Friday, December 26, 2025

How Did My 2025 Tabletop Gaming Plans Go?

The results were mixed, as usual. Here's the post where I presented the year's plans: My 2025 Tabletop Gaming Plan. Let's go through it, point by point.


Get more of my collection off the shelves and onto the tabletop.

Success! Five Parsecs From Home never made it to the table. But our group got to a good point to pause X1 The Isle of Dread and gave Tachyon Squadron a go. Lancer will have to wait until 2026.


Do something with the games I've Kickstarted or preordered as they come in.

I lied when I stated that no Kickstarter loot was coming my way in 2025. My backing An Infinity of Ships completely slipped my mind. I did read it as soon as it arrived, so that counts as doing something with it.


Presenting more of my tabletop gaming thoughts online.

I've been posted on Mastodon, Bluesky, and this blog on such an irregular basis that I can't call it a schedule. However, I have been posted. That's more than I can say for my neglected YouTube channel.


Make a dent in my pile of unread books (and not just TTRPG books).

Here's the books I recall reading this year. There might be one or two I'm overlooking. For example, I may have read Tachyon Squadron in 2025, but I can't remember the timing. It's been that kind of year.

Play Nice by Jason Schreier
I shared my thoughts about this book in this imaginatively titled post: Book Review: Play Nice by Jason Schreier.

An Infinity of Ships from STATIONS
A toolkit for building spaceships. Tables and tables of tables and tables broken up by Rob Turpin's wonderful illustrations. Originally conceived as a Mothership supplement, it carries that zany, irreverent flavor forward to the finished product.

On Tyranny: Twenty Lessons from the Twentieth Century by Timothy Snyder
A delightfully subversive little book, especially for the times we are living in.

Lancer from Massif
I'm almost done with this chunky core book. Things are easier now that I'm in the setting section and don't have to process unfamiliar game mechanics. Hopefully, I'll have the time and focus to finish reading it before the end of the year. I'll certainly find a time to run it in 2026.


Make a dent in my pile of shame (miniatures and terrain).

Hard fail as projects ran into issues. I got very little done as far as actually putting paint on things, but did accomplish some preparations.


New year, new plan?

Not really. I'll likely either wing it or repeat the above plan because I can't come up with something better. Let's see what the new year brings!

Tuesday, December 23, 2025

Lost World Island Life, Part 2 - Remodeling X1 The Isle of Dread

Our break from playing X1 The Isle of Dread has been extended by the holiday doldrums. That's my term for the part of the year where gaming plans are disrupted by late year holidays and associated family obligations. But there is a bright side - this extended break gives me more time to prepare for next year's games.

The first post in this series features commentary on converting the module to Old School Essentials Advanced Fantasy and an overview of the sessions we're played thus far: Lost World Island Life, Part 1 - Running (Some of) X1 The Isle of Dread in OSE.

This post covers the ongoing process of addressing the issues I found while running the module. Or, to put it another way, changing the stuff that didn't land well with me or our group.


Gaps in the Module

There aren't many ruins on the Isle. Given its long history and the lost world vibe of the module, I feel that there should be more signs of prior habitation littering the place.

The "Lair of the Lizard Men" (encounter key #11) seems small for a self-sustaining community. The lair in question has 14 inhabitants. This makes the number that can be encountered randomly (2-8) represents a significant portion of the Isle's lizardfolk population. I've decided to expand this encounter and place it within a set of overgrown ruins.

Black, green, and red dragons are all listed on the random encounter tables. No detailed information about their lairs is presented in the module. Any adventuring party encountering a dragon would take a keen interest in tracking down its lair to loot its hoard. I'm making a set of simple dragon lairs appropriate to each type's preferred terrain. Along with that, I'm also rolling up a treasure for each dragon encounter ahead of time.

Indigenous humans and zombies can be encountered randomly on the Isle. The southern villages are explicitly described as isolated from and unaware of happenings on the rest of the Isle. This suggests the existence of other tribes with their own zombie masters in the wild central and northern areas of the Isle.

Finally, the boss monsters of the module - the Kopru - come out of nowhere from the players perspective. In fact, the module instructs the GM: "the players should not be told who or what the Kopru were; this is part of the taboo - for more details, see page 20" (X1 The Isle of Dread, page 23). Page 20, by the way, is a map of the Phanaton Platforms. Not very useful for details on why the GM should keep the Kopru a secret from the players. This may result in the Kopru being nothing more than a weird monster encounter at the bottom of the Isle's one dungeon as published. I've decided to go against the module's advice and drop hints of the Kopru throughout the Isle's ruins.


