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Showing posts sorted by date for query larina. Sort by relevance Show all posts

Tuesday, September 22, 2026

Mail Call Tuesday: Larina Nix KibiFig

Larina from Kibifig
A little bit ago, I was approached by KibiFig after they saw my review here about the figures I had ordered. I had also spoken out online about how pleased I was with the figures in general.

They offered me an upgraded figure, 6" or 15 cm. There was no expectation of a review afterward so I dug through some images and found one I liked.

Last Friday, the figure came in the mail. 

I already knew what it looked like because Kibifig had been using my little Larina in their most recent ads. I have to admit, it is always kind of fun to see her out and about.

The ordering process was simple, and I opted to spend the extra five or so dollars to get the custom box. In retrospect, the box is better for giving these figures as a gift than, say, a collector's box.  Besides, she is going to sit on my desk.

I had considered this an older version of my Jackson Larina, say circa 1995. But this Larna isn't wearing glasses, and she has a red cell phone that was not in the original image. That's fine. They got her necklace and her T-shirt right, so this very easily could be my WitchCraft RPG or Chill RPG version. In the end, though, it doesn't matter; she looks fantastic.

I went ahead and stuck her to her base. She stands well enough without it, but I tend to knock over figures on my desk all the time, and the base will keep her from falling over.

Packed well

Gift box

Gift box

Compared to the online ad

The online ads. These showed up online around September 7. I got my figure notification the day before and delivery on September 18. Considering it was shipped from China and it went through the Chicago mail system, I call that pretty good.

Kibifig Facebook ad

Kibifig Facebook ad

Kibifig Facebook ad

Kibifig Facebook ad

frontback

A trio of Larinas

Yeah. I am pretty happy with her.

Monday, September 21, 2026

Mirror Mondays: The Witch as a Liminal Figure

Photo by Erik Mclean: https://www.pexels.com/photo/white-and-black-concrete-house-during-night-time-9572048/
 With the Autumn Equinox upon us (tomorrow), we have a period in which day and night are on equal footing for a time. Neither has the upper hand. It is only fitting to discuss witches.

But not the kind you might think of as spellcasters or monsters, nor even those who dabble in the occult. I am talking about them as liminal figures. Those who make their home at the threshold. 

In Jackson, Faye Thorne is the prime example of that. Or should I say, Fiona Voss. So instead of ending with a Mirror Shard, I am going to talk about her throughout this post.

Neither One Thing Nor the Other

You will hear the term liminal bandied about these days to put a name to an empty mall or a hotel corridor, some place that feels oddly in between. The older definition is more expansive. A liminal space is a boundary, a doorway. It is where a thing has ceased to be what it was but has not yet transitioned to what it will be. Dawn and dusk are liminal. So is the shoreline, a crossroads, adolescence, and the Equinox. Witches have always been found there.

They occupy the space at the edge of the village or the forest. Between the living and the dead. Between healer and hexer. And in the case of the Thornes of Jackson, they are exactly what you would expect.

The Witches Outside of Town

Faye Thorne
Faye Thorne
Faye Thorne lives with her Aunties. Her mother and father died in an accident when she was a baby. To the world, they are the Thorne women, living well away from the schools and the respectable parts of town. Out past the neighborhoods where the road narrows, and the trees crowd in. You could hardly do better if you were looking up "stereotypical witch’s house" in the dictionary. 

Of course, "Thorne" is a ruse. The authies are, in reality, the Blackthorne Hags.

And the Blackthorne Hags have been at work on Faye. Not in the way one might imagine; they did not haul her into a circle to make a monster of her overnight. They have done something far worse by selling off her soul in small increments. A little of her soul here and there, through small compromises and bargains. The kind of losses that do not seem to matter until you look back and see what has been taken. Faye herself barely noticed until she did, but then so much of her was already gone.

It has left its mark. Her hair was originally black; now it is stark white. To the Blackthornes, she is the Thorn Child, the dangerous element among the pretty things. Prepared to become one of them. That is the intention anyway.

The Thorn Child

I really like the image of it. The sharp thing concealed under the beauty of a flower. But there is more to it. A thorn is part of the plant. It belongs.

Faye is being made to understand that the Blackthornes are her family, that their nature and magic are her own. That to join them is not so much a choice as the next logical step. It is how she will grow up. She is in a liminal space of her own, or more to the point, theirs. She is still a girl, still human. But something is being eroded, and something else is being put in its stead. She is not a hag yet, but she is no longer beyond their reach. There is a particular danger in a threshold when another is the one forcing you into it or over it.

Stephanie and Larina

Here is where you have to consider Stephanie and Larina.

They are not going to "fix" Faye by telling her who she ought to be. One could argue that would be no different from the Blackthornes' methods. No, they help her out of it. They show her there is an option she had not considered and, in doing so, allow her to take back what the Aunties have been chipping away at.

Choice. 

I find that of more value than any spell in their repertoire. The true measure of victory has nothing to do with vanquishing the Blackthorne hags; it is Faye making the decision that she is not theirs. In time she will do something else entirely: she will take back her original name.

But there is a reason that in High School Faye is always in the middle of Larina and Stephanie. They protect her until she can choose.

Stephanie, Faye, and Larina
Stephanie, Faye, and Larina

Fiona Voss

When Faye Thorne later becomes (or reclaims) Fiona Voss, do not mistake it for a disguise or an alias provided by someone else. It is reclamation. "Thorne" was put on her by the women set on turning her into something else, as was the Blackthorne destiny they had in mind for her. Fiona Voss is hers.

Of course, it does not undo what has been done. Her hair will not go from white to black, and the things the Blackthornes have taken are not going to regrow simply because she has made her escape. There are marks left by the threshold, and that is as it should be. We are fond of our transformation tales where one crosses over and is made new, but actual change is a messier business. You may escape, but you will not be exactly the same as before. Those bits of her soul are still gone. Fiona has Faye with her and the Thorn Child too, but she will not let the Blackthornes put a meaning on either.

But Faye, and then later Fiona, discovers that "gone" doesn't always mean "gone forever."

When she joins the coven with her childhood friend Stephanie and new girl Larina, she sees something. Three long black hairs where there had been only one before.

Maybe that is the real gift from Stephanie and Larina to Faye/Fiona. Not just choice, but the room to recognize that she has a choice. 

I don't need to speculate what would have happened to Faye if she had never met Larina or reconnected with Stephanie. I have my Carbon Vale setting to explore that if I wish. But I also have Yog where Faye is the Thorne Witch. She is what happens to Faye if her aunties got what they wanted. She dies the same night as the Ash Witch. In fact, she dies first. I know from these two examples that life for a soulless Faye is not a kind one to her. And the worst part? She is too far gone to even know that it could have been better. 

Witches and Boundaries

Folklore puts witches at the boundaries for good reason. The rules are less certain there. The forest is not the village, the night is not the day. The crossroads are both the roads, and neither. Yet they touch. That is the witch’s domain.

There is a difference, however, between standing at the boundary and being consumed by it. The Blackthornes know how to exploit a line, to turn one thing into another. Faye has a steeper lesson to learn: how to remain at the threshold and not let anyone else determine what she is to become. 

