Friday, August 8, 2025

#RPGaDay2025 Day 8 Explore

Fantasy Friday Edition

Exploration is one of the core pillars of fantasy roleplaying.

But what does it mean to explore?

In Dungeons & Dragons, especially old-school editions, exploration often means mapping the dungeon one corridor at a time, or the world one hex at a time. Every turn is a decision, every door a threat, every torch a precious hour of light. There’s danger in the dark, but also treasure, and secrets the surface world forgot. It’s a gritty, tactile kind of exploration, and I love it.

In Pathfinder, exploration becomes more dynamic and often more epic. You’re not just crawling through ruins, you’re mapping uncharted wilderness, navigating complex cultures, and solving arcane mysteries baked into the world’s DNA. There’s a heroic scale to it. You’re not just surviving, you’re discovering your place in a mythic world.

In the Wasted Lands, the world itself is still waking up. You explore not only geography, but myth. You carve stories into the world that future ages will only dimly remember. Here, the ruins aren’t ancient, they’re being made. Exploration becomes a spiritual act. When you cross into unknown territory, you’re not following in footsteps, you’re making them.

Daggerheart invites a more emotional kind of exploration. The stories live just as much in who your character is as in where they go. The haunted forest is scary, sure, but what you fear might not be the wolves in the woods; it’s the memory of why you ran from home. Exploration here isn’t just a map; it’s a mirror. That’s no less heroic, it’s just a different kind of bravery.

Even in cozy fantasy games or weird narrative indies, exploration plays a role. Maybe you’re uncovering your grandmother’s secret recipes in a magical bakery. Maybe you’re exploring forgotten traditions in a village steeped in folklore. Discovery isn’t always tied to danger, but it always brings change.

Because that’s what exploration does in fantasy RPGs:

 It changes things.

You can’t go into the unknown and come back the same. The world shifts.  The character grows.  The player remembers.

Whether you’re following a raven into the deep woods, stepping into a glowing portal, sailing beyond the edge of the map, or just opening a door labeled “Do Not,” you’re exploring.

And that, to me, is the heart of fantasy gaming.

Not killing monsters. Not hoarding gold. But going where you haven’t gone before, and discovering what you didn’t know you were looking for.

So wherever your players are headed tonight, whether it’s a dragon’s lair, a crumbling keep, or a roadside tavern with one too many shadows, remember this:

Every great story starts with someone deciding to go a little further than they should have.

Questions

What. Proud. Lesson.

What lesson made me proud? I think it was back when I was teaching my kids to play. They both started very young and I used it as a means to teach them simple math. I think my oldest was about 3 or so, and when he finally "got it" and was doing all the addition and subtraction in his head, it was an excellent time for both of us.


#RPGaDAY2025

Thursday, August 7, 2025

#RPGaDay2025 Day 7 Journey

"Not all journeys begin on roads. Some start on broomsticks, others in dreams, or through a mirror no one else sees."

 - From the Journal of Larina Nix

A few days back, I talked about the Tavern as the iconic adventuring location, maybe as famous as the dungeon itself. But that’s only one, very early stop on the Journey. Capital J.

When I think of the Journey for characters, I can’t help but go full myth-nerd and drift back to Joseph Campbell’s The Hero with a Thousand Faces and the whole Hero’s Journey structure. That moment of Departure, when the character leaves the known world behind and enters the realm of magic, danger, and transformation? That’s the real start of the story. Not the tavern. Not the rumors. Not the first goblin in a dark hallway. But that choice, that first real step.

Now, for most D&D-style characters, that might be heading off with sword and/or spellbook, saying goodbye to the family farm, or signing on for a job in a shady city.

But for witches? It’s a little different.

Their journeys often begin in the unknown. It’s not “go out and find magic.” It’s “magic came calling, and now you’re part of it whether you like it or not.” It starts when the moon speaks. When the cat stares too long. When you dream of fire and wake with cinders in your hair. When you start to understand what the crows are saying.

Larina’s journey didn’t begin on a trail or caravan road. It began the moment she heard the voice of the Goddess, when she could see ghosts, and when she stepped behind her grandmother’s mirror and realized she could see her own reflection walking away.

That moment, the crossing of the first threshold, is crucial. And in gaming terms, it’s one of the most rewarding to roleplay, even if most of the time we skip right past it with a background paragraph.

But what if we didn’t?

What if we slowed down and let that Journey take shape in play? What if we saw the moment a young hedge witch received her first vision, or a would-be warlock stood at the edge of the Standing Stones, whispering a name they don’t remember learning?

Journeys matter. Not just because they get you from Level 1 to 20, but because they reveal who your character is, and what they’re willing to become.

