then there is Darlene Pekul, known professionally simply as Darlene.

Her 1980 World of Greyhawk map of the Flanaess is one of my favorite pieces of D&D cartography. I have spent a great deal of time studying that map over the years.

What Darlene created was more than a geographic reference. It was an invitation to explore. The kingdoms, rivers, mountains, cities, and wildernesses suggested that an entire world existed beyond whatever adventure the players happened to be experiencing.

That sense of a larger world has always been important to me.

Jackson may be a fictional Illinois town rather than a fantasy continent, but I approach it with much the same philosophy. The places exist beyond the immediate adventure. People have lives when the player characters aren't watching. The world has history, geography, and relationships that continue whether or not an adventure happens to involve them.

Darlene helped demonstrate how a setting could become a place that existed in the imagination.

These women contributed in different ways, but their work helped shape the games I grew up playing and continue to love.

Eldritch Wizardry
Eldritch Wizardry and the Possibilities of Magic

One of the earliest D&D books that helped expand my understanding of the game was Eldritch Wizardry, Supplement III for the original Dungeons & Dragons, published in 1976.

It is a remarkable little book, filled with concepts that would become important to the game's future.

Druids. Psionics. Demons. Artifacts. Powerful supernatural forces that did not fit neatly into the original game's relatively straightforward categories.

For me, these were fascinating possibilities.

Druids suggested magical traditions rooted in nature, old religions, and relationships with the living world. Psionics suggested powers of the mind, neither conventional arcane magic nor divine intervention. Demons opened the door to older, darker supernatural forces, entities whose desires and purposes might be entirely different from those of mortal characters.

All of those concepts eventually contributed to my understanding of witches.

I wanted a magical tradition that was something other than another kind of Magic-User. I wanted witches to have their own relationships with spirits, supernatural powers, ritual practices, and hidden knowledge.

Eldritch Wizardry suggested that D&D was broad enough to accommodate more than one understanding of magic.

There is also the cover.

The original Eldritch Wizardry features one of the more provocative illustrations in early D&D, a nude woman bound to what appears to be a sacrificial altar. A young woman, Deborah Larson, created the painting for the cover.

Eldritch Wizardry art credits

It's an image unlikely to appear on the cover of a major D&D release today.

But I find its place in gaming history fascinating.

Who is this woman? Why is she there? What ritual is taking place? Who is responsible? Is she a sacrifice, a captive, a willing participant, or something else entirely? And what happens when the adventurers interrupt whatever is about to occur?

Those questions interest me far more than deciding whether the image is provocative.

The artwork suggests a story, and the book's contents suggest ways that story might develop.

That's what I have always loved about old-school D&D. The books weren't necessarily the final word on anything. They offered possibilities that we could explore, reinterpret, and develop into something of our own.

I didn't need to recreate every idea in Eldritch Wizardry exactly as presented.

I needed the doors it opened.

Lee Gold and the Craft of the Wise

Lee Gold deserves more attention because her work offers an unusual connection to my own research.

Gold was already helping build the roleplaying community with Alarums & Excursions in 1975. But she was also a designer, and in 1983 she published Lands of Adventure through Fantasy Games Unlimited.

I had wanted to examine that game for years before finally acquiring a copy. When I reviewed it in 2021, I was struck by how many ideas Gold and I had explored independently.

Lands of Adventure uses Culture Packs to adapt its rules to different historical and mythological settings. The original boxed set included Mythic Greece and Medieval England, both subjects I have explored extensively in my own writing.

Her Mythic Greece material was called Children of the Gods, the same title I had independently chosen for my own treatment of Greek mythology and Classical witches.

Her Medieval England material included witches, familiars, and coven casting. Gold drew upon sources such as Robert Graves and Margaret Murray, both of whom had also influenced my research.

I had used related material when developing my own Children of the Gods and The Craft of the Wise.

The remarkable thing is that I had developed those books without knowing how Gold had approached the same subjects.

We were looking at similar historical and mythological material, asking some of the same questions, and sometimes arriving at comparable conclusions.

Now, I should point out that some of these older theories about witchcraft, particularly Margaret Murray's historical witch-cult hypothesis, are no longer accepted by mainstream historians. But their influence upon twentieth-century occultism, fantasy literature, and gaming remains an important part of the history of fictional witches.

What I find interesting is how similar our creative approaches are.

Both of us were interested in magic as something shaped by culture, history, mythology, and religious practices rather than merely a universal list of spells.

I sometimes wonder how my own Witch books might have developed differently if I had encountered Lands of Adventure earlier.

Sometimes another creator's influence is direct. Sometimes we recognize it only in hindsight, when we discover someone else had been exploring the same territory.

And sometimes looking into that mirror tells us as much about our own work as it does about theirs.

Lauralanthalasa Kanan
Laura Hickman, Laurana, and Larina

Laura Hickman deserves special mention here.

Laura and Tracy Hickman helped create some of the most memorable adventures in early D&D, including Rahasia, Pharaoh, and Ravenloft. Their work brought a strong sense of story, atmosphere, and character motivation to adventures that might otherwise have been little more than collections of encounters.

Ravenloft is particularly important to my work on NIGHT SHIFT. The original 1983 adventure helped demonstrate how Gothic horror could function within the framework of AD&D, using atmosphere, a memorable antagonist, and a setting that felt alive beyond the encounters themselves.

But Rahasia is especially relevant to my witches.

Originally created by Laura and Tracy before its eventual publication by TSR as B7 Rahasia, the adventure features three dead witches: Karelena, Solorena, and Trilena. Their spirits possess living elven women, making them something quite different from the usual villains waiting at the end of a dungeon.

I discussed them in my review of B7 Rahasia, and I have considered incorporating them into my own War of the Witch Queens campaign.

They are exactly the sort of characters who intrigue me. They have magical power, histories, ambitions, and a supernatural existence that raises all sorts of questions about death, possession, and survival beyond the grave.

They also demonstrate that memorable witches were part of early D&D adventures long before I began developing my own versions of the class.

But Laura Hickman's influence goes even deeper.

Laura inspired Lauralanthalasa Kanan, better known as Laurana, the Golden General of Dragonlance. Tracy Hickman has confirmed this connection, and it has always delighted me.

Laurana was one of my favorite characters from the original Dragonlance Chronicles. She begins as a relatively sheltered elven princess, beautiful, romantic, and deeply in love with Tanis Half-Elven. But over the course of the story, she grows into a courageous warrior, a military leader, and one of the great heroes of the War of the Lance.

She never has to abandon her femininity to become heroic. Nor does her love for Tanis prevent her from becoming someone important in her own right.

And Laurana became one of the inspirations for Larina Nichols.

The characters are very different, of course. Larina was one of my first witches in AD&D and is now a teenage witch living in 1980s Illinois, not an elven princess fighting a war against dragons. But there is a creative lineage connecting them.

Laura Hickman inspired Laurana. Laurana helped inspire Larina. And Larina has now been part of my gaming and writing for nearly forty years.

In a very real sense, Laura Hickman is Larina's spiritual grandmother.

I rather like that.

There is also something wonderfully appropriate about Laura's connection to both Ravenloft and Dragonlance. Her contributions reach into two of the areas that have become most important to my own work: Gothic horror and the development of a heroic female character who eventually helped inspire my favorite witch.