High School Is a Liminal Place

Faye is well suited to this for another reason: high school is a liminal environment. At that age, one is neither child nor adult, just in the process of becoming. And everyone is being told what they are by the whole apparatus of parents, coaches, cliques, boyfriends/girlfriends, churches, and social systems.

You are the jock, the nerd, the horse girl, the good girl, or the bad one. The freak. The witch. The monster. High school abounds with people eager to put a label on you. What Faye faces is the supernatural extreme of that. Her Aunties are not content to tell her what she is; they make it so, unless she puts a stop to them.

I have discussed this before: how the high school years are a perfect metaphor for dealing with the supernatural. OR is that the supernatural is the perfect metaphor for high school years and adolescence? 

The Witch in the Doorway

I am reminded of a certain picture of the witch (but could not find it for the life of me; I might be misremembering). She is in a doorway, with one world behind her and another ahead, belonging to neither and therefore able to see both. It is a position of power, if not also of some fear.

The Blackthorne hags have put themselves apart from ordinary life, living beyond the last streetlight like the dangerous sort of woman from old stories that children are steered clear of. Near the "far unlit unknown," as the great bards have told us. 

Fiona is of a different order. She will cross the line and return. That is the distinction between the hag and the witch: the hag wants to have you swallowed by the threshold, while the witch knows the way home.

The Equinox

Which is why I think of the Autumn Equinox. For a time light and dark are in balance as summer gives way to autumn and the world is in a state of flux. Then the balance is broken. Not a tragedy in itself. Change is not loss, and getting older does not mean you have to give in to whoever says they know what you should be.

Faye Thorne was at that boundary, and the Blackthornes had a word for what lay on the other side: the Thorn Child. But with Larina and Stephanie to point the way, she found she could pick a different course. And a different name. Fiona Voss.

Witchcraft is a threshold, as is adolescence. The peril is not in standing between worlds but in allowing another to choose your side for you. The choice, though, must be made. Unlike that witch of my memory, or my imagining (I have mentioned how funny memory is), you can't stand in a doorway forever. To quote the great bards again, "if you choose not to decide, you still have made a choice." 

The equinox comes. But so does winter right after that. "Changes are not permanent. But change is."

And standing there is the witch.

Thursday, September 17, 2026

Tales of Jackson: In Cold Blood

Dr. Andreas Gelé lecture at Illinois Beecher College
 It is February 1986 in Jackson, IL, and Dr. Andreas Gelé is visiting both Beecher and MacAlister colleges to give lectures on the exciting field of cryonics and its use in surgery.

The town is unseasonably cold, even for February, and the townsfolk are worried that they are in for a repeat of the Winter of 1985.

February 14th, Friday night, sometime after the school dance, Valerie Beaumont leaves the school, walks to her car, and is not noticed missing until the morning of Monday the 17th, when the police are alerted that her car was still in the lot. Her keys, purse, and most importantly, her coat are still in the car. Police suspect foul play, but the crime scene is already overrun with students coming to school. 

What the police record, but barely comment on, is that her sword is in the back seat of her 1983 Chevy Citation.  The characters know that Val would walk coatless and barefoot in the Illinois snow, but she would never, ever leave that sword behind.

The next two days, both Sylvia Velasco (2/19/86) and Renee Sylvi Jäneläinen (2/20/86) went missing. 

The police interview everyone. Valerie did not have a boyfriend; neither did Renee. If Sylvia does, no one seems to know who he is. It is also 1986; they are not asking about other options. 

One thing is certain. Someone is hunting magical women. 

I also wanted an adventure where Candy and Denise were NOT the monster bait for once. Though my players did miss them.

--

Cold Blood is the next adventure I played for Jackson, taking place in February of 1986. It features the NIGHT SHIFT debut of my frozen little misanthrope Dr. Andreas Gelé, aka the Refrigerator. I had to change his usual raison d’être here, since it didn't really fit Jackson's horror vibe. Oh, his normal modus operandi is horrific enough; I just needed something closer to Jackson. So he is not collecting women and freezing them to preserve their beauty; he is instead collecting and freezing witches to understand their magic and, more importantly, their ability to age more slowly. 

It's a well-known trope that witches don't age like normal humans. This is true in many games and media featuring witches. And it is true here as well. The witch characters in the game just didn't know this yet. They learn about it when they uncover Gelé's notes. Not just notes, worked-up profiles on all the witch characters, including their suspected ages (he thinks they are older than they are and 'pretending' to be teens). These profiles are terrifying in their clinical detachment and their dehumanizing element. Witches are not people to him. They are things, and he can extract their essence to prolong his own life. He grabs Valerie, thinking she is a witch, knowing only that she has some magic and that he has evidence she is much older than she appears. Both of which are true, but he does not suspect she is immortal. Since she is not responding to his treatments as expected (she is not a witch, really), he freezes her solid to experiment on her later. This would kill a normal human. For Valerie, it just pisses her off. 

He goes after Sylvia and Renee next, assuming that as outsiders (an immigrant distrusted by the community and a foreign exchange student), they would not be missed.

This is the first time the witch characters in the game have learned this. They know Valerie is immortal. But other than that, they know nothing else. As my playtest characters, Stephanie knows that she has a grandmother close to 100 (she is actually much older), and Faye's "aunties" are really Urban Hags. Larina's own mother is gone, and her father only has the tiniest of magic (I have him making sparks with his hand at a later point). So none of my playtest witch players or characters know. 

Sylvia knows. Because, of course, she does. And it is also the sort of knowledge she wouldn't share unless she was given something for it. Renee knows. But she feels it is not her place to say anything. She is the quiet one, but Renee is also the one who is missed.

This brings in my other layer. 

Roderick Morgan, the psychic, knows she is gone. 

Morgan: "Where’s Renee?"
Larina: "What?"
Morgan: "Renee Jäneläinen. Where is she?"
Larina: "Why would I know?"
Morgan: "Because Valerie is missing. Sylvia is missing. Now Renee is gone. And every time this town starts eating people, there are witches standing near the teeth."

Morgan doesn't like witches. But not because he is a misogynistic jerk, but because witches are "untidy"; they are too chaotic, and he thinks their psychic baggage causes half the problems in town. He is not entirely wrong. Every time someone uses magic, it is like ringing a dinner bell for the supernatural elements in town. BUT some of the players were under the impression that Morgan hates witches and, by extension, women. I mean, he is an arrogant prick sometimes, but that is too far. I wanted to show that he is absolutely NOT Andreas Gelé, but he can see the road Gelé is on from where he is standing.

Faye: "Are you keeping tabs on us, Morgan?"
Morgan: "Don’t flatter yourself. I keep tabs on all potential threats."
Stephanie (tersely): "Renee isn’t a threat."
Morgan: "No. (quieter) She isn't."

I said before that Morgan and Renee are based on two old AD&D characters that have an uneasy history, Morgan Highstar and Rhiannon. At that time I didn't know what their reactions were going to be in their Jackson versions. Then it became obvious. Morgan likes Renee. At the end of this adventure, he should be a better person. Maybe not by much, but his classification of the witches in town is a little too close to Gelé's notes, and that should bother him. It has changed how I played him afterward. 

How Does it End?

At the end of the adventure, the witches and Morgan are standing together. My not-so-subtle message here? Together they are stronger, and that is where the magic is, not in a blood or tissue sample.