And for witches, that journey never truly ends. It just spirals onward, like a sigil carved in bone, leading deeper into the mystery.

For witches I replace the circle of the Monomyth with the Spiral Dance.  

I'll come back to this more. 

Questions

When. Proud. Adventure.

When was my proudest moment in an adventure? So many, really. When my kids discovered the plot concocted by the demons to kill all the gods of the sun to invade the world. When they killed Strahd. When *I* killed Strahd nearly 30 years prior to that. When running Ghosts of Albion Blight and one group REALLY embraced their roles as the Protectors of Ériu. It's why I keep dong this!


#RPGaDAY2025

Wednesday, August 6, 2025

Duchess & Candella for Daggerheart

 I hope everyone had a great Gen Con. Sadly, I was not there, but I heard it was fun. I also heard that Daggerheart had sold out of its print run and had no copies left by Saturday. That is pretty cool, really. It's also still the #1 selling PDF on DriveThruRPG, a spot it has owned since its release. 

Daggerheart: Duchess & Candella

I was on DriveThruRPG today looking to see if any of the new games I had heard about at Gen Con had been released yet. I didn't find what I was looking for, but I did see something in my Personalized Suggestions; a bunch of new-to-me titles from Art of the Genre (the Folio people) featuring my favorite party girl rogues, Duchess and Candella. Most of these were for the FAST Core RPG System, which I know nearly nothing about. But there are a lot of titles featuring them. 

I remembered I covered a lot of the Folio Black Label books when I did my feature on Duchess and Candella, and there were some new ones (again, new-to-me) that I had not seen. I grabbed some more of the Folio adventures featuring them and one of the FAST Core D\&C books, which I might review later, but I'd like to get the core rules first. 

I do have the core rules for Daggerheart.

While I tend to gravitate towards witches, spellcasters, and the odd paladin type, I do love these two. Again, I imagine them as two party girls who love a good time and don't mind getting into a little bit of trouble if it means they are going to get some gold out of it. Art of the Genre has stats and extensive backgrounds for them both in The Storyteller's Arcana. It works, I can't disagree with them really other than I see them more as thieves and rogues rather than fighter-types. But hey, they have given these characters a lot more thought than I have. Still, for Daggerheart, I think I want to keep them as thief-types. Thankfully, there are two different Rogue "subclasses" I can try, the Nightwalker and the Syndicate.

Candella & Duchess

Duchess Daggerheart Sheet
Duchess

Level 2
Class & Subclass: Rogue (Nightwalker)
Ancestry & Heritage: Highborne Human
Pronouns: She/Her

Agility: 1
Strength: -1
Finesse: 2
Instinct: 0
Presence: 1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Longsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy

Armor: Leather 6/13 +3

Experience
I will live the life owed to me +2 (when dealing with people of higher social class or money)
Candella is my sister in crime +2 (when dealing with rolls that can aid Candella)
So much gold and it will be mine +2 (when trying to steal or acquire wealth)

Class Features
Cloaked, Sneak Attack, Shadow Stepper, Believable Lie


Candella Daggerheart Sheet
Candella

Level 2
Class & Subclass: Rogue (Syndicate)
Ancestry & Heritage: Slyborne Human
Pronouns: She/Her

Agility: 2
Strength: 2
Finesse: 2
Instinct: 0
Presence: -1
Knowledge: 0

Evasion: 12
Armor: 3

HP: 5
Minor Damage: 8 Major Damage: 15
Stress: 6

Hope: 2

Weapons: Shortsword, Agility Melee, 1d8+3
Dagger. Finesse, Melee, d8+1 phy
Paired (Tier 1) +2 to primary weapon damage to targets in Melee Range.

Armor: Leather 6/13 +3

Experience
Life is a game, and I plan to cheat +2 (when any rolls are considered cheating)
Duchess is my sister in crime +2 (when dealing with rolls that can aid Duchess)
Gold! Wine! Adventure! +2 (when trying to steal or acquire wealth, or a good time.)

Class Features
Cloaked, Sneak Attack, Well-Connected, Enrapture

--

The great thing about Daggerheart is how you can create characters that really support each other and have that baked into the rules and rolls. 

Love how these two came out!

#RPGaDay2025 Day 6 Motive

Witchcraft Wednesday Edition

In most games, when the party gathers for the first time, there's a fairly straightforward motive: treasure, fame, glory, revenge. Maybe they’re trying to save their village. Maybe they just need to pay off a bar tab. Whatever the case, the classic adventurer is easy to motivate. Dangle gold or justice in front of them, and they’ll go down into the dungeon willingly.

But witches and warlocks?

Their motives tend to be… different.

“She didn’t go into the ruins for gold. She went looking for the name she saw in her dreams.”