Sometimes the connections between our influences and our creations are more direct than we realize.

Candella and Duchess, caught in the act
Jean Wells, Duchess, Candella, and Jackson

There is another connection between early D&D and Jackson that I find particularly satisfying.

Jean Wells created two adventuring characters named Duchess and Candella, who appeared in her original Palace of the Silver Princess.

Duchess and Candella were thieves, and their adventures became part of my, and many others', own gaming imaginations.

More importantly, they eventually became the original inspirations for Denise Carver and Candy Mercer in Jackson.

Denise and Candy are now teenage girls living in Jackson, Illinois in 1986. They are friends, partners, and co-conspirators in every sense of the word. They have families, responsibilities, personal histories, and futures that extend decades beyond their high school years.

They are not simply copies of Jean Wells' characters. They have changed considerably as I've developed Jackson and explored who these girls are.

But the connection remains.

I especially enjoy that Denise and Candy aren't witches. Their importance to Jackson comes from their humanity, their relationships, and their willingness to stand beside their friends when the supernatural threatens their lives.

Denise, in particular, has become one of those characters whose strength comes from her convictions and her determination to protect the people she loves.

That is a long way from a pair of adventuring thieves in an early D&D module. But I can still see them in my characters, and I have Jean Wells to thank for that.

Jean Wells could never have imagined the lives Denise and Candy would eventually lead in my setting (well, I am sure she could have). But without Duchess and Candella, those characters might never have existed.

This is one of my favorite things about roleplaying games. Characters can move beyond the adventures in which they first appeared. They change, develop new relationships, acquire new histories, and become something their original creators never anticipated.

Sometimes they even find their way into entirely different games and settings.

Jean Wells also reminds us that women were actively creating D&D adventures and characters during the hobby's formative years. Their contributions weren't limited to illustrating someone else's ideas or playing supporting roles.

They were creating worlds and characters of their own.

Sometimes those characters still inspire us forty-five years later.

The Women Who Became My Witches

Looking back on these women together, I begin to see how their contributions helped shape my own vision of the witch.

Andre Norton demonstrated how witchcraft could be part of an entire society, complete with traditions, obligations, and history. Margaret St. Clair explored hidden supernatural realities and occult knowledge. Leigh Brackett and C. L. Moore gave us dangerous worlds filled with capable women, strange magic, and heroic adventure.

Margaret Brundage helped define pulp fantasy's sensual, supernatural imagery. Pamela Colman Smith gave us a visual language for occult symbolism and ritual. Rosaleen Norton demonstrated just how strange, frightening, and transgressive magical imagery could become.

Darlene Pekul helped make fantasy settings feel like real places waiting to be explored. Rose Estes introduced readers to the possibilities of interactive fantasy adventures. Jennell Jaquays demonstrated how imaginative and interconnected dungeon environments could become.

Deborah Larson created one of the most memorable early D&D covers, while Eldritch Wizardry gave me ideas about druids, psionics, demons, and the expanding possibilities of supernatural power within the game.

Lee Gold showed another way to develop magic through historical and mythological traditions, often drawing on the same sources I would use years later.

Laura Hickman helped create some memorable early D&D witches, contributed to Ravenloft's Gothic horror, and inspired Laurana, who in turn inspired Larina.

And Jean Wells created Duchess and Candella, who eventually became Denise and Candy.

None of these women created my Witch class. None of them wrote Advanced Witches & Warlocks or imagined the supernatural history of Jackson, Illinois.

But each contributed something to the mix of ideas that shaped my work.

Some of those influences were direct. Others came through books, illustrations, and games I encountered long before I knew much about the people behind them. Still others were things I discovered later, when I recognized that someone else had been exploring the same ideas independently.

That is how creative work develops.

We read. We play. We study. We borrow ideas, reinterpret them, combine them with others, and occasionally discover something entirely new.

The Witch class I began developing decades ago wasn't the product of any single influence. It emerged from mythology, folklore, history, fiction, art, religion, and gaming.

Over time, those influences became something of their own.

In Advanced Witches & Warlocks, they became rules, spells, rituals, traditions, pacts, and the distinction between occult, arcane, and divine magic.

In Jackson, they became characters who live with the consequences of possessing supernatural powers. Larina, Stephanie, Faye, Sylvia, Kiera, Natasha, and the others are not simply examples of what a Witch class can do. Their magic affects their relationships, beliefs, ambitions, fears, and choices.

And the development continues in both directions.

Sometimes a character in Jackson suggests a new rule for AW&W. Sometimes a rule or magical tradition from AW&W suggests an entirely new story for Jackson.

The two projects are constantly influencing one another, just as the literature, art, and games that preceded them continue to influence both.

The Other Side of the Mirror

It's particularly satisfying to look back at my gaming history and recognize influences I didn't always appreciate at the time.

I knew I loved the Weird Tales covers. I knew Darlene's Greyhawk map was something special. I knew the Tarot imagery fascinated me, and I knew Eldritch Wizardry offered possibilities I wanted to explore.

I knew I enjoyed the stories of Andre Norton, Leigh Brackett, and Margaret St. Clair. I knew I liked Laurana and that her character had influenced Larina. I knew Duchess and Candella had eventually become Denise and Candy.

But I didn't always stop to think about the people behind those creations or how their work connected to what I was doing.

Over the years, as I've studied the hobby's history and the literature that inspired it, I've become more interested in those creators and their contributions.

Not because I want to rewrite gaming history, but because I want to understand it more completely.

The women I've discussed here were not late arrivals to fantasy and roleplaying games. They wrote the stories, painted the artwork, designed the adventures, created the characters, and built the communities that helped establish the traditions I grew up with.

Their contributions were part of the old school from the beginning.

That doesn't diminish the contributions of Gary Gygax, Dave Arneson, Robert E. Howard, Fritz Leiber, Jack Vance, or the many other men whose work remains important to me. I still admire their contributions and find inspiration in them.

But the full history is richer and more interesting when we recognize everyone who helped create it.

I still love the old books. I still play the old games. I still write new material for them, and I continue to find inspiration in the same stories and traditions that first captured my imagination nearly fifty years ago.

I don't need to abandon any of that to recognize women's contributions to the hobby I love.

In fact, understanding those contributions helps me appreciate the old school even more.

Laura Hickman inspired Laurana, who inspired Larina. Jean Wells created Duchess and Candella, who eventually became Denise and Candy. The witches of Andre Norton and Margaret St. Clair informed my understanding of occult traditions, while the artwork of Margaret Brundage, Pamela Colman Smith, and Rosaleen Norton shaped how I imagined those traditions might look.

In a very real sense, the witches of Advanced Witches & Warlocks and the young women of Jackson have a much larger family tree than I ever realized.

And I am still discovering new branches.

Perhaps that is another thing these Mirror Mondays are teaching me. Sometimes the most interesting discoveries aren't about what has changed.

But rather what was there all along.

Sunday, October 25, 2026

Working the NIGHT SHIFT: Biology is not Destiny, The Supernatural Lessons of Lost Girl

There is a good reason I have chosen October 25 as the date for this post. It marks the series finale of Lost Girl on this day in 2015. One might expect me to go with the premiere anniversary for something like this, but the finale feels more appropriate for what I want to talk about here. 