So, here is the problem I was having with my adventure. I have Gelé here. He has kidnapped Valerie, Sylvia, and Renee. In my game, they were rescued by Morgan, Larina, Stephanie, and Faye. Pretty much every bit of heavy firepower I have in this game. And Larina, at this point in her life, is pretty well known for her very poor anger management skills. She wanted to burn him alive at his first "Ah, Fräulein Nichols." How do I give the characters and the players a satisfactory ending and STILL make it so The Refrigerator could come back? 

Well, as it turns out, I gave myself a "Rule of Two" roll that his machines would fail. I rolled a "1." A success that, in this case, is also a failure. The machines begin to blow up with Gelé melting before their eyes. Everyone got out, and I had Val toss out a 'See you in Hell, Andreas.' 

So, just like his horror godfather, Dr. Phibes, Dr. Andreas Gelé might return.

Presently, I don't have any plans to bring him back to Jackson, but he might appear in other NIGHT SHIFT games. 

Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé by Eugene Jaworski
Dr. Andreas Gelé

5th level Inventor, Human Male

Background: Scholar

Base Abilities

Strength: 11 (+0)
Agility: 13 (+1) 
Toughness: 14 (+1) n
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 10 (+0) 

Vit: 25 (1d6)
DV: 8
Fate Points: 1d8

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, German, French
Skills: Medicine, Cyronics, Engineering

Saves: +4 to Intelligence and Wits saves. +1 to Toughness.

Inventions
Freeze Ray
Effects (1st-3rd level)
- Chill Ray
- Hold Person
- Sleep
- Slow

Effects (4th-6th level)
- Control Temperature
- Finger of Death
- Wall of Ice

Effects (7th-9th level)
- Destroy Life

Cryochamber
Effects (1st-3rd level)
- Hold Person

Effects (7th-9th level)
- Sleeping Village

Heroic Touchstones
Level 1: +1 to Toughness saves.
Level 2: +1 to hit with unique attack mode (Chill Ray gun)

Hair: Black with Gray streaks
Eyes: Blue
Height: 6'0"

Archetype: Science Nerd / Evil inventor
Quote: "Ah, you see Fräulein, only cold logic can prevail here."
Quirks: Arrogant and thinks he is smarter than everyone in the room. He is usually right about that. 
Theme song: Cold as Ice - Foreigner

And because I have not posted him yet and to show the similarities between these two. 

Roderick Morgan
"Just Mogan."
Roderick Morgan

4th level Psychic, Human Male
Student at St. Michael's Catholic Academy and High School

Background: Nerd

Base Abilities

Strength: 14 (+1)
Agility: 14 (+1) 
Toughness: 10 (+0) 
Intelligence: 18 (+3) A
Wits: 16 (+2) n
Persona: 16 (+2) n

Vit: 20 (1d6)
DV: 8
Fate Points: 1d6

Check Bonus (A/N/D): +3/+2/+1
Attack bonus (base): +2
Melee bonus: +0  Ranged bonus: +0

Languages: English, Latin
Skills: Computers, Writing 

Saves: +4 to Persona saves, +1 to Wits saves

Psychic Abilities
Danger Sense, Supernatural Attacks, Supernatural Power

Psychic Powers
Precognition 4 (Supernatural)
ESP 4
Biofeedback 1

Heroic Touchstones
Level 1: +1 to Wits saves
Level 2: Pick Locks skill (35%)

Hair: Black
Eyes: Blue
Height: 6'0"

Archetype: Student 
Quote: "Witches are messy. They are untidy and frankly get on my nerves."
Quirks: Arrogant. Never uses his first name; he prefers to go by "Morgan." 
Theme song: Tom Sawyer - Rush

Morgan isn't quite Andreas Gelé, but he can see the path from where he is standing. The thing that makes Morgan, ultimately, a good person is he chooses not to take that path. Oh, he can still be an asshole, but he's not an evil asshole.

I also had pulled out my copy of Beyond the Supernatural 1st Ed since I knew I was going to be stating him up eventually. Not done with his BtS sheet yet.

Morgans

Night Shift® is a registered trademark of Elf Lair, LLC.

Monday, September 14, 2026

Mirror Mondays: The Seven Books That Made Me Want Witches in D&D

 I have spent a lot of time during these Mirror Mondays talking about where my ideas about witches came from.

Some came from D&D, obviously. Some came from movies and television. Some came from folklore, mythology, and religion. And more than a few came from simply being a kid in the 1970s and 1980s when the occult seemed to be everywhere. From the Occult revival to the Satanic Panic.

But most of it came from books.

And more specifically, most of it came from the public library.

Books on Witches, at least in my world.

I talked about the library as a dungeon back in June, and with good reason. My local branch had what struck me as an enormous amount of material on the supernatural: witches, vampires, ghosts, monsters, the whole lot. I made short work of them. I later discovered that we did indeed have more than our fair share. I went on to visit other libraries, and they had only a fraction of what my local one had. 

In those days, before the Internet, if one wanted to know about witches, one had to put in the effort and find a book on the subject. And that also often meant me getting on my bike and riding to the library. 

I was not being completely allegorical when I described the library as a place of quests. Should a book make mention of Jung or some obscure piece of mythology or psychic phenomena, you can bet I was off in search of more. One shelf would lead to another. In terms of shaping my Witch class, that process was likely of greater import than any rulebook from D&D. I did the legwork; I was on the quest.

Below are seven books that put the desire for witches in D&D in me. Don’t mistake them for the seven best on witchcraft; some are scholarly, and some are not, and one doesn’t really concern witches in any way. But they all added to the mix. Or as I often say, the alchemy that allowed the witch to grow in my mind. 

Daniel Cohen, Witchcraft, Superstition & Ghostly Magic (1974)

I went through everything Cohen had to offer at the library in my pre-teen years. He wrote the kind of thing I was after: unexplained happenings, monsters, the like. It was a last stand for a world of magic I wanted to believe in, even though I knew on some level it wasn’t true. Before I turned ten, I could still savor the notion of a secret world beneath the ordinary. That romantic notion has never left me, even if I know that the world is not hiding anything supernatural. 

Take Jackson, IL. The adults are at work, the kids are at school, everyone is shopping or complaining about the weather or worried about grades. But there are witches and ghosts and monsters in that town. Most are none the wiser. 

Cohen didn’t put that idea in my head, but he did a fine job of convincing a younger me that the world is more interesting if you allow for such possibilities.

C. G. Jung, Man and His Symbols (1983 edition)

I have been a huge fan of Carl Jung. His psychoanalytic theories, especially regarding the collective unconscious and archetypes, have always appealed to me more than Freud’s. The witch is just one figure to come out of that, but the fact that certain stories and symbols have a way of reappearing has meant a great deal to my approach to fantasy.

There is an accident of library history here. In 1984, I set out to read Synchronicity. Yes, because I was a fan of the Police album of the same name. The library didn’t have it, so I made do with Man and His Symbols. In the end, perhaps that was the more fitting book for me to be reading at the time. Jung provided a vocabulary of sorts for what I was already putting my characters through. He made me ask why some of them have a way of coming back in my mind, or why I can spot an element of one witch in another. Why is it that a character can cross from one game to another, from one world or genre to the next, and still be unmistakably who she is? Those ideas had their genesis here. The witch not as a character but as a universal archetype. 