Examining Other D&D Material for Inspiration

C1 The Hidden Shrine of Tamoachan

I briefly pondered dropping The Hidden Shrine of Tamoachan somewhere on the Isle, but decided that it would be overkill. Using the Shrine would certainly solve the whole lack of ruins issue. Unfortunately, it would also put an extensive dungeon complex in a hexcrawl that's already dragging for our group. This kind of adventure module inception is the kind of thing that kills off campaigns. Besides, we previously played through B4 The Lost City and I don't want to do another pyramid/ziggurat adventure so soon. Best to let The Hidden Shrine of Tamoachan breathe on its own by running it some other time.

Manual of the Planes (2008, 4e)

This version of the Manual of the Planes presents the ideas that the Isle of Dread originates from the Feywild and moves across worlds and planes from time to time. Of particular interest is the stirring description of the place:

"The Isle of Dread is a vast tropical island of volcanic origin set amid stormy seas. Jagged reefs guard the approach to black sand beaches. If a boat does somehow make it to the shore in one piece, its passengers then face a solid, lush green wall of tropical vines and trees. Great knifelike peaks of obsidian rise beyond the treeline. Travelers venture into that jungle at their peril. Of all the savage and secret places of the Feywild, the Isle of Dread is the most mysterious."

So I'll be stealing bit of that description. Moving on:

"The entire Isle of Dread worldfalls constantly and unpredictably from the Feywild to the mortal realm - and it shifts to even stranger planes at times. Some sages argue it is everywhere at once, and some argue it is nowhere at all times. As a result of its constant travel, the Isle is populated by all manner of savage beasts.

This does explain where some of the weirder folks and critters came from.

"It also hosts several tiny camps of shipwrecked sentient beings."

Oh, I'll be making use of this.

"The Isle is steaming hot. Reptilian beings fare better at exploring its secrets due to the climate."

The one Dragonborn in the party: "I don't know why the rest of y'all keep complaining. I love the climate here."

The description varies from the module here:

"Those secrets appear to be endless. An ancient yuan-ti temple is at the center of the jungle. North of the temple, several primitive races live in splendid stone ziggurats of unknown origin. Eagle-eyed explorers can just barely make out a thin tower, a needle of phosphorescent crystal, rising from the peak of one of the central mountains. On the southern coast several bands of stranded mortals have found each other - and discovered, to their shock, they all originate from wildly different moments in history. Some have reported sighting giant, terrible lizards racing on two legs through the jungle."

As previously stated, our group ran through B4 The Lost City. I'm not eager to wander back into another ziggurat. I'm also not shoving yuan-ti onto the Isle. While they are thematic to the lost world jungle island theme, the Isle doesn't lack for monsters calling the place home.

The crystal tower has possibilities, though.


The Isle's History - A Working Model

Ancient Lore

The Isle is not a natural part of the Prime Material Plane, but a piece of the Feywild that has become detached from time and space. The Isle appears on multiple worlds and planes at once. It also returns to the Feywild on occasion. Any pattern to its movements and how it began its journeys is unknown to any but the gods.

Rise of Civilization on the Isle

An indigenous human culture came to dominate much of the Isle before falling into stasis. Much of their history is preserved only in carvings. They had a wide range of accomplishments, including advanced necromancy and the creation of living statues.

Conquest

The Kopru arrive and use mind control to take over the human leaders. Much of human civilization is altered or destroyed to suit the Kopru. Human come to worship the Kopru and follow dark practices at their command. The Kopru and their human slaves chronicle their achievements in stone. These statues and carvings also extend the range of Kopru mind control powers.

Revolution

Humans rebels use a combination of living statues and zombies - both immune to mind control - to destroy most of the Kopru statues and carvings. With Kopru mind control over most of the Isle broken, much of the human population rises up in revolt.

Most Kopru flee the Isle as the capitol - now transformed into something more suitable for the Kopru - burns. Some use portals to escape to alien realms. Others simply hurled themselves into the sea. The capitol on the central plateau is completely razed except for a hidden temple. The last of Kopru on the Isle shelter there with the last of their human worshippers and slaves.

Rebuilding and Retreat

Human civilization flowers again after a period of rebuilding, but much knowledge has been lost. Wildlife and intruders push the indigenous humans south. They leave their cities and towns behind. Their last great project is the construction of the wall separating the southern peninsula from the rest of the Isle. Protected by the wall, the surviving humans settle into a tribal existence sustained by the lands they still control.