For one thing, by the time Lost Girl was over, we had a clear view of what Bo had put behind her and what she had achieved. 

The Characters of Lost Girl

Lost Girl (2010-2015)

Bo, Anna Silk’s character in Lost Girl, discovers she is a succubus and that there is a whole supernatural world she was never aware of. More to the point, she finds that this world has its own set of rules as to who you are to be, who you are to keep company with, and which side you have to pick. She is forced to choose.

Bo’s response to all of that is a resounding "No."

And that is the most valuable thing the show offered me.

The Fae that inhabit the world of Lost Girl are not a single species. The term does not denote a single type of creature. They may hail from different mythologies, have powers that are worlds apart, or act in entirely different fashions. The only commonality is their place in the larger supernatural ecology. That, and there are two camps: Light and Dark Fae.

Lost Girl ran for 5 seasons, mostly focusing on Bo and human Kenzi, and their ability to move between the Light and Dark worlds of the Fae to investigate crimes in both and in the human world. Along the way, she meets and falls in love with Dyson, a male werewolf and cop, and Lauren, a female human doctor. Bo's bisexuality is a mirror to her ability to move between Light and Dark worlds, and the Fae and human worlds.

Much like Charmed, we developed playtest characters based on Bo and Kenzi. Bo was a good test of the supernatural character type. Kenzi became our de facto human survivor.

Lost Girl and NIGHT SHIFT

I wanted NIGHT SHIFT to be a game where one could play a supernatural character without having to codify every conceivable creature as a distinct species. The Fae in Lost Girl provided an excellent model for that. Two such characters need not resemble one another or even share a mythological pedigree to be of the same broad category. That concept was instrumental in developing the basic Supernatural species for the game.

It is a freedom of design. Rather than making a separate species for every horror movie or urban legend monster, I could put in place a framework that lets the player and Game Master make of the character what they will.

Lost Girl also underlined a notion that has taken on greater significance for me: biology is not destiny.

You will find in some older fantasy games an assumption that an orc is evil by virtue of being an orc, or that a demon is evil because it is a demon; the rules would even put a number on it with alignment. Lost Girl does not see it that way. 

Bo is a succubus by birth. Fine. That says what she can do, not what kind of person she must be. She makes the choice.

As the series goes on, that becomes all the more relevant. Her actions affect those around her. Other characters begin to doubt things they have taken for granted for centuries. Boundaries in the Fae world are crossed. It turns out many of the so-called natural and inevitable rules were just choices made by someone else at some point.

Which is why the finale is a better anniversary for this piece than the premiere. At the outset, Bo is the one insisting on her right to choose. By the end, she has changed the world around her. Even the next generation is afforded the option of deciding for herself what she wants to be, or of flatly refusing the options on the table.

That is a potent concept for a role-playing game. A character’s powers or ancestry may well matter, but they do not have to dictate who he or she is. What is of interest is what is done with them.

Not just great for drama. A necessity for RPGs.

Succubi

Then there is the matter of succubi. Lost Girl has given me plenty of food for thought on the subject.

They are traditionally demons, and I still use them as such, but the show reminds us that this doesn't have to be the whole story. A succubus can also be fae or vampiric (as in the WitchCraft RPG).

I care less for the label than for what the creature actually is in the world it inhabits. Is it feeding on blood or sexual energy? Does it have to cause harm to get by? Or are we calling several unrelated beings by the same name because humans are not adept at telling the difference?

Much more useful than the simple equation of "succubus equals demon equals evil." 

A supernatural being may have instincts or needs that are frightening to a human. Those are fine problems for a story to have. But they do not settle the question of good or evil.

That is for the characters to decide for themselves.

But once you remove the idea that a character has to act or be a certain way, it opens up a world of potential for the characters, the game masters, and the game designers like me.

Lost Girl and Jackson

You can't always see the influences of Lost Girl in my Jackson psts, but it is there, and a good deal of it can be found when you start to dig.

Jackson "Lost" Girls

Take Larina, for example. The link is quite direct. During some early playtests, I was looking for something in her past that would account for certain qualities: her temper, or how at ease she has always been with magic of the more dangerous sort. There are magical avenues she will take that would give another witch pause. It is not as though these things make her evil, yet they pointed to something there, I just had not quantified it yet. 

I concluded that a little succubus blood in her lineage would do the trick. Not enough to turn her into one, or define her, but enough to add a dimension to her family history and account for those traits. And maybe that red hair too. 

In that regard, Lost Girl gave me a new perspective. Bo is a succubus, true, but that says only so much about her powers and biology. Who she is, she makes for herself. I wanted the same for Larina. Her demonic side is no excuse for her actions; it does not mean her temper is written in the stars or that dangerous magic is luring her to ruin. She is a witch, a student, a daughter, a friend and, in time, a mother. That is the sort of world I want to build. 

Then there is the matter of the cast. Lost Girl made it obvious to me that a group of women protagonists can be done right in genre fiction. For years, the convention in gaming was to have a room full of men with a woman or two for measure. Lost Girl had none of that. Either hero or villain, lover or rival, the characters were very often female, and it worked. They did not have to stand in for "the woman" of the piece; they could be as foolish as they were brilliant, as cruel as they were compassionate. You will find the same in Emily Andras’ Wynonna Earp. You saw this in Charmed as well. 

Jackson is no different. Larina, Stephanie, Faye, Vera, Rowan, Candy, Denise, Ami, Valerie, Kiera, and the rest are not here to tick a box. Some are witches, some are mundane, some run toward trouble, and some would rather be elsewhere. They are simply the ones with the most compelling stories.

If there is a through line between the two works, I would say it is the opening words from Bo: "I will live the life I choose." That might as well be inscribed over the doors to Jackson Public High School.

Larina will not let her bloodline dictate who she is. Faye is not going to let the hags who reared her have the last word. And while Stephanie has the weight of money, social standing, and family expectations on her shoulders, she will decide for herself who she wants to be. Vera has similar issues with money and family obligation on top of religion and a father who doesn't want his daughter to be a witch. She still has choices to make. Even the more ordinary folk have to make their call.

There is plenty of inherited trouble in Jackson. Old bargains, family histories, the town’s own debts from past generations. But that is not destiny. The characters must choose. It is not easy to do, and there are consequences, which is precisely why the choice is so important.

You can have the power, the history, and the problems handed down to you. But in the end, you have to determine what to do with them. Lost Girl knew that, and I want Jackson to as well.

--

NIGHT SHIFT® is a Registered Trademark of Elf Lair, LLC. Used by Permission.

Friday, October 23, 2026

Urban Fantasy Fridays: Coven & Crucible (2023)

Coven & Crucible cover
 I feel a little bad about this one. It has been sitting on my desk to the left of me for a very long time on my TBR pile. I wanted to get a review of it done back when it was new. Then, when the revised edition was out on Kickstarter. Now we are in between editions. This particular edition is no longer available on DriveThruRPG (which is disappointing, to be honest), and the new one isn't up yet. 

It is a good game and perfect if you are like me and want to have a focus on Witches and Witchcraft in your game. But how does it hold up?

Coven & Crucible

Raechel Henderson and Stephan Kelly
2023 13th Moon Games, 196 pages.