At the time, I was only aware of the patterns. I have reread the book many times and each time I walk away with different ideas and insights. It is not a great work of psychology, but it does provide a great lens in how we view the stories (or my case, games) we create.

Brendan Lehane, The Enchanted World: Wizards and Witches (1984)

One would not be surprised to see this on the list. I have put pen to paper about the Enchanted World series and this volume in particular, but the first had a profound impact on me. Lehane takes you from the wizards of old myth to the forbidden arts of the medieval magician and on to the witches. You will find Circe, Merlin, Roger Bacon, Baba Yaga, and the like all occupying the same broad magical space. Yet they are not all engaged in the same sort of thing. That is a distinction which matters.

It is an idea I am still mulling over in Advanced Witches & Warlocks; a Witch, a Wizard, and a Warlock ought to be more than three labels for a spell-caster. Their approach to magic is different. In looking back at Lehane, I can trace the origins of that notion. There are small things I have taken from the book into my games as well. The bit on witches’ flight, for instance, speaks of distaffs as well as broomsticks, and I have since made room for them in my own work. One reads something at the age of fourteen and finds it has been sitting in your game for forty years.

Rossell Hope Robbins, The Encyclopedia of Witchcraft and Demonology
Rossell Hope Robbins, The Encyclopedia of Witchcraft and Demonology (1959)

Here is one of the major ones. I picked up my copy in a second-hand shop and it has proved indispensable when it comes to witchcraft and demonology. But with Robbins, the subject matter gets less comfortable. Witchcraft is entertaining when you are discussing familiars and old legends. The record of witch persecution is no fun at all. It is the story of men and children, but mostly women, being put to the sword or tortured on the say-so of someone who called them a witch. The witch stops being the wise old woman, the alluring temptress, or even the oh-so-clever teen in homeroom. She becomes the innocent woman tortured to confess something impossible and only has death to look forward to. 

You have the fantasy witch, the one from folklore, and then the individual who is accused. They are not one and the same. Robbins gave some historical heft to what might have been nothing more than a character class in a game. I have gone back to it more times than I can count; of everything here, it is the one I have used most as a reference for my writing.

I am not so vain as to say I write to avenge those wronged. But I keep them in mind with everything I do write. Maybe I read this stuff at too young an age (the ongoing joke that Gen X is the way we are because we read the wrong book way too young), and it imprinted on me. 

Strange Stories, Amazing Facts (Reader’s Digest, 1978)

My parents were/are voracious readers. Books filled every corner of my home growing up, and every room had at least one bookshelf; some, like the living room, had three. 

They, like many people of their generation, had a lot of Reader's Digest books. One, in particular, was Strange Stories, Amazing Facts.

There was a copy of this in my parents’ house, and for years I could not put it down. At first it was my book of choice when I wanted to read about vampires, though over time I began to make use of it for witches too. 

This book should not, by any stretch of the imagination, be considered good literature or even good research. It is, however, good fun and a fun read.

In a way, it was an education in the weird, a sort of giant compendium of everything. You have ghosts next to odd bits of history, monsters beside the unexplained, and folklore rubbing up against what is put forward as fact. 

One might open the volume with a particular aim in mind and turn twenty pages to find one’s thoughts on something else entirely. This is where I came up with the idea that *I* could figure out what REALLY happened to Grand Duchess Anastasia. (She died.)

It was much like wandering the library stacks. I suspect that kind of discovery has had more of an effect on my games than I gave it credit for at the time. I am fond of connections: the local ghost story tied to an old family, which in turn is tied to a witch and some strange occurrence out of town. The supernatural does not exist in a vacuum.

The History of Witchcraft by Montague Summers (1956 edition)

Like Robbins, Summers was indispensable to me as a starting point, but he is a very different source, and I found that to my advantage. Put in the hours reading on witchcraft, and you will see the books do not always agree. There are shifts in scholarship or the authors’ own assumptions at play. Where one man writes of literal truth, another may call it superstition or fraud or psychology. 

A researcher has his work cut out for him. As a game designer, however, I welcome it. There is no need for every source to concur, nor for every witch in my games to be of one mind. A demonologist with an old grimoire, a folklorist, a frightened priest, and a witch who took her lessons from her grandmother could all tell you of the same event in four distinct ways. They could be right, or they could be wrong. That notion is central to what I do now, and I can put it down to having read widely divergent takes on the same subject.

In my academic work I typically dislike contradiction. I like looking for the one true answer. My game design work though has taught me to embrace contradictions.

A Wrinkle in Time, Madeleine L’Engle

An odd entry, perhaps, but then again maybe not. 

This is not a witchcraft tome in the same vein as the rest; it is children’s literature and theology and science fantasy and cosmic adventure all at once. 

But consider Mrs. Who, Mrs. Which and Mrs. Whatsit. For a child with an obsession for witches there was no way I would not be drawn in. I can still recall the chills I first felt when I read Mrs. Whatsit’s thundering “WWEEE ARRE HHERRE!” 

I know a witch when I see her on the page.

L’Engle’s book put some things into perspective for me regarding distance. The world is stranger and vaster than it seems; two points can be worlds apart yet still touch. Will, memory, and love can get where ordinary travel cannot. Meg is not a witch, but she has power, and she is central to solving the problems of this tale. 

I did not have the vocabulary for it on my first reading. I do these days. And so I am led back to Jackson. That comes later in this essay.

The Witch's Catalog
Honorable Mention: The Witch’s Catalog (1976) by Norman Bridwell

This one has to be included. An odd volume, but it planted the seeds for much of my imagination when it comes to witches. Most of all, it did away with the notion of the child-eater; in its pages, the witch is a protector, a protector of children from scary things. There is an image of a witch night light that I can still picture as clearly as day 50 years later. It is witch, well a Bridwell witch, glowing with her hand out. She is keeping a trio of frightened-looking monsters away. The caption reads "scary things don’t go where the witch tells them not to go." That stuck with me. Compare that to the "mission statement" of NIGHT SHIFT. All the classes talk about how they deal with the "weird things," and the witch says, "I am the weird thing."

And it was published in 1976, the year I was six. Six is also the age at which Larina first realizes she is a witch in my games. You see where this is going? A coincidence, I am sure. But where is the fun in that?

Shelf by Shelf, Book by Book

You won’t find "my Witch" in any single tome. I cannot direct you to a chapter and claim that it is the origin of the class or of Larina. It was a more gradual process.

Daniel Cohen provided the secret world. From Jung, I took the archetypes. Lehane taught me that magic should vary in kind and gave me the mythic type. Robbins offered history and its consequences; Strange Stories, Amazing Facts made the connections. Summers was all contradiction. L’Engle supplied the sense of distance and the idea that an impossible chasm between two people is not so impossible after all. And Bridwell was there to make the case that a witch does not have to be a monster.

All of that ended up on the same mental shelf. Then, when D&D arrived, I had somewhere to put them. 

Perhaps that is why I return to the library in my writing. A wizard makes do with a spellbook, a cleric with his holy text.

As for the Witch, give her a library card and let her sort it out on her own.

The Mirror Shard: A Wrinkle Between Worlds

I put this concept out there for #RPGaDAY earlier in the year, though I have a bit more to go before it is finished.

