Wednesday, August 20, 2025

#RPGaDay2025 Day 20 Enter

The Hero's Journey
 There’s a moment that happens in every good fantasy RPG. It might not look like much on paper. A room description. A line of dialogue. A decision so small it barely draws attention at the time.

But something shifts. The torches are lit. The players lean in.

And the question lingers: Do you enter?

That’s the threshold.

To enter is not just to cross into a new place. It’s to leave something behind. Safety. Certainty. Sometimes even identity. And once you've stepped through, the world is never quite the same.

I think about this a lot when I design adventures. Not just dungeons or lairs, but those moments when the world opens up and becomes other. That heavy door groaning open into darkness. The portal that hums with a color you don’t have a name for. The standing stones that seem to lean in closer when you blink. These are not just places, they’re invitations. Rites of passage. The crossing over from the known to the unknown.

In the monomyth, it’s called the first threshold. In Campbell’s Hero’s Journey, it’s the moment when the hero accepts the call to adventure and moves from the mundane into the mythic. But I’ve always felt witches and warlocks experience this differently. For them, it’s not a line they cross once. It’s a cycle. A spiral. The path winds inward, deeper each time. Every doorway leads to another, and each one costs a little more.

Sometimes it's a literal entrance: the black iron gate of a cursed estate, the crumbling stairs beneath a ruined temple. Other times it’s less obvious. Opening a book you were warned not to touch. Answering a voice in your dreams. Saying “yes” to something without understanding what you’ve agreed to.

These moments aren’t about combat or treasure. They’re about change. The world shifts. The story deepens. And the characters, whether they know it or not, are no longer who they were on the other side of that door.

I try to honor that in my games. I give players the moment. I let them feel the weight of the threshold before they step through. I don’t need to say anything dramatic. Just a pause. A look. The air gets a little colder. The fire flickers once. Something remembers their name.

And then they enter.

Because they always do.


Questions

What. Nostalgic. Rule.

What rule am I most nostalgic for?  I miss the days when the thief class had more options for thief skills, beyond just a d20 roll for "Thievery."  While AD&D 1st Ed was great, I like the flexibility granted by AD&D 2nd Ed where you could distribute points into the skills. 

#RPGaDAY2025

Tuesday, August 19, 2025

Mail Call Tuesday: Witch Mountain Board Game

 Sometimes I have the impulse control of a toddler. 

I saw this game, Witch Mountain, featured in a post (Gen Con, I think), and I thought, "Damn. I need that." So a quick trip to eBay and I found one, cheap, and still in shrink wrap. Plus it says right on the box, a game with "Witches & Dragons."  Sounds like the RPGs I have been playing for the last 45 years.

A few days later, it was mine. 

Witch Mountain Boardgame

I pulled off the shrink and was treated to the game inside. 

Witch Mountain Boardgame

Witch Mountain Boardgame

The game board is neat. The objective is to get your colored pawns into the center, "Witch Mountain" before the other players, and avoid the witches and dragons flying around. 

Gameplay largely relies on the luck of the dice roll. Though it does have the nicest dice rolling cup I have ever seen in a game. Nice hard plastic lined with cork. The board is sturdy, typical of the 1980s. The play reminds me of "Sorry!" The dice are colored sides with a mix of the player colors and an occasional witch or dragon. 

Given the date of 1983 I can't help but think the "Witches & Dragons" is an attempt to grab some of that fantasy game market.

Traveller Envy

In my ongoing obsession with adding some board game experience to my Fantasy RPG and Horror RPG experiences, I have been thinking about how to add this. Obviously the pawns are all rival witch covens who need to get to the top of Witch Mountain. The witches flying around are the current occupiers of the mountains and the dragons do their bidding.