The product is from 13th Moon Games and the work of Raechel Henderson and Stephan Kelly. Henderson is behind the story and setting, while Kelly has put together the mechanics. The two saw the game through playtesting in 2022, and it was funded the following year. They are married and their kid does the art. The art is actually pretty good.

A word before we proceed: this review is of the original core rulebook. A second edition, Coven & Crucible: Reforged, was funded in early 2026 and should be in fulfillment soon. That version will preserve the original's collaborative spirit while streamlining the rules. For now, then, this is an examination of where the game started.

Coven & Crucible

The World of Coven & Crucible

What you will find is that magic is not secret. That is the one thing that puts Coven & Crucible apart from most of the urban fantasy/horror games I have been turning over for previous Urban Fantasy Fridays like WitchCraft or Mage. There is no Veil, no Masquerade, no grand secret war to keep the rest of us in the dark. Everyone is aware of witches and what they can do. You can go online and hire one.

The game puts it on a par with martial arts, cooking, or computer programming. You could become a witch if you wanted, but it is a matter of study and discipline. I have to say I am fond of that. It means if there is some magic work to be had, you can just put out a contract to a witch.

That choice ripples through the whole of the setting and changes the tenor of the game. You get your magical businesses and professions, your occult markets and currencies, and organizations with enough history to have built up their share of wealth, grudges, and bureaucracy. The introduction paints a picture of specialists who might be stockbrokers using divination or working at a place like the Magic Beans coffee chain. The latter alone gives you a sense of the tone. It can be a dark affair but not everything supernatural has to be evil.

Coven & Crucible Chicago
Chicago

I was drawn to the default setting of Chicago for the obvious reasons. And it feels right. You have old neighborhoods and the new construction all in a pile with the witch politics. This is not one of those settings where "Chicago" is reduced to the Sears Tower and deep dish pizza because someone has seen The Untouchables or Ferris Bueller’s Day Off. Here, the architecture, the lake, and the weather are part of the fabric of things. The supernatural is layered on top of the mundane rather than in some other dimension, which is how I prefer to run the city in my own games.

There are good details too. Take the Midnight Market, a black market for the magically inclined that runs parallel to the regular flea markets. Or the fact that witches deal in Pentacles; not because paper money is no good, but because in magical commerce discretion has a price. Favors will do as currency in some cases. It is the kind of thing that makes a world feel lived in.

The Coven and the Crucible

As for the name, it is a nod to the two big institutions. The Coven is the international organization with its Houses and internal squabbles. The Crucibles are another matter entirely, an independent network of sorts to offer neutral ground and services. You could describe it as a magical hotel, an embassy and concierge service, a meeting place and sanctuary all in one.

Then there is the matter of the Coven and the Crucibles. The Coven would be only too happy to have control over them, but does not. The two put up with one another for the simple reason that any attempt at absorption would come at too high a price. It is a fine source of tension; neither has to be evil for there to be conflict. People are after influence, organizations want their territory, families are concerned with prestige and witches with their independence. One does not need an ancient Dark Lord to rouse himself from his slumbers to make for a compelling setting.

While the focus of the book is Chicago, other Crucibles are mentioned.

The System

Coven & Crucible makes do with just two d12s, which is enough to put it in my good graces right off the bat. Characters are defined by four Attributes (Will, Body, Agility, Magic) along with nine Skills and sixty-three Sub-skills. Resolving an action is straightforward: add Attribute plus Skill and Sub-skill, factor in modifiers, and a Difficulty set by the Storyteller equals the Target Number. Roll 2d12 to come in under or on this Target Number. So higher skills are still better since they increase the Target Number. A 13 is a special case, resulting in a critical of some sort depending on the circumstances. Since we are talking about 2d12 here, 13 is the most likely result.

The formula has its flexibility, though, and that is where the system becomes more engaging. A Sub-skill may be listed under a certain Skill, but the game is open to the player and Storyteller to put together whatever combination of the three best suits what the character is set on doing. This is of paramount importance when it comes to magic. This makes it more akin to Unisystem than say a d20 based game.

Character creation is a bit more of an undertaking than the core rules might imply. With Attributes starting at 3 and Skills at 4, and a pool of 63 levels to put into Sub-skills or Traits, one has to make no end of decisions. I don’t mind that. The payoff is a degree of specialization. The game is looking for characters who are very capable in their own right, not blank slates that will take twenty sessions to become interesting. They know when they are out of their depth and will call on others.

Though, like many games I am looking at this month, it is easier since I know what I want to end up with and after doing it a couple of times. 

Magic

Unsurprisingly, this is the part of the game I like best. Forget spell lists or slots or even “named spells” in the way most RPGs have them. The witch tells you what she wants to do and the Storyteller works out the formula. Say you want to turn invisible. The book will put forward a number of options: Magic + Magical + Disguise, or perhaps Stealth or Larceny. If it is a case of evading a camera rather than a person, even Security Systems might be called upon.

Two witches can end up with the same result while going about it in entirely different ways. That is how I prefer my witchcraft. The effect may be the same mechanically, but the intent and symbolism should be the character’s own. Faye is not going to ward a house the way Sylvia does, any more than Larina will go about making herself invisible as another would. Larina would bend light around herself; Faye would simply make people not see her. Coven & Crucible handles that nicely.

There are two ways to cast: Improvised for the quick fix in combat, and Ritual for something with more staying power. You will also find alchemy, materia magica, familiars, grimoires, summoning, and all the other accouterments one expects from a game of this sort. Grimoires are of particular note. They are no run-of-the-mill spellbooks but a record of a witch’s research and discoveries. I was reminded of Larina’s Book of Shadows straight away.

The System at Its Best

One could make the case that the magic system is the game’s most compelling mechanical conceit. It delivers on what so many systems promise and then don't: a form of freeform casting that does not forgo structure in the process. There are still numbers to be had, and character specialties matter. Try something hard, and there will be consequences. Yet you are never put in the position of poring over a list to see if you have the right spell for the job. In that way, your characters come across as witches rather than mere assemblages of powers.

Teamwork fits into this nicely. Put a Divination specialist with one who is good at Warding and an investigator of some note, and the system is happy to reward them for acting like a coven of specialists. I would hazard a guess that is by design.

Where It Gets Rough

That very flexibility is a double-edged sword. Some groups will find it wanting when the player and Storyteller have to hash out which combination of abilities is in play. A group inclined to talk through their intentions will be fine with it; others may want to argue over the most advantageous mix for every roll and put a damper on the pace. Magic only magnifies the problem. The absence of a spell list is liberating but it forces the Storyteller to make judgment calls on what can be done and how taxing it should be. I have no trouble with that, though those in need of tightly codified powers might.

Then there is character creation, which is more of an undertaking than the resolution mechanic. With sixty-three Sub-skills and Traits to account for, there are plenty of little numbers to wade through before you start. Once the character is put together, however, things move along much faster.

As for the book, in spots it has the feel of a first core offering from a smaller publisher. The visual design is striking enough with its black-and-white art and sharp color in the chapter pieces, but some of the rules are dense and call for a re-read. It did not deter me from wanting to get behind the table. If anything, it left me curious to see what the designers would put in place after a few years of use, and that is what makes Reforged so interesting.