Take Jackson Larina, "Nix," and his counterpart in Carbon Vale, "Creepy." They have found ways to talk to one another. Don’t imagine some grand magical rite or a crystal ball; no spell is required. They are just two teenagers after all, and they know a grand total of maybe five spells combined. 

All they need are two well-worn copies of A Wrinkle in Time. Put a message in one, and it will be in the other when you open it. The books are 220 miles apart and in two completely different universes.

That is the kind of magic that appeals to me.

Things get more complicated when Nix uses the book to warn Creepy about something that is going to happen. In Jackson, Larina's mother, Siân, died. Nix warned Creepy in Carbon Vale.

And in Carbon Vale, Siân lived. 

I have already said there will be a price for that. I don't know what it is yet. But there will be one.

For now, it is the book itself that matters. In choosing the object to bridge the divide between the two Larina Nicholses, I went with something I read as a kid. That doesn't feel accidental.

It feels Jungian, and maybe even a little bit of Bridwell too. 

The idea came to me while developing these two similar but distinct worlds. I knew they had commonalities and I knew they had a shared history. But there was divergence somewhere along the way. Game-wise, they allow me to play in similar worlds with different rules. But they kept informing each other on changes. It was like Jackson was talking to Carbon Vale. Or, as it turns out, Nix was talking to Creepy. In game it was innocent enough. Larina "Nix" was at the library. She saw a copy of "A Wrinkle in Time" sitting in the book return area and had the idea to write a note on  bit of paper "I love this book!" and slip it in. She thought that was a little silly, and went back to take it out. She did but now her note read "I do too!" And the handwriting was the same. The responder even used the same purple ink Larina was fond of. 

I am planning an adventure, "The Best of Both Worlds," that will be dual-stated that brings these two together in one world. But so far, that is planned for the first adventure of a "Season 2" after they defeat the Hollow King, so maybe Summer 1986. No idea what Season 2 is even about yet. 

The Best of Both Worlds, when Creepy met Nix
The Best of Both Worlds, when Creepy met Nix

It should be rather ridiculous, and I am really looking forward to it!

Thursday, September 10, 2026

Star Trek at 60: Fine, I’ll Do My Own Crossover

I love Star Trek.

I say that without any irony at all, I love all Star Trek. 

This week marks the 60th Anniversary of Star Trek. The show premiered on September 8, 1966, and television, science fiction, and honestly, my own imagination have never really been the same since.

FASA Star Trek and Doctor Who

I have talked about Star Trek a lot here over the years. My various USS Protector, Mercy, and Challenger projects, my affection for old FASA Trek, my recent dive into Star Trek Adventures, and, of course, my love for the mythology and storytelling Star Trek has always given me. 

But. And let's be honest. Paramount has kind of dropped the ball on Trek over the last couple of years. There are no new Trek series in production right now, and the current series are wrapping up, ending prematurely. Not to mention, there is almost nothing on TV to celebrate 60 years of the show.

Sound familiar? 

Yeah, the exact same thing that was going on with Doctor Who. For two shows that have defined what science fiction television can be, both anniversaries felt like they should have been bigger. 

Now, maybe that is unfair. Maybe no celebration could have matched what these shows mean to me.

Or maybe, just maybe, the answer is obvious.

So, if I can't rely on the creators of my two favorite sci-fi shows to do things right, I'll do my own 60th Anniversary celebration and have that Star Trek and Doctor Who crossover I have been promised.

Crossovers

One of the very, very first zines I ever bought was a Doctor Who zine that was being sold as local sci-fi convention. It featured a Star Trek (TOS) and Doctor Who (Tom Baker) crossover. I honestly could not tell you what the story was about, except that it required Spock to mind-meld with the Doctor. But it stuck with me.  It must have stuck with others too, but later on in the Star Trek: The Next Generation/Doctor Who: Assimilation² comic featuring the 11th Doctor and the TNG crew, a previous encounter featuring Kirk, Spock, and the 4th Doctor was alluded to. Granted, that is a very obvious choice.  I also recall reading an actually rather good fan-fic on one of the Star Trek Usenet groups featuring the TNG crew and the 7th Doctor. Wesley and Ace even went on a date. I also recall the 8th Doctor tapping the replicator with his question-mark umbrella to order a sandwich. 

Crossovers are baked into the wider fandom of both shows, and the possibilities are nearly endless. So many Trek shows and stories. So many incarnations of the Doctor. 

The real question becomes, what mix do I want? AND what system to play it in.

If I were going to do Star Trek TOS with the Fourth Doctor then answer, to me, is obvious. I have to use FASA rules. Likely some brain-numbing combination of both the FASA Trek and FASA Doctor Who. Part of me wants to do that just for nostalgia's sake. And maybe one day I will. A one-shot would be great. Have the Doctor with Sarah Jane Smith. I loved Sarah Jane.

But if I am going to do this one properly, I want something longer. Something more episodic.

Second Editions of Star Trek and Doctor Who

The Blue Box Directive

If I am going to do this, I want Trek and Who at its newest. I considered Strange New Worlds for about a minute or two. But it is still running, and they have come close on their own many times. A real crossover is not likely to happen now, but I suppose I have not given up hope. 

So, I am setting it after Season 5 of Star Trek: Discovery, in 3192-93 CE. The Doctor is the Fifteenth Doctor, played by Ncuti Gatwa, with Ruby Sunday, played by Millie Gibson. A temporal anomaly appears, Discovery investigates, and the TARDIS arrives.

I like this idea because both runs were cut short, and both pissed off some of the worst fans of the shows on the internet. So if I am doing a crossover to spite people, I am going all the way.  BUT, that is not 100% the reason either.

The Doctor and Ruby would LOVE Discovery. It is exactly the sort of humanity the Doctor loves. A Federation that survived disaster. A ship thrown impossibly far from home and still doing the right thing. Scientists, explorers, found family, and people who keep choosing hope even when hope is wildly inconvenient. I mean, that is the heart of both shows, really. 

Not all the details have been worked out. I know there is an anomaly (there always is), and after the Flux (Doctor Who) and the Burn (Discovery), there have to be weak points in the multiverse for things to go through. The Doctor and Ruby show up, materialize in the cargo bay. I would say that some crewman tells the bridge that a "Blue box just appeared out of nowhere" which would trigger an alert to Starfleet HQ, still several hours away on subspace.

Also, I DO want Tilly to be there, maybe with a group of cadets on a training exercise. Hell. If I plan it right, they could be Cadets from Starfleet Academy, and they could be the PCs. Have not worked it all out just yet. Why? Tilly would be the ultimate Doctor fan-girl. And I adore Tilly.

The adventure begins when another temporal signal is discovered. The Doctor comes to the bridge with Ruby, yes, he convinces Burnham that a civilian should be there. They track the signal and get there via conventional warp drive. There is a lot of <insert really cool technobabble here> interference. Burnham tells Bryce to clean it up and put it on audio. Burnham is about give her "we are here to help" speech when the audio breaks in.

"EXTERMINATE! EXTERMINATE!"

The Doctor pulls out his sonic screwdriver and activates the spore drive, sending the entire ship into panic.