Come to think of it. It seems odd to me that I have not codified a more permanent "Witch Mountain" in my games. One of the milestone events in my love of witches was the 1975 Disney film "Escape to Witch Mountain" and it's sequel "Return from Witch Mountain." Although I was disappointed that there were no real witches in it, despite many of the trappings, I still loved the movies. The 2009 "Race to Witch Mountain" was also good. I will admit that I have always given any witch character I play TK and telepathy/empathy of some sort as my nod to Tia, played by Kim Richards, in the first two movies. 

I do have a set of mountains outside of my West Haven setting called "The Broken Mountains," which is my homage to the Brocken mountain in Germany. Given it's, and Pendel Hill's,  importance to witch lore ([1] and [2]), I really should have something.

I do have the Montblanc Family, and they come from near a "white mountain."  Maybe they are the witches in control of the Hexenberg. I have always said they were a very old, and very rich, witch family. Having control of a few dragons is not really a stretch for me to consider. 

So I hope to come up with some more ideas for der Hexenberg. Or even an adventure featuring the Witch Mountain. I have been wanting to write more adventures.


Links

#RPGaDay2025 Day 19 Destiny

Some characters are made. Others are called.

In fantasy RPGs, we often talk about adventure as something that happens to the characters. A job they take. A dungeon they stumble into. A series of increasingly bad decisions with increasingly sharp consequences.

But sometimes… the story’s already waiting for them.

That’s destiny.

It’s the feeling that a character wasn’t just born to swing a sword or cast a spell, they were born to change the world. Or maybe to save it. Or break it.

And whether you believe in fate or not, it makes for a hell of a story.

The classic model, of course, is the Hero’s Journey, Joseph Campbell’s monomyth. The call to adventure. Refusal. Supernatural aid. Descent. Return. Transformation. It’s clean. It’s powerful. It’s the scaffolding behind everything from The Lord of the Rings to Star Wars to the better arcs in your home campaign.

But witches rarely walk the Hero’s Path.

They dance on it.

Their model isn’t a straight line; it’s a spiral.

A path that doubles back. That deepens. That re-enters old places with new eyes. It’s the Witch’s Spiral Dance, a sacred return. A reweaving of self. Not a quest for glory, but a journey inward and downward, until the truth is uncovered in the dark.

And that, too, is destiny.

In my games, I love to ask:

  • Does this character believe they have a destiny?
  • If not, what happens when they’re told they do?
  • What happens if they refuse it?
  • And what happens if they chase it too far?

Not every character needs a prophesied fate. Some are just trying to survive. But destiny has a strange way of catching up. That cursed sword didn’t find them by accident. That sigil birthmark? That wasn’t just cosmetic.

Even when you're winging it as a player, the story has a gravity. It pulls. It whispers. It tempts you with the idea that maybe… this moment was meant to happen.

And when you step into it? When the character finally sees themselves in the myth?

That’s magic.

That’s the moment when dice and drama and destiny line up. When a witch completes her spiral. When a hero returns home, changed. When the dungeon wasn’t just a hole in the ground, it was the crucible of the soul.

So sure, roll with the chaos. Make it up as you go.

But when the time comes? When the stars are right, and the door opens?

Step into destiny.


Questions

Why. Excited. Accessory.

Why am I excited about BLANK Accessory? For me it is an online visual character generator. Why, but I can create characters to use in my games without needing to hire an artist every time. I'll save that for things I want to publish. 

#RPGaDAY2025

Monday, August 18, 2025

#RPGaDay2025 Day 18 Sign

 Not every message arrives in words. Some come as signs.

  • A crow circling widdershins.
  • A mirror that cracks without reason.
  • A cold wind blowing from the east when the sky is clear.

In the occult, both in fiction and in real-world traditions, signs are how the unseen speaks. They’re not always obvious. They’re not always dramatic. But they always mean something.

Witches know this. Warlocks, too. They don’t just read books. They read the world. The patterns in the bark, the way the candle flickers, the strange arrangement of bones at the edge of a clearing. The world is a living grimoire, and every sign is a page waiting to be read.