Building my Characters

I went with a couple of the Jackson teens for this one; the setting suggested another approach. So I put the clock forward (from Jackson, backward for us) to 1990. I have been considering a "sequel game" for some time, and I know it will be set in Chicago in the 1990s.

Sylvia is here because she causes trouble and this is exactly where she would end up after being chased out of Jackson.

In my "Jackson Universe" version of Chicago, I have Larina Nichols and Faye Thorne. They are both twenty. Larina is at the University of Chicago and well on her way to being the scholar she will become. Faye is new to the city, having transferred to the University of Illinois at Chicago from the sister school, the University of Illinois at Urbana-Champaign. Faye is still Faye, but you can see the growth that will cause her to reclaim her birth name, Fiona Voss. She has found her life increasingly tied up in music and the supernatural side of the city’s nightlife. And there is Sylvia, the older witch with experience to spare. Three different witches with three different goals.

Larina in Judo class
Building Larina was almost too simple. Her character sheet says it all:

Will 7
Magic 7

Academics 7
Magical 10

You have your extremely intelligent, strong-willed, and magically potent type, physically unremarkable but with a head for Academics. Add in some solid Occult, Linguistics, History, and the like for Divination or Warding, and you have her. 

Since the poor girl was always getting her ass kicked in physical fights, she is taking a judo class now. She is not very good at it, but at least she won't get knocked down as much. 

Faye is the other side of that. Less concerned with theory, she is more physical and instinctive, a streetwise sort. Athletics, Underworld, Hexing, and Warding are where her strengths lie, as is the nascent Artistic side that will take on greater significance in time. Then there is Sylvia, the Veteran. She puts decades of experience to work alongside her natural talent and shows me what those rules mean in practice. It is a good thing she does; it keeps Larina and Faye from coming across as finished products. They are very good, but Sylvia makes plain how much ground they still have to cover.

What Did I Learn About My Characters?

I have been going round and round with this for some time (with many games), but Coven & Crucible has put it into perspective: a witch is not made by her spell list. Her approach to magic is what defines her. Larina will research and name things, looking for precedent. She needs to know who first did the magic and why, what language or symbols were involved, if anyone put it to paper. Faye goes about it by feel. And Sylvia has done it enough times to tell you which rules are worth following and which can be let slide. The end result may be the same, but the method should not be. Coven & Crucible offers a rules language for that kind of distinction, and one I can put to use elsewhere.

What Can I Use in NIGHT SHIFT and Jackson?

More than one might think. I am not going to bring the whole setting over; the assumptions do not hold up, and my NIGHT SHIFT magic is not so open. But there are ideas I want to make my own.

Take Formula Flexibility. Not the mechanics per se, but the notion that two characters versed in protective magic need not employ it in identical fashion. Or the idea of coven specialization. A coven ought to be like an adventuring party: one for spirits, another for wards or divination, one for combat, one for the old books. It is far more compelling than having five people with the same Witch class.

I already do this, to be honest. Stephanie’s protective magic looks like blue flames. Larnia’s like a mult-sigiled ward, and Faye’s looks like a growth of thorns and brambles. 

The concept of the Crucible is also something I can put to work. I won’t use the institution itself; it is too tied to this setting, but a neutral piece of supernatural turf is excellent for lending a setting instant history and politics. Be it a hotel or a club where factions agree to certain terms, it is useful. As is the magical economy. Favors, obscure ingredients, information, introductions. Occult types have their priorities, and money is not always at the top of them. It is an idea I have toying with in Nightlife as well. Another game set in Chicago.

Final Thoughts

It is no surprise I am fond of Coven & Crucible. It is a game of witches and d12s that gives me a supernatural Chicago and lets me build a character based on what they know rather than a prewritten selection of spells. What I value is its particular view of a witch. Here, magic is not a superpower or a religion. You learn it, study it, improve upon it. In theory, anyone could, but most will not put in the effort. It has a different taste to the mages of Mage or the arcanists of Beyond the Supernatural.

That is what I was after for this year’s Urban Fantasy Fridays. I have no interest in five games that are cut from the same cloth. I want to see how the supernatural exists in our world. Coven & Crucible says it has a job and bills to pay and family troubles and a favorite coffee shop. And it has politics. And before lunch, it might hex someone. That is fine by me.

This does make me want to pick up the new edition of Coven & Crucible when it comes out. Maybe I'll give these characters a run set in 2027 when they are all close to 60. Sylvia will be a lot older than that, but I am not asking her age, and neither should you.

My Jackson Chicago Kids: Larina, Faye, and Sylvia

Larina and Faye

So I created sheets for many of my witches in Jackson, IL. But since this game is set in Chicago and I already had some ideas about who would be there, I decided to focus on just Larina and Faye. Both are growing in different directions, which is about to cause a rift that won't be addressed until 1995. Vague, I know; it's supposed to be. These are just broad strokes that I'll figure out at the game table. But 1990 is still a few years away from my current year of 1986.  

I threw Sylvia into the mix because I want an NPC who would know things. 

Coven & Crucible Larina Nichols
Larina Nichols
Gender: F, Age: 20
Height: 5'4", Weight: 125

Pentacles: 18

WILL 7
BODY 2
AGILITY 3
MAGIC 7

Initiative 10
Speed/Sprint 18/6
Health 17
Magic Resistance 24

Magic Resistance (Tattoo) 3
Linguist 2
Attractive 1

Skills and Sub-Skills

Academics 7
 - Computers +1
 - History +3
 - Linguistics +3
 - Lore +1
 - Psychology +1
 - Theology +1

Magical 10
 - Alchemy +4
 - Divination +2
 - Forging +1
 - Hexing +5
 - Occult +7
 - Summoning +5
 - Warding +6

Strategic 6
 - Awareness +1
 - Tactics +1

Artistic 5
 - Dancing +1
 - Drawing +1
 - Performance (Sing) +1
 - Writing +2

Martial 3 
 - Unarmed (White-belt Judo)

Technical 5
 - Animal Handling +1
 - Survival +2

Athletics 4
 - Sleight of Hand +1
 - Stealth +1

Social 5 
 - Appearance +1
 - Conversation +1
 - Ettiquette +1

Underworld 4
 - Intimidation +2


Coven & Crucible Faye Thorne
Faye Thorne
Gender: F, Age: 20
Height: 5'3", Weight: 114

Pentacles: 11

WILL 5
BODY 3
AGILITY 4
MAGIC 6

Initiative 10
Speed/Sprint 30/12
Health 19
Magic Resistance 23

Impulsive 2
Fearless 2
Creative Soul 2
Sneaky 1

Skills and Sub-Skills

Academics 4
 - Lore +2
 - Psychology +1
 - Theology +1

Magical 8
 - Alchemy +2
 - Divination +2
 - Forging +2
 - Hexing +7
 - Occult +4
 - Summoning +3
 - Warding +7

Strategic 4

Artistic 5
 - Drawing +1
 - Performance (singing) +4

Martial 5 
 - Dodge +4

Technical 4
 - First Aid +1
 - Survival +2

Athletics 7
 - Acrobatics +1
 - Endurance +2
 - Sleight of Hand +2
 - Stealth +2

Social 5 
 - Conversation +4
 - Persuasion +3

Underworld 4
 - Deciet +4
 - Force Entry +1
 - Intimidation +2

Stephanie is at UIUC. Vera is still in Jackson. And Renee is back home in Finland.  I have Sylvia's sheet, but I wanted to redo her numbers again. She should be more powerful than the notes I have written. But I like how these two came out. 