Before Burnham can question the Doctor or Stamets can ask who is messing with his spore drive, Admiral Vance breaks in via hologram, ordering Burnham to invoke "the Blue Box directive."

Because, of course, Starfleet has protocols for dealing with the Doctor.  

The idea is to follow the Discovery premise of a chase across space. The bad guys are the Daleks since the 15th Doctor never got a chance to encounter them. AND I was thinking of using the New Paradigm Daleks, since we haven't seen them in a bit. The Daleks would be a natural enemy of the Federation. The Federation brings all these different species together to work together, celebrating their differences. This is an abomination to the central Dalek creed. These Daleks are here to destroy the Federation in a universe without their greatest enemy. And now they have set their sights on Discovery's spore drive.

I have an idea for Discovery's crew to capture a Dalek and interrogate it to discover what their plan is. The Doctor thinks this is a terrible idea, and it is, because this isn't a repeat of the Ninth Doctor episode "Dalek"; it is more "Silence of the Lambs" with the Dalek in the Lecter role. The Dalek wants Discovery's crew not to trust the Doctor by talking about all the deaths that can be laid at the feet of "The Oncoming Storm."

Ultimately, the crew (aka the PCs) defeat the Daleks, and the Doctor and Ruby get back to their own universe. I just have not figured out how that all happens yet! But isn't that also part of the fun? 

The System

This is important because is tells me the tone of the game. If I use Star Trek Adventures 2nd Edition, that means I am expecting Star Trek logic. If I choose Doctor Who 2nd Edition, that means I am expecting less fighting and more talking. 

I have considered going back and forth between the two. My players would not mind, but it would mean a lot of extra work for me. 

Given Mōdiphiüs' support for Trek, and the 32nd Century Trek in particular, I am likely to go with this game. Though, as an exercise, I might have everyone generate their characters in both systems. 

I am nothing if not a glutton for punishment.

Second Editions of Star Trek and Doctor Who

If I am going to make my players do it, then I should as well. And there is an obvious choice for a test run. The person who likely wrote the Blue Box Directive in the first place. The immortal Valerie Beaumont.

Valerie would come aboard the Discovery as a Specialist because she knows the most about the Doctor. I have already set her up for Doctor Who Second Edition, so let's see how she fares as a Star Trek Character.

Agent Valerie Beaumont, looking good at 1,623 years old
Agent Valerie Regina Beaumont

Species: Human (Immortal) 
Career Path: Starfleet (Intelligence)
Role: Intelligence Agent
Department: Security
Intelligence Grade: Commodore-equivalent
Assignment: Starfleet Intelligence, Special Operations
Era: 32nd Century

CONTROL 11
DARING 9
FITNESS 8
INSIGHT 9
PRESENCE 9
REASON 10

COMMAND 4
CONN 2
ENGINEERING 1
SECURITY 5
MEDICINE 1
SCIENCE 3

Stress 10
Reputation 5

Focuses: Blade Weapons, Espionage, Infiltration, Earth History, Survival, Anomalous Phenomena

Talents: Cautious (Security), Close Protection, Tough, Veteran

Species Ability: Faith of the Heart

Role Benefit: Intelligence Agent

Grade: Commodore-equivalent

Values

"I am immortal. Everyone else is not."
"History is memory, and memory carries obligations."
"Sometimes a secret saves more lives than the truth."
"The mission matters. People matter more."

Attacks

Unarmed Strike (Melee), Stun 2, Size 1H
Shadow-Steel Sword (Melee), Deadly 3, Size 1H
Phaser Type-2 (Ranged), Stun/Deadly 4, Size 1H, Charge

Gotta admit, she looks pretty good at 1,623 years old.

And because I can.

Specialist Larina Nichols
Specialist Larina Stephanie Nichols

Species: Human (Psychic)
Career Path: Civilian (Official)
Professional Trait: Civilian Specialist, Xenolinguistics & Behavioral Sciences
Role: Xenotranslator
Starfleet Status: Civilian specialist attached to Starfleet
Administrative Rate: Crewman First Class
Division: Sciences
Actual Function: Psychic intelligence, reconnaissance, and subterfuge
Era: 32nd Century

CONTROL 10
DARING 9
FITNESS 8
INSIGHT 11
PRESENCE 9
REASON 9

COMMAND 3
CONN 2
ENGINEERING 1
SECURITY 5
MEDICINE 1
SCIENCE 4

Stress 8
Reputation 4

Focuses: Linguistics, Psychology, Espionage, Infiltration, Survival, Martial Arts

Talents: Extrasensory Perception, Telepathy, Psychokinesis, Martial Artist

Species Ability: Faith of the Heart

Role Benefit: Translator

Grade: Crewman First Class

Values

"Every mind has a language."
"Never ignore the feeling that something is wrong."
"People matter more than procedure."
"Underestimating me makes my job easier."

Attacks

Unarmed Strike (Melee), Stun/Deadly 2, Size 1H
Psychokinetic Strike (Ranged), Stun/Deadly 3
Phaser Type-1(Ranged), Stun/Deadly 3, Size 1H, Charge, Hidden 1 (a gift from Valerie)

To be clear, this is not Larina from Jackson, IL. That girl had a nice long life and likely passed away sometime in the late-21st century. That is, if this is the same universe at all. This Larina could be a reincarnation of that Larina. 

This Larina grew up on Earth, and Valerie found her and noticed Larina's talents for both language and her psychic powers. She serves as an aide to Agent Beaumont, where her cover is that of a xenolinguist, but in truth she is an expert in psychic espionage. 

There is a Jackson connection here. Jackson Larina once saw this Larina in her mirror. She didn't know what she saw, and I described it as a "psychic storm wearing her face." 

I also opted to teach her martial arts, thinking she had something like a psychic punch. 

Star Trek character sheets

Maybe Valerie and Larina served aboard the USS Jackson. Exactly the sort of strangeness I expect to see in the multiverse. 

One thing is certain. I want to do a lot more with this game. I barely left the character generation chapter, and I REALLY wanted to build some starships.

Well. I have the Protector, the Mercy, the Challenger, and more to still build.

Happy Birthday, Star Trek! Here is to many, many more.

Sunday, August 30, 2026

#RPGaDAY2026: Day 30 Pride

 Today is Pride.

I am proud of Jackson, West Haven, Yog, and Advanced Witches & Warlocks. But for this prompt, Pride means something more specific.

With Jackson and Carbon Vale I draw heavily on Monsterhearts. Not so much the mechanics as the emotional core of it. Teenagers are a mess. So is desire. So is figuring out who you are. The horror and the magic lie in who you love and want, who makes you afraid, and who is watching you become something new.

Take Larina in Jackson: she is bisexual in this version and not particularly fazed by this. She has made out with Grant, Stephanie’s older brother, and with Candy. Faye is a lesbian, but there is more confusion and conflict about it; after all, it is 1985-6 in the Midwest. Candy and Denise are probably what we would call poly now, but that still does not quite explain them (and let's be honest, what DOES explain them??). But Denise does not like anyone touching her, and yet she and Candy are in love in ways that are both platonic and romantic. They do figure it out, after a couple of failed marriages, spectacularly bad divorces, and some ex-husbands they no longer talk to. They finally get married to each other when they are 50. But they belonged to each other long before that.