 - page, recovered from the bog near Meirath’s Hollow

Witches often aren’t chasing wealth. They might live in crumbling cottages or vine-covered towers filled with tea, bones, and books. They have what they need. Their magic doesn’t come from loot, it comes from knowing. From power earned through pacts, practices, and pain.

When a witch goes on a journey, it’s usually because something has shifted in the world:

  • The stars have changed their alignment.
  • A long-forgotten spirit has begun to whisper again.
  • A charm buried under a tree has broken.
  • A name has been spoken that should not have been known.

Their motive isn’t external. It’s internal, symbolic, spiritual. Sometimes it’s not even clear to them at first. But they feel it. A pull. A path. The wind shifts through the birches in a different way, and suddenly she knows it’s time to move.

Warlocks, too, have unique motives, but theirs are often tied to obligation.

 Their power comes at a cost, after all. And sometimes that cost is paid in quests, souls, or favors. Maybe they heard their patron whisper something in their sleep. Maybe they found a rune etched into the frost on their window and knew they had to follow it. Or maybe they have no choice. Maybe the pact has come due.

That’s the thing about occult characters in fantasy RPGs: their motives aren’t lesser or greater than the standard adventurer’s, they’re just deeper. More tangled in the weird threads of fate and prophecy and intuition. Sometimes they’ll ride alongside the party for gold and steel and good company, but eventually, something will pull them off the path. And that’s when the story really begins.

So next time a witch joins your adventuring party, ask her why she’s there.

 If she tells you it’s for gold, she’s lying.

 She already knows something’s coming.

 She just doesn’t want to be the only one standing when it arrives.

Questions

How. Optimistic. Accessory.

Hmm. How does a particular accessory keep you optimistic? 

As I mentioned yesterday, I often take the point of view of the characters. A while back, I got some art done of Larina. I don't remember which one it was, but around her waist she wore chain and it was threaded with dragon teeth. I had asked for a dragon tooth charm, and that is what I got back. I like to trust the artists with their vision, and this was a good choice. In my games from that point, it was a "charm" she wore to provide protection. While mechanically it added to her saving throws, I said it was something that gave her hope. She could collect all these dragon teeth and know she helped defeat those monsters, so whatever challenge was next, she could handle. 

#RPGaDAY2025

Tuesday, August 5, 2025

#RPGaDay2025 Day 5 Ancient

 "Before the first cleric lifted a holy symbol, before the first wizard penned a scroll, they were already here, gathering in moonlight."

- From the Journal of Larina Nix

A lot of what goes into the assumptions of D&D, or really any fantasy RPG, is that there were once glorious empires (or terrible ones), long before the current age. Civilizations rose, ruled, and collapsed. Names were lost. Gods were forgotten. Ruins now dot the land like scars on old skin. And the heroes of today walk through the bones of that forgotten world, looting what little wisdom and gold remains.

It’s a familiar formula. And it works. Even the Greeks did it with the Egyptians, and that’s where some of the myth of Atlantis comes from, trying to make sense of a culture already ancient when theirs was young.

We build that same idea into our games.

Why does this dungeon have magic no wizard understands?  Why is this sword sealed behind twelve runes in a language no one speaks?  Why are there pyramids on this island when no one remembers building them?

Because something came before.

 And whatever it was, it was older, deeper, and probably stranger.

But for me, “Ancient” doesn’t always mean “a thousand years ago.” Sometimes it means before memory. Before civilization. Before the gods got organized.

When Larina speaks of “they,” she means the ones who practiced the old ways before spells had names and magic had schools. The ones who made offerings in stone circles, who brewed potions by feel, who danced naked in the moonlight, not because it was part of a ritual, but because that was the ritual.

They didn’t even call themselves witches. They didn’t call themselves anything. They were simply those who knew.

And sometimes… still do.

That’s one of the things I love about Wasted Lands: The Dreaming Age.

 It flips the paradigm. The world isn’t ancient yet, but you’re playing in the mythic past that future bards will whisper about. You are the ancients, carving out the foundations of legend. The ruined towers in your 5e game? Yeah, maybe your hero built one of those. Or destroyed it. Or died there.

There’s a strange beauty to playing in the age before the age. You’re not unearthing forgotten relics, you’re making them.

And for witches, who remember too much and live too long, every new age is just another layer of dust on a story that began long before gods had names.

Questions

How. Contemplative. Character.

I often will contemplate what a bit of writing means from the point of view of the characters, or a specific character. With the quote above, I often view my witch writing from the point of view of the witches in the game. Like Larina or Emse or Amaranth. When doing my Forgotten Realms reviews I'll often take the point of view of the characters in that. Moria, Jaromir, or Sinéad.