I’ve always loved using signs in my games. They’re more than just flavor, they’re agency. A clue, a key, a message scratched into the world itself. Sometimes it’s overt: a vision, an augury, a rune glowing faintly on a stone altar. But more often, it’s subtle. A dream that changes after entering a cursed forest. A candle that won’t stay lit inside a ruined chapel. A tarot deck that keeps drawing The Tower, no matter how many times it’s shuffled.

The best signs don’t give answers. They ask questions. They don’t tell the players what to do, they ask if they’re paying attention.

And if you want to turn up the pressure, signs can act like story clocks. Foreshadowing. Countdown markers. A narrative fuse quietly burning in the background.

The third raven means the pact is broken.

 The red comet marks the return of something old.

 And when the stars are right… well, you know how that one goes.

From a DM’s point of view, signs are one of my favorite storytelling tools. They create atmosphere. They build tension. They reward curiosity. And they make the world feel alive, alive and watching.

From a player’s point of view, they’re invitations. To dig deeper. To question everything. To realize that maybe the dungeon isn’t the real threat, it’s what’s waking up beneath it.

So the next time something strange happens in your game, an unexplained sound, an uncanny shadow, a symbol that appears where it shouldn’t, don’t explain it right away. Let it linger. Let it breathe. Let it be a sign.

And watch what your players do with it.

 Because half the fun of prophecy is wondering if it’s true.

 The other half? Watching your players spin themselves in circles trying to figure it out.


Questions

When. Contemplative. Character.

Related to signs above, when should a Character be contemplative? Obviously, when trying to figure out whatever mystery I have thrown at them, and not in the middle of combat.  Their thought process can e a great role-playing device.

#RPGaDAY2025

Sunday, August 17, 2025

#RPGaDay2025 Day 17 Renew

Renewal is at the heart of magic.

Not just in spells like Cure Light Wounds, Regenerate, or Remove Curse, but in the very bones of the occult.

The seasons turn. The moon waxes and wanes. The old year dies, the new one is born. Witches know this. They live by it. Their magic doesn’t just destroy or create it recycles. It breaks things down to make something new.

In my Occult D&D projects, I’ve leaned hard into this idea. It is a central theme of witchcraft; life-death-rebirth; renewal.

 Witches don’t get stronger just by leveling up. They grow through ritual, reflection, and reinvention.

 They bury regrets in the earth. They burn away what no longer serves. They drink from wells beneath the world and wake up changed.

That’s what I love about the occult themes in D&D: it’s not just about power; it’s about transformation. It’s about becoming someone new without erasing who you were.

  • The witch who renounces her patron, but keeps the lessons.
  • The warlock who breaks the pact, but keeps the scars.
  • The circle that ends, so another can begin.

I’ve even designed spells and mechanics around this. Lunar rites that renew magical strength. Coven rituals that restore spent energy. Familiars that molt and reincarnate. Spells that don’t just heal, they cleanse.

And I don’t mean that in a purely mechanical sense. I mean characters who carry emotional weight and find a way to set it down. In the context of a long campaign, this is gold.

Give your witch time to grieve. Let your warlock find peace. Make room for the reset.

Because renewal isn’t just a soft option. It’s powerful. It’s hard. It requires choice, sacrifice, and awareness. But when it happens?

It feels like magic again.


Questions

Who. Optimistic. Person.

Who is someone (a person) who makes me optimistic?  I would have to say the recent batch of D&D influencers. To name one Ginny Di. They love this hobby and wear their love on their sleeve for all to see. The hobby won't be pushed forward by the old guard like me, but from the newer players.

#RPGaDAY2025

Saturday, August 16, 2025

#RPGaDay2025 Day 16 Overcome

We talk a lot about what characters fight in fantasy RPGs; goblins, dragons, liches, whatever’s on the random encounter table that day.

But what really matters? What sticks?

 It’s what they overcome.

And I don’t just mean hit point totals.

Sometimes it’s the curse that’s been lingering for three levels. The guilt over a party member’s death. The temptation of a dark deal that still echoes in their dreams. The fear that they’re not the hero the prophecy promised.