Vera Rook is what you could term "hetero-flexible," simply because Vera does as she wants and is happy to put someone on edge if the occasion calls for it. Roderick Morgan appears to have little interest in anyone. Andy and Rowan are soulmates, and the model Jackson Public High Couple. They are also an interracial couple, not a big deal today, but in 1985 small-town Midwest, this was still rare.  

You find a supporting cast all over the spectrum around them, just like you would in real life. And they all are not confined to the student body.

Teacher Thomas Avery knows the perils of a rumor in a small-town high school in the mid-80s. He is cautious, and he listens for what is left unsaid. Elaine Bellweather is no front-line warrior; she teaches her music and keeps an open eye, allowing the students some space to breathe.

It is important.

You do not have to be swinging a sword or working a spell to be heroic in a horror game. There is heroism in making sure a kid has a room where he is safe for five minutes.

Queer characters in horror should not be reduced to subtext, a joke, or some kind of cautionary tale. Yes. That is exactly what often happened in horror movies in the 1980s but I can do better. They can be witches, scholars, jerks, saints, monsters, parents, teachers and everything in between. In short, people. And in a game of witches, those on the fringes of society are exactly where they ought to be: in the middle of the action.

Jackson NPC

We are at Day 30, Sunday, Emotion and Blessed. 

Andrea Thompson is Andy and Rowan’s future daughter, blessed because Andy and Rowan never thought they would be able to have children after so many failed attempts. Why am I talking about her even though she isn't born until the 2000s? She makes an appearance in my games where she is also Jackson's Spirit Rider. In a town where everyone says they want Andy and Rowan to succeed but wishes they would fail behind their backs, Andrea was wonderful proof that they make it and do well. 

Jackson Soundtrack


Saturday, August 29, 2026

#RPGaDAY2026: Day 29 Labor

Magic is labor.

One can be forgiven for forgetting that magic is work. In many games, a spell goes off simply because the character sheet has a box for it. Yet for a witch it ought to be felt as labor, as work. The genuine article, with all the time and attention and repetition it entails, not to mention the sweat and the errors and the practice.

Consider what a witch does. She is copying spells, mixing oils, gathering herbs and learning names. There is cleaning of ritual tools and study of the moon. She prepares charms, sits with those who are ill, makes tea, and keeps her notes. If something does not go to plan, she starts over. She will listen to the dead or watch a candle burn itself out.

For Advanced Witches & Warlocks, this is significant.

A witch is more than a pointy hat and a list of spells. She is one who puts in the work. It may be mystical or emotional in nature, but there is also the physical side to it. Carrying books, hauling water, digging where others would not, or just staying up when one wants to sleep.

In Jackson, IL, such labor could mean a bit of research at the library, a dark walk home, or seeing to a friend. Or perhaps dragging someone from an abandoned building before whatever is in the basement has a chance to wake up. Or it could be bartering bits of your soul for knowledge so dangerous that there is no other way.

Again, it is Saturday, and Zatanna is still a good example. In the comics, she speaks backward, and the magic happens. But as an example, try reading this sentence backward...while you are getting someone to try to hit you. Not that easy now. She puts in the work to practice this. 

Magic is built on the labor.

People tend to notice the magic. But it is the labor that makes it possible.

Jackson and Carbon Vale NPC

Today is Day 29, Saturday, Emotion and Works Hard. And I have the perfect NPC.

Lars Nichols: Larina's father, trying to hold a family together while pretending he does not see all the impossible things. Trying to be both father and mother to a teenage girl is hard enough; trying to do that for a teenage witch? While still grieving your recently passed wife? One would be forgiven for thinking I hate Lars.

Jackson Soundtrack


Friday, August 28, 2026

Fantasy Fridays: The Dying Earth

Jack Vance - The Dying Earth
 Today marks the 110th anniversary of Jack Vance's birth. Back in May, I covered his Dying Earth books for my Witches of Appendix N. Today I want to look at the RPGs of the Dying Earth. There are essentially two published ones, Pelgrane Press' and Goodman Games for Dungeon Crawl Classics. I will consider both today.

Games at The End of the World

I have been spending quite a lot of time lately thinking about dying worlds.

Not post-apocalyptic worlds necessarily. That is something different. I mean worlds that are simply old. Very old. Ancient. Worlds where civilizations have risen, fallen, been forgotten, and had new civilizations built on top of their ruins. And those have fallen and been forgotten as well. Worlds where the sun itself is old, and everyone knows, at least somewhere in the back of their minds, that eventually it is going to go out.

Such is the world of Jack Vance's The Dying Earth.

Vance began the series with The Dying Earth in 1950, followed by The Eyes of the Overworld, Cugel's Saga, and Rhialto the Marvellous. These stories helped give a name to the entire "Dying Earth" genre, although Clark Ashton Smith had already been exploring similar territory with his tales of Zothique in the pages of Weird Tales. (I'll get back to this...)

For gamers, though, Vance is particularly important because his fingerprints are all over Dungeons & Dragons.

The most obvious is magic.

The classic D&D Magic-User studies spells, holds a limited number of them in memory, casts one, and then loses it from memory. That system comes directly from Vance. Gary Gygax openly acknowledged the influence, and The Dying Earth and The Eyes of the Overworld appeared in the famous Appendix N of the AD&D Dungeon Master's Guide. Even things such as the Prismatic Spray and Ioun Stones have Vancian ancestors.

But reducing Vance's influence to "Vancian magic" misses a lot.

The Dying Earth is full of dangerous ruins, forgotten technologies that might as well be magic, bizarre monsters, petty magicians, decadent city-states, amoral adventurers, strange customs, ancient artifacts, and people willing to undertake extraordinarily dangerous journeys because someone told them there might be something valuable at the other end.

Sound familiar? It should. 

Plus, there is the feeling of overwhelming dread that the sun could go out tomorrow or next week or in a thousand or a million years. The people, though, are not letting that stop them. Party like it is 1,999,999,999. 

That mixture of wonder, decadence, fatalism, absurdity, and danger makes the Dying Earth a fantastic place for gaming. It also makes it surprisingly difficult to get right.

There are currently two major licensed attempts to bring Vance's world directly to the gaming table. One comes from Pelgrane Press. The other comes from Goodman Games.  Both have their merits and take remarkably different approaches.

And I think both approaches tell us something useful about the Dying Earth.

Pelgrane Press - The Dying Earth
Pelgrane Press - The Dying Earth

When Pelgrane Press put out The Dying Earth Roleplaying Game in 2001, they were putting the first officially sanctioned version of Vance’s world into print. And this one is nearly as legendary as the stories it is based on. Robin D. Laws was the chief designer on the 192-page core book, with John Snead and Peter Freeman.

Laws was quick to see that a straightforward adaptation of D&D would not do for his game. There is no denying the debt D&D has to Vance, but for all that, a D&D character does not act like one of Vance’s creations. That was the problem Laws intended to put right.

Combat is there, of course, but so are Persuade and Rebuff, and they are just as vital. An argument is made into a mechanical contest; with the right style of persuasion or resistance, you can be as effective at talking an opponent into some folly as you would be with a sword. It has the right feel.

The mechanics are built around a d6 and point-rated abilities, which can be spent to tip the odds, giving the narrative play a light touch of resource management. One should not confuse this with GUMSHOE, even if Pelgrane has become synonymous with that system in later years. The Dying Earth RPG has its own rules and predates GUMSHOE entirely.