Links

Thursday, October 22, 2026

Tales of Jackson: Edge of Seventeen

 It might be fairly obvious now, but I am not doing any adventure here in order. Some are playtests; others are fully thought-out ideas...in my head, if not on paper. And some start out as one thing and then become something very, very different at some point.

Such is the case with Larina's birthday on October 25, 1986. 

Chips at lunch
Aaron and Larina share chips in her VW Bug.

The Edge of Seventeen

"Sometimes the ghost doesn't want to haunt you or scare you. Sometimes it just wants to share a bag of chips or for you to hold your hand before they move on."

One of the things I have been working on for my Jackson, Illinois setting is making sure that not every adventure follows the same formula. Yes, Jackson is a town filled with witches, ghosts, demons, monsters, and all sorts of supernatural trouble. And yes, the teenagers living there seem to have an uncanny ability to find themselves in the middle of it. But not every encounter with the supernatural needs to end in a fight. Not every ghost needs to be busted, every demon defeated, or every mystery solved.

Sometimes the supernatural is simply part of life in Jackson. Sometimes it can even give someone something wonderful, if only for a little while.

That is the idea behind my Season 2 adventure, "Edge of Seventeen."

Honestly, I was always going to do this adventure.

A Birthday Near Halloween

The adventure takes place between October 19 and November 1, 1986, during the 1986–87 school year. Larina Nichols, our resident teenage witch, is about to turn seventeen. Her birthday falls on Saturday, October 25, just six days before Halloween. 

Of course, she is just a stand-in for your characters, but it works well if their birthday is near Halloween.

For most teenagers, having a birthday that close to Halloween might mean a costume party, some scary movies, and plenty of candy. For a witch living in Jackson, Illinois, it means something else entirely.

The Veil between the worlds of the living and the dead is exceptionally thin around Halloween. Spirits can cross over more easily, strange things happen in places that are normally quite ordinary, and the dead sometimes walk among the living.

Naturally, a character would like to have a birthday party without anything supernatural getting involved.

Naturally, that isn't going to happen.

In my game, Larina is a 16-year-old senior at Jackson Public High School who has been advanced academically, and she also attends advanced Greek classes at St. Michael's Catholic School. One afternoon, while eating lunch alone in her purple Volkswagen Beetle, she is approached by a handsome young man wearing a St. Michael's school uniform.

His name is Aaron Michaels. He's seventeen, with blond hair, green eyes, and a friendly smile. He sees Larina sitting alone and asks if she would like some company. Soon they are sitting in her Beetle, sharing a bag of potato chips and talking.  It's a perfectly ordinary meeting between two teenagers.

My players immediately distrusted him, calling him "Witch Bait."

And for Larina, who spends an extraordinary amount of her time dealing with extraordinary things, that's rather nice.

The Boy Who Wasn't There

Aaron and Larina hit it off almost immediately. He's intelligent, funny, thoughtful, and genuinely interested in her. They start spending time together, going on dates, listening to music, and doing all the things teenagers do when they discover they really like each other.

For once, Larina has a boyfriend who isn't intimidated by her intelligence, doesn't expect her to solve some supernatural crisis, and doesn't seem to have any ulterior motives.

So yeah.  Aaron has a secret. Aaron Michaels is dead.

He was the son of Professor Michaels, a chemistry teacher at MacAlister College and attended St. Michael's Catholic School. He died in a chemistry laboratory accident while saving two children who snuck in from exposure to chlorine gas. Aaron wasn't a criminal, a villain, or someone whose death was the consequence of some terrible supernatural bargain. He was a good kid who saw two children in danger and did what he could to save them.

Now, with Jackson's already thin Veil growing thinner as Halloween approaches, Aaron has somehow returned.

And this is where I want the adventure to depart from the usual ghost story.

Aaron isn't trying to haunt anybody. He isn't seeking revenge. He isn't possessing someone or attempting to drain the life out of Larina. For approximately two weeks, he is, for all practical purposes, alive again. He can eat, laugh, feel the autumn cold, hold Larina's hand, and experience the ordinary pleasures of life.

When he's with Larina, he even sometimes forgets that he's dead.

Is that because of Larina's magic? Is it because the Veil is particularly thin? Or is it because the two of them have formed a genuine emotional connection?

I don't know.

More importantly, I don't think I want to know. Some mysteries are better left unanswered.  Besides, all the other characters spend their time trying to figure it out. That is when they are not trying to plan a birthday party.

That is my design hook here. I have split the party. I have one character away (the Birthday girl) and the others planning the party and noticing this new guy who is taking all her time. Which is convenient since they use the distraction to get the party planning done.

Happy Seventeenth Birthday, Larina

Larina doesn't discover Aaron's secret until her seventeenth birthday party on October 25.

By this point, she has been dating him for almost a week and has developed genuine feelings for him. Aaron has become someone important to her, and suddenly she discovers that the boy she's falling for has been dead for years.

Naturally, Larina didn't take the news particularly well.  Though better than I expected.

She is hurt that Aaron kept the truth from her, confused about what is happening, and more than a little frustrated that the first decent boyfriend she's found in a while turns out to be a ghost.

Her friends, of course, have opinions. But here is the important part of the adventure. Larina doesn't reject Aaron because he's a ghost.

After they talk about it, she decides she still wants to be with him. She likes Aaron for who he is, not whether his name appears on a list of the living.

For the next week, they continue dating. Aaron even gets to give Larina a birthday present, a silver pentagram necklace that shows how much he respects her beliefs, despite his Catholic school upbringing.

They spend time together knowing that the approaching end of the Halloween season will separate them.

And that knowledge changes their relationship. They no longer need to pretend that everything is normal, but they also don't need to spend every moment worrying about what comes next.

Sometimes they just want to sit in her car, listen to the radio, and share another bag of chips.

Happy Birthday Larina!
Happy Birthday Larina!

The Ghost Who Doesn't Need Busting

Originally, Aaron wasn't supposed to be the main story of Edge of Seventeen.

My first idea involved a ghost girl who had died before her seventeenth birthday. With Larina's birthday approaching, the girl's spirit would return, threatening to steal the life or future she had been denied. That would provide the supernatural mystery and danger, while Aaron would serve as the romantic B-plot.

It was a perfectly serviceable supernatural horror adventure. There would be a mystery to investigate, a dangerous spirit to confront, and some sort of climax at Larina's birthday party.

But the more I developed Aaron, the more interesting his plot became. The more I had him show up, the more the players wanted to know more about him. 

I found myself spending more time thinking about the boy who had died saving two children than the ghost girl who was supposed to be the antagonist. Aaron didn't have an evil agenda or a sinister secret beyond the fact that he was dead. He was just a good kid who had been given an unexpected opportunity to experience some of the life he had lost.

And Larina was giving him that opportunity without even realizing it.

Eventually, I decided to drop the ghost girl entirely.

Aaron was promoted from the "B plot" to the "main plot", and Edge of Seventeen became a very different adventure.

There is no evil ghost to defeat. No demonic mastermind is manipulating events. No sinister ritual is required to send Aaron back to the grave.