Those are the real battles. The quiet ones. The personal ones.

I love when players come to the table thinking, “We’re going to win the day,” and leave thinking, “My character just grew.” They faced something hard, physically, emotionally, spiritually, and came out the other side a little different.

That’s overcoming.

It might be finishing off the necromancer who burned your village. It might be choosing not to take revenge. It might be sacrificing power for the sake of someone else. It might be finally, finally, telling the truth.

In fantasy RPGs, we often start with heroes already equipped to face the world: magic, swords, destiny. But the best stories show us that even heroes have things they struggle with, and that overcoming those things can be even more epic than slaying the monster.

The witch who overcomes isolation. The warlock who breaks their pact. The paladin who overcomes doubt. The thief who finds something worth protecting.

As DMs and writers, it’s easy to focus on obstacles that hurt the body. But don’t forget the ones that hurt the heart. They’re harder to stat, but so much more rewarding to resolve.

So next time you’re writing an arc, or running a game, or building a character, ask yourself: What have they overcome? And what still lies ahead?

Because the adventure isn’t just about who they fight.

It’s about who they become.

Questions

Where. Proud. Genre. First all matching roll, all 3s.

Where was I particularly proud of a genre? Easy. Victorian era RPGs. As a genre I see very little infighting between groups of games, and nearly everyone gets along and lover to share ideas with each other.

#RPGaDAY2025

Friday, August 15, 2025

#RPGaDay2025 Day 15 Deceive

Fantasy Friday Edition

Deception is everywhere in fantasy.

Illusions, glamours, false faces. Changeling children. Cursed bargains. Secret kings. The villain who was never in the dungeon, the hero who was never truly on your side.

It’s one of the oldest elements of the genre, right up there with swords and spells. And in fantasy RPGs, deception is more than a skill check; it’s a tool of worldbuilding, character development, and tension.

A good deception makes players second-guess everything.

  •  The map they followed.
  •  The patron they trusted.
  •  The sword they pulled from the stone.

And that’s where the fun begins.

Deception in a fantasy game can be as simple as a bandit pretending to be a merchant, or as complex as an entire kingdom under a curse where no one remembers the truth. One of my favorite tools? Having a monster pose as an innocent. A cursed noble. A helpful spirit. A fellow adventurer.

Because when the truth finally comes out? That’s the moment everyone remembers.

Now, not every game needs trickery. Sometimes you want a good old-fashioned dungeon crawl, no lies, just orcs. But even then, somewhere in the back of your mind, you know:

  • The statue’s watching.
  • The innkeeper’s too friendly.
  • The mayor is hiding something.

And then there's magic.

Magic and deception go hand in hand in fantasy. Illusionists specialize in lies made visible. Witches glamour themselves or trick the eye with shadow. Fey creatures make promises that twist into traps.

Cursed items whisper to the wielder until they think the voice is their own. 

But deception isn’t just for NPCs and villains. Sometimes the players lie. To NPCs, to each other, to themselves. Maybe the warlock claims their power comes from “an ancient ancestor,” not a hungry patron. Maybe the cleric keeps a secret god. Maybe the rogue isn’t just good at lying, they need to lie.

Because the truth is too dangerous to speak aloud.

In a good fantasy RPG, deception isn't just trickery, it’s drama. It’s tension. It’s story.

And sometimes the best twists aren’t the ones you plan, they’re the ones the players create through the lies their characters tell.

So here’s to deceit.

The double agent. The doppelgänger. The mask that slips. The lie that changes the world when it’s finally revealed.

After all, what’s fantasy without a bit of misdirection?


Questions

What. Envious. Adventure.

What adventure am I envious of? I would have to say the original Greyhawk Campaign of TAGDQ adventures. I would love to play through them again using AD&D 1st Edition, or maybe Castles & Crusades. That would be a lot of fun. 

#RPGaDAY2025