Then there is the matter of power levels, perhaps the most interesting thing about the design. A campaign is broken down into three tiers. You have the Cugel level, where you are an adventurer or a rogue, and survival is as much about a well-told lie as it is about your fighting prowess. Move up to Turjan, and the characters are magicians of note, delving into ancient places and wielding serious spells. At the Rhialto level, you are dealing with the likes of the sandestins and commanding extraordinary power.

It is a fine way to handle the source material. Cugel and Rhialto may share a world, but they are hardly of the same genre or power level, and Pelgrane makes no pretense that one evolves into the other by the ordinary process of advancement. They are simply different ways to play.

Pelgrane has also been thorough in their treatment of Vance’s world, from the oddities of Kaiin to lost civilizations and the more eccentric corners of the Dying Earth. They have backed the game with a good number of supplements and The Excellent Prismatic Spray magazine over the years.

There is an obvious weakness to it all, however. This is a game keen on staying true to Vancian behavior, and the player has to come to terms with that. The long list of abilities is a telltale sign of the late 90s/early 2000s design school, and even some adherents of the game wish it were shorter (the Revivification Folio has since put some order to the rules).

But the basic aim is met. If the players start quibbling over armor class and marching order when a monster turns up, they are missing the point. But when one player declares that character must go in first by virtue of his education, and the player is hard put to make the case for another’s superior qualifications, then we are on to something.

Pelgrane is not after D&D’s take on Vance. They are after Vance himself. There is a difference. Understanding that is the key to playing this game.

Dungeon Crawl Classics - Dying Earth

Then there is Goodman Games, which takes almost the opposite approach.

DCC Dying Earth - Player's LibiramDCC Dying Earth - Primer of Practical Magic

With Dungeon Crawl Classics Dying Earth, you are not put to the task of learning some new game built for the express purpose of emulating Vance or a Vancian world. The question posed here is far more intriguing: what if we were to take Dungeon Crawl Classics (DCC), with its Appendix N pedigree, and shove it headlong into one of its own source materials?

As it happens, quite a bit comes of it, and the results are quite fun.

The 2023 release from Goodman is a substantial boxed set for the DCC RPG. You will find a 64-page Player’s Libram, the 104-page Primer of Practical Magic, a bestiary, and other resources in the set. It is an expansion and a setting, not a stand-in for the core game; the regular rules are still required.

Four new classes make up the bulk of the mechanical changes: the Magician, Wayfarer, Witch, and Vat-Thing. You already know this has my attention.

Take the Wayfarer. He is your Cugel type, a rogue and opportunist, a confidence man who is as much a survivor as a traveler. Since Luck is already a defining feature of DCC, Goodman has made much of it. A Wayfarer’s Luck can be wonderfully volatile, and the class has the rhetorical tools for the verbal manipulation a Vancian scoundrel requires. In a way it is a clever solution to the problem Pelgrane noted, that Cugel is apt to talk someone else into having his problems for him. Only here it is done in DCC fashion.

The Magician is another matter. DCC wizards have always been something of a risk; spell checks are unpredictable and dabbling in the supernatural leaves its mark. The Dying Earth version of the class goes further. The designers have made for an exceptional offensive caster where spells are not so much a curriculum as fragments of lost knowledge handed down by some eccentric sorcerer. Very Vancian.

Then you have the Witch and the Vat-Thing, which move things away from standard DCC fantasy. The latter, in particular, is well suited to a world where magicians will putter about making life in vats with little more than a vague notion of what they are at. It underlines the fine line between magic, old science, and monstrosity.

New rules, patrons, and creatures are in order, as well as grudge tokens, which I like. There are rules for grudges because this is Jack Vance. The petty feuds and betrayals get some mechanical heft. And with fresh treatments of rhetoric and Luck, the DCC mechanics acquire a Dying Earth edge.

You could make a case for criticism. After all, it is still DCC.

Someone on the RPG subreddit put it well: with Pelgrane, you have the Cugel stories where everyone is out to swindle each other, whereas DCC is more like the early Dying Earth where the world wants to eat or deceive you. Another felt Goodman was simply forcing the setting into DCC rather than making a system for Vance. That is certainly the mission statement of the original Dying Earth RPG.

I would say both are fair points. But I don’t see the second as a flaw. DCC is already in the neighborhood with its desperate tomb robbers, its inexplicable artifacts, and its wizards playing with forces they do not comprehend. There is no need to force the fit. DCC was already halfway there on its own. It is largely one of tone and personal choices.  

Pelgrane has you playing Vancian characters. Goodman provides the Vancian adventure. They are not the same, but they are close enough that I could see myself drawing on either for a campaign.

In fact, the best Dying Earth experience likely lies somewhere where these two games intersect. Either is fine on its own, really, but together they provide a truer picture.

No. I am not going to attempt conversion notes. 

The Ash Witch

Since I first read Clark Ashton Smith's "Zothique," I have had this image of a witch walking out of the desert where no one should have survived. She has a staff with a skull on top and covered in ash. I'll also admit the idea of her walking out of the desert and into a city-state was largely influenced by Black Sabbath's "The Wizard."

Jack Vance's "Dying Earth" has done nothing to dissuade me from this vision.

Eventually, the Ash Witch became someone important in my Yog setting, even if just as a tale or legend, but that legend starts somewhere. So here she is, for the DCC Dying Earth (fits her the best).

This is very much a "Dying Earth" version of this character; I even have The Murthe, the Sorceress Llorio, as her Patron. 

Larina Eschata, the Ash Witch
Larina, the Ash Witch

Larina Eschata, the Ash Witch
10th-level Neutral Witch
Pact Entity: The Murthe, Llorio the Sorceress
Occupation: Scholar of forgotten religions
Alignment: Neutral

Str 10 (+0)
Agi 15 (+1)
Sta 14 (+1)
Per 18 (+3)
Int 17 (+2)
Luck 16 (+2)

HP: 38
AC: 13

Init: +1
Speed: 30'
Attack: +5
Action Dice: 1d20 + 1d20
Crit: 1d20/II

Saves: Fort +4, Ref +7, Will +7

Spell Check: +13
Maximum Spell Level: 5

Ritual Weapon: Dagger
Birth Augur: Survived beneath the Dying Sun.
Birth Gift: Second Sight.
Known Squalms: 14.
Demonic Taint: 3

Starting Animus: Syncretic Heretic

Larina has publicly denied the divine authority of the Priest-Kings and incorporated forbidden rites, dead gods, and the teachings of Llorio the Murthe into her witchcraft. Priests, inquisitors, and agents of the Priest-Kings regard her as a particularly dangerous heretic.

Ensqualm: Curse

First level: Charm person*, comprehend languages, detect magic, demon summoning, magic missile, ropework, sleep, ward portal.
Second level: Detect invisible, ESP*, forget*, invisibility, levitate, scorching ray.
Third level: Consult spirit, dispel magic, fireball, paralysis*, write magic.
Fourth level: Control fire, polymorph, wizard sense.
Fifth level: Magic bulwark.

* The Murthe's Favor

Transfer Vitality: d20 + Personality modifier + class level check.

Larina, the Ash Witch