Instead, the adventure is about two teenagers who find each other under impossible circumstances and decide to make the most of the time they have.

That doesn't mean there isn't a mystery. The characters can investigate Aaron's death, explore the circumstances of his return, and try to understand what happens when Halloween ends. There are opportunities for the other characters to become involved, particularly when Larina learns the truth.

But solving the mystery isn't the point.

The point is just two teens getting to be regular teens for a little bit. It doesn't matter that one is a ghost and the other is a witch. It is the type of adventure you can have in Jackson and nowhere else.  

Everyone Needs a Hand to Hold On To

On November 1, the Veil begins returning to normal, and Aaron can no longer remain in the world of the living.

Larina cannot prevent this. Despite her considerable magical abilities, she cannot simply make Aaron alive again. Nor should she have to. There is no mystery to solve here, but I don't need the players to know that right away.

One of the lessons I want Edge of Seventeen to explore is that magic cannot, and perhaps should not, solve every problem.

Aaron isn't asking Larina to resurrect him (she couldn't anyway). He isn't demanding that she find some way to keep him in Jackson forever. He just wants to spend what time he has with her.

And when that time ends, he wants someone to hold his hand. Neither wants to say goodbye, but they both know they have to.

And then Aaron is gone.

No explosion of supernatural energy. No terrible curse. No triumphant spellcasting.

Just a girl standing alone on an autumn evening, missing a boy she loved for a little while.

I don't plan to bring Aaron back in a future adventure. His story has an ending, and I think it should remain that way. Not every character needs to return, and not every loss needs to be reversed.

Sometimes that is simply how life works.

Aaron say goodbye
Aaron says goodbye

What I Want from Edge of Seventeen

I want this adventure to demonstrate something important about Jackson and about the kinds of stories I want to tell with NIGHT SHIFT. 

This likely reads more like a Monsterhearts game than an OSR-adjacent NIGHT SHIFT game, but that is the point. 

Not every supernatural encounter needs to be a combat encounter. Not every ghost is evil. Not every mystery must be solved, and not every adventure needs a villain.

There are plenty of monsters in Jackson. The teenagers will have more than enough opportunities to fight vampires, confront demons, break curses, and save the town from terrible things.

But sometimes the supernatural gives us an opportunity to tell a different kind of story.

A story about kindness, first love, friendship, loss, and growing up.

For Aaron Michaels, the extraordinary event isn't coming back from the dead. It's getting to experience things he thought were gone forever. A first date. A birthday party. A girl who really likes him. The simple pleasure of being seventeen.

For Larina, the adventure is about learning that something doesn't have to last forever to matter, and that loving someone sometimes means accepting that you cannot keep them.

And for the players, I hope it becomes a reminder that the characters in Jackson are teenagers first and supernatural investigators second. Their friendships, romances, heartbreaks, and ordinary lives deserve just as much attention as the monsters lurking beyond the Veil.

Because sometimes the ghost doesn't need to be busted.

Sometimes it just needs someone to share a bag of chips with, and a hand to hold before moving on.

Monday, October 19, 2026

Mirror Monday: Why Witches?

John William Waterhouse - Magic Circle
 I have been writing about witches for a very long time. Anyone who has followed this blog for more than a few weeks probably knows that. Between Advanced Witches & Warlocks, NIGHT SHIFT, and my Jackson, Illinois, setting, witches occupy a considerable amount of my creative time. They have been part of my gaming life for nearly forty years, and I don't expect that to change anytime soon.

But why witches?

It is a fair question, and one I have asked myself (and have been asked) more than once over the years. Why have I devoted so much time to creating a Witch class for *D&D? Why do witches feature so prominently in my horror games? And why, when I decided to return to the Illinois of my teenage years and create a fictional town filled with supernatural mysteries, did I place a teenage witch named Larina Nichols at its center?

I think the answer goes back further than my games.

The Witch in the Library

My local public library was a second home of sorts when I was younger. I would make my way from one shelf to the next, book in hand, driven by a fascination with the supernatural: mythology, folklore, monsters, vampires, and ghosts. I read anything that put itself in front of me if it held out the promise of some kind of mystery.

Witches in particular held my attention. They had a way of occupying several worlds at once. You had the ones from folklore who were objects of fear and persecution; you had the literary variety, ranging from fairy tale villains to the great sorceresses of myth. And then there were those who actually made witchcraft part of their spiritual practice. Not to mention the ones I wanted to portray in a game of Dungeons & Dragons.

I found myself trying to reconcile these disparate notions. Some were at odds with one another or with my own beliefs, while others appeared to be different takes on the same fundamental ideas of power, nature, and knowledge. Reading and making sense of all this was how I came to think about witches. The notion arose in me that would later give birth to an in-game quote:

Morgan: There are things man was not meant to know, Nichols.
Larina: That's ok. I'm a girl. 

Larina, in my Jackson setting, is fond of the same reading material, poring over works on religion and magic to better understand her Wiccan faith and her own gifts. We put that knowledge to different uses. I was putting together an AD&D character and a magic system; she was forming an idea of where she stood in the world. Yet for all that, our methods were much the same. You will see why I have dubbed these Mirror Mondays.

The Witch Is Not the Wizard

I have long been of the opinion that a D&D witch should not be a distaff Magic-User or a cleric with better eyeliner. The Magic-User is concerned with the arcane; the Cleric has his divine power. But the Witch, as I have come to see her, is engaged in something else entirely. Her's is an occult art, one that is tied to spirits and hidden things and the relationships between them.

A Magic-User may know the right formula for an effect, and a Cleric can make his petitions to a higher authority. A Witch has to know what she is up against and what might be required of her in return. It is a more complicated business, and it has to be if she is to stand apart from the rest of the established classes in AD&D. Those distinctions are what allow for good storytelling. After all, magic ought to have its consequences. It is not merely a set of convenient skills on a character sheet. The risk is not always in a failed spell. Sometimes the problem is that something answers you.

The Witches of Jackson

With the development of Jackson, Illinois, and a return to Larina Nichols, I put the Witch in a new light.

In *Advanced Witches & Warlocks*, the questions were of an AD&D nature: what are her abilities, how does she advance? In Jackson, I was after the meaning of being a witch. What is it like to be sixteen in 1986 in a small Midwestern town and find out the supernatural is real? To see what others cannot? To have the monsters at your school or down the street rather than in some dungeon or a haunted castle in the Carpathians? Or to be the object of fear for being different?

Larina, Stephanie, and Faye are all witches, but they are not cut from the same cloth. Larina wants to understand. Stephanie is ambitious and confident in her power. Faye has older, stranger ties to the occult. I find their differences far more compelling than any common ground.

The same holds for the older set in Jackson. Sylvia, Kiera, and Natasha may have the power and knowledge to spare, but it has not made them happy or wise, nor has it made them particularly adept at getting along. You will find a past between them that is littered with unchangeable decisions.

Then there is Nida, and she has no desire to have anything to do with magic. And Vera who has been forbidden by her family to practice it.

In these characters, I can get at things a class description on its own never could. To say one has power is not to say what they will make of it. It does not indicate whether they will be kind or cruel, brave or frightened, generous or selfish. That is a question of character, not of the class they belong to.