It helps me get immersed in what the world looks like to those in it.

#RPGaDAY2025

Monday, August 4, 2025

#RPGaDay2025 Day 4 Message

 Monstrous Monday Edition

It’s a quiet night in the tavern (for yesterday!)

The fire has burned low. The regulars have stumbled home. The bard’s stopped playing and is asleep in the stables. Just you, your companions, the dregs of your drinks, and a few moments of rare peace.

Then the door creaks open and a message arrives.

Not a letter. Not a scroll. Not a pigeon with a satchel. 

A thing, bone-thin, cloaked in rags that hang like wet skin, with eyes like coins held too long in the mouth. It doesn’t speak. It simply places something on the table and turns to leave.

What did it leave behind?

That’s the start of the adventure I’m working on.

See, I’ve always loved the idea that not all messengers are human, or even alive. Some messages come from older places, places where ink isn’t used and paper doesn’t burn. Where secrets aren’t written so much as bound. And sometimes, the thing carrying the message doesn’t even understand it. It’s just a vessel. A warning. A test.

This whole adventure started with that moment:

 A creature. A message. A choice.

What do you do when something too old to name brings you a letter with your name on it?

What if the wax seal bears a symbol you saw once in a dream you forgot?

What if the ink moves when no one’s looking?

What if you break the seal and something breaks back?

The message in this case? It’s not a quest hook. Not exactly.

It’s a summons.

Something ancient remembers you.

And it’s time to remember it back.

That’s the thread I’m pulling on right now, something I’m weaving into the adventure that begins at the most clichéd tavern I could dream up. I want the players to laugh at the trope… until it gets quiet… and the thing at the door isn’t part of the trope anymore.

It’s part of the world.

And now, so are they.

Questions

When. Grateful. Genre.

When was I grateful for a particular genre? Hmm. I think that would have to be when I approached Christopher Golden about collaborating on a Buffy adventure for Eden Studios, and he instead asked me if I knew Victorian/Gothic horror. I stepped up and said I was practically an expert! I wasn't, I was just an enthusiastic fan, but it worked and that is one of the reasons why we all have Ghosts of Albion now.

#RPGaDAY2025

Sunday, August 3, 2025

#RPGaDay2025 Day 3 Tavern

 I’ve been working on an adventure for a little while now, off and on, between other projects, late at night when inspiration strikes and I let myself go back to being just a DM for a while.

And yes, I’m going to start it in a tavern.

 Not a mysterious tower. Not a burning village. Not a cosmic rift in the sky.

 A tavern. 

(ok, to be fair, all those other things are going to show up as well.)

And not just any tavern.

 The most clichéd, wood-paneled, hearth-warmed, ale-soaked, smoke-filled tavern you’ve ever seen. There’s a fire in the hearth, a surly dwarf in the corner, a nervous man with a hood who keeps checking the door, and a barmaid named Tilly who’s much more than she seems.

Why? Because I love it.

We’ve spent the last few decades trying to subvert the tropes, and that’s good; it keeps things fresh. But sometimes, I just want to embrace the classic feel. I want it to smell like spilled beer and pipe smoke and wet cloaks. I want the players to know the adventure is starting the moment they walk through that door.

This adventure I’m writing is a bit of an homage. It draws from the games I played in high school and college, when our graph paper was full of hastily drawn rooms and our taverns were, honestly, just ways to get the party together before we threw owlbears or goblins at them. But those games mattered. And I want to recapture that feeling. Not just nostalgia, but the invitation that those early games always offered:

You are here. The world is waiting. What will you do next?

Writing this for others, though, is a whole different challenge. I’ve written plenty of adventures for my own groups, messy, notes-in-the-margins kind of things. But polishing it up for other DMs? That’s a skill I’m re-learning.

And I still need a name for the tavern itself. Something that feels like it could exist in any D&D world, just off a dirt road outside of town. The kind of place travelers mutter about and locals warn you not to drink the green stuff.

No idea what the name is yet, but I’ll figure it out.

For now, the fire’s warm, the mugs are full, and someone just walked through the door who shouldn’t be here.

Got a good name for me?

Questions

Who. Envious. Accessory. 

Back in the day, I was always envious of the guys who had lead minis AND could do a good job of painting them. Back then (1980s) gaming dollars were tight and lead minis were rare and an expense I could never justify. 

Today I am drowning in minis. Plastic minis are so much cheaper and I can get them pre-painted, printed in color, hire people to pain them, have my wife paint them (something she loves to do), or most recently, paint them myself. I am rather terrible at it to be honest, but looking to my left and my two most recent ones I can say I am getting better. Better than I ever thought I would be.


#RPGaDAY2025