Witches, Women, and Power

Witches have an aspect to them that has long held my interest. In fiction and in folklore, they are an odd mix of power, independence, knowledge, and femininity. They can be villains or heroes. Or they can be frightening for the simple reason that they will not behave as others expect of them.

I have never been one to think a woman of power has to shed her femininity to be taken seriously, nor do I see femininity as a synonym for weakness or passivity. Larina might be romantic and compassionate, or stubborn and terrifying. Stephanie is quite happy to be the center of attention in fine clothes and still be a formidable witch. Faye can be dangerous and vulnerable at once. None of them are, by any definition, "weak."

They can be wrong too, which is something I consider vital. I am not interested in characters who are put there to show how admirable or just how powerful they are. I want ones with flaws, who disagree and occasionally make a mess of things. The men in my stories are no different; a strong female doesn’t need a weak male counterpart any more than he needs the women around him to be helpless. There is room for all of them in fantasy and horror. Rowan, for example, is quite powerful in her own right, and she adores Andy. He is her rock, her bit of reality.  Valentino is also very capable. In one of his first adventures, he body-slams a zombie, and he also loves and protects Ami, even though she is every bit as capable as he is. These two complement each other.  Masculinity and femininity aren't competing resources.

One of the things I enjoy most about writing witches is that I don't have to limit them to any single definition of femininity. My witches can be beautiful, glamorous, romantic, sexual, maternal, ambitious, independent, or frightening. Often they are several of those things at once. They can wear elegant dresses and high heels, carry swords, summon demons, fall in love, raise families, and occasionally make decisions that shake the foundations of reality.

I have never understood why any of those qualities should be mutually exclusive. A woman doesn't become less feminine because she is powerful, nor does she become less powerful because she enjoys traditionally feminine things. Larina, Stephanie, and Faye are very different women, and I wouldn't want them any other way. They have their own personalities, interests, ambitions, and faults. Most importantly, they have their own choices to make.

Of course, not all my witches are good people, and even the good ones can do terrible things. Natasha Wilcox is one of the most intelligent and accomplished witches in Jackson, but that doesn't make her compassionate. Sylvia has paid dearly for some of her choices. Larina herself is perfectly capable of allowing her convictions to get in the way of understanding someone else's suffering. I don't need these women to be perfect, and I certainly don't need them all to agree with one another. Their disagreements, failures, and contradictions are part of what makes them interesting. Being a witch grants them access to power, not a monopoly on wisdom.

To me, that is what makes a character interesting. Not whether she conforms to someone else's expectations of what a woman should be, but whether she feels like a person who exists beyond the pages of the character sheet.

The Witch and the Monster

Horror has always had an interesting relationship with witches, often casting them as monsters. The charge of witchcraft was historically ruinous. In our stories, they have been cast as evil’s servants or wise healers, embodying generations of fear of the forbidden and of those who don’t fit in.

But being a witch doesn’t make my characters into monsters of their own accord. They might become so by what they do, by making a bad bargain or seeking power at too high a price. Or they may come across something in themselves they don’t like. But that is about action, not nature.

For Jackson, the distinction is key. The town has its share of the supernatural, but also plenty of human prejudice and anxiety. Those ordinary failings can be just as harmful as the monsters, and the witches have to deal with both.

There is also something wonderfully transgressive about the witch as a character. Witches are frequently associated with forbidden knowledge, dangerous bargains, ancient powers, and things that polite society would prefer not to acknowledge. Their stories can be bloody, violent, grotesque, sexually charged, and deeply disturbing. I don't shy away from any of that in my games. These elements are part of the long traditions of fantasy and horror that I love.

And I don't believe the presence of blood, gore, sex, or monsters automatically makes a story better. Those things are tools, and like any tools, their effectiveness depends on how they are used. A witch bargaining with a demon can be frightening because of the demon's appearance, but the real horror might lie in what she has promised in return. A monster can tear someone apart, but sometimes the more interesting question is why it chose that particular victim.

I don't see these darker elements as belonging to men or women. They belong to horror. And horror, like fantasy, has always benefited from writers and characters who bring different experiences and perspectives to it.

Tabletop Witches Don't Have to Be One Thing

Another thing I love about tabletop roleplaying games is the extraordinary freedom they give us to create. There is room for dark fantasy, heroic adventure, Gothic horror, cosmic terror, sword-and-sorcery, and just about anything else we can imagine. Not every game needs to appeal to everyone, and I certainly don't expect everyone to share my particular fascination with witches. But if you do, I'd love to hear from you!

I have always been fascinated by the assumption that fantasy gaming belongs to a particular kind of person or that there is only one proper way to approach it. I came to D&D through a lot of the same books, rules, and traditions that inspired so many other gamers of my generation. I loved the combat, the monsters, the dangerous dungeons, and the strange worlds waiting to be explored. But I was just as fascinated by the magic, mythology, folklore, and characters who didn't fit neatly into the traditional heroic mold. The old wizard, the wise cleric, the heroic paladin, and the mysterious witch were all on equal footing to me.

For me, none of these things were contradictory. They were all part of the same wonderful hobby. I didn't have to choose between Conan and Circe, between fighting monsters and studying magic, or between writing about powerful warriors and powerful sorceresses. Those interests complemented one another, and they still do. 

My love of witches didn't take me away from old-school gaming. It took me deeper into it.

But I have never believed that someone else's enjoyment of the hobby diminishes my own. There is nothing preventing me from playing AD&D the way I played it in the 1980s, or from creating something new that draws upon those same traditions. The fact that other people might prefer different characters, stories, or playstyles doesn't make my games any less meaningful.

I want more people to discover these old games and the literature that inspired them. I want them to read Appendix N, explore the old rules, and find something that excites their imaginations. They might discover the same things I did, or they might see possibilities I never considered. Either way, the hobby is richer for their participation.

I've spent far too many years exploring fantastic worlds to believe there is only one correct way to enjoy them.

Photo by cottonbro studio: https://www.pexels.com/photo/woman-in-black-long-sleeves-dress-holding-a-mirror-and-a-lighted-candle-5435264/
The Two Sides of the Mirror

Working on Advanced Witches & Warlocks and on Jackson, I have come to see how much the two feed off each other. A rule I put down for AW&W clarifies what Larina and the rest are up to. An adventure from Jackson makes me re-examine what an ability means to the one who has it. A character will point out a flaw in the rules, or a new rule will introduce a role-playing element I hadn’t considered.

I will be the first to admit that, even after forty years, I can look at one of my own creations and learn something new from her that I didn’t know before. And I don’t see that ending soon.

I don't write about witches because I want to change what fantasy gaming is supposed to be. I write about witches because they have always been part of the fantasy, horror, and folklore I love. I don't see them as alternatives to the warriors, wizards, clerics, and rogues who have populated my games for decades. I see them as part of the same rich tradition. There is room in my games for Conan and Circe, for Bram Stoker and Mary Shelley, for ancient sorceresses and teenage witches trying to survive high school. 

There always has been.

There are mysteries out there beyond the familiar world, and more to be said about what people do when they find them. I suppose that is why I am drawn back to witches' time and again. They let me get at the unknown, the very things that pulled me into gaming and mythology in the first place.

In some ways, I am still that boy in the library hunting for a book on witches. Only now am I the one writing the books, and I am still finding new ones.