Human settlements survive in the north and central areas of the Isle. Some are indigenous in origin. These are reliant on their zombie masters to maintain a defense against the dangers of the Isle. Others are shipwreck survivors or lost explorers.


Isle Politics

Aranea
A handful of explorers searching the Isle's ruins for arcane knowledge. Their current lair is directly over the remains of an indigenous human city once ruled by the Kopru.

Indigenous Humans - Northern and Central Isle
A few villages in defensible positions are scattered throughout the Isle. They have their own matriarchal governments and zombie masters, but each has diverged compared with the southern villages in various ways. Their reactions to outsiders range from wary to hostile.

Indigenous Humans - Seven Southern Villages
Long isolated by the great wall built by their ancestors, their only contact with the rest of the Isle are their forays to the tar pits. They seek trade with the mainland and are friendly to outsiders.

Indigenous Humans - Taboo Island
The last remaining worshippers of the Kopru on the Isle. Their main concerns are survival and expanding their numbers. They occasionally conduct raids on the Village of Mantru.

Indigenous Humans - Village of Mantru
Descended from survivors of the capitol's destruction. Long isolated from the rest of the Isle, their culture has diverged from the other indigenous humans. Their primary concern is defending themselves against the Kopru worshippers.

Kopru
The last survivors of the fall of their civilization on the Isle. Currently hiding in their final redoubt with their few human worshippers. They dream of summoning more of their kind and reconquering the Isle, but that is far beyond their current capabilities. At present, they seek to expand the number of humans under their control. Once they command a significant human population, they plan to send them to recover lost Kopru artifacts and knowledge scatter around the Isle.

Lizardfolk
A small self-supporting population of hunter-gatherers. They are isolationist except for small parties that wander the Isle in search of prey. They are not inclined to provoke groups large or powerful enough to pose an existential threat.

Non-Indigenous Individuals and Parties
These range from shipwreck survivors to rival adventuring parties who are exploring the Isle for their own reasons.

Phanaton
Originally a small party sent to hunt the Aranea. Since expanded into a self-sufficient population due to mission creep. They have an interest in finding allies and trade partners.

Rakasta
A small party of warriors and their retinue seeking glory and trade opportunities. Sort of like a Viking expedition, but with more fur and a Middle Eastern flair. They raid weaker groups for loot while offering to trade with stronger or wealthier groups.


Gap Filling Plans and Customized Encounters

Base more encounters, including random encounters, in and around overgrown ruins with hints of the Isle's history. In some cases, this will simply be an effort maintain the module's lost world flavor. "You encounter (random monster) in some overgrown ruins."

To present hints about the Isle, the party can find the corpse (maybe zombified) of an explorer. Examination of the body reveals several documents protected from the elements. The explorer's journal chronicles the events of their expedition and records the locations of nearby ruins. The other documents are notes on the Isle's history from various scholarly sources.

Add a ruin infested by reptiles and dinosaurs for more a lost world vibe. This area hosts significant clues to the Isle's history. The ruins are partly overgrown by jungle and partly sinking into a swamp.

Expand the lizardfolk settlement and detail the randomly encountered dragon's lairs.

Place indigenous human villages in the northern and central Isle.

Add the tower described in the Manual of the Planes to a mountain on the northern-central part of the Isle. It can serve as an additional challenge after dealing with the Kopru.

Add a castaway camp near a shore location.

Add a group of Cynidiceans from the Lost City. They belong to the Cult of Zargon and were sent to prevent the destruction of his horn. Since they already failed that mission, they now seek the destruction of the player characters. They may end up running afoul of one of the many other groups on the Isle.

Add a rival adventuring party. They're led by a necromancer after the arcane secrets held by the zombie masters and in the Isle's ruins. This group was hired by the Cult of Zargon, but that agreement didn't survive the storm that swamped the ship they were all sailing on and resulting struggle to survive. The two groups split apart and are now hostile to each other.

Friday, December 19, 2025

2026 Character Creation Challenge - Introduction

I've decided to take part in next year's Character Creation Challenge. The previous one was fun, but it was type 2 fun. Better in retrospect than when I was actually stuck in the middle of it. I go into why it was that particular kind of fun in this post: 2025 Character Creation Challenge - After Action Review.


What's the Character Creation Challenge? Here's where I introduced the last round: The 2025 Character Creation Challenge, Introduction.

The up to date post from TardisCaptain about the 2026 Character Creation Challenge is on the far end of this link: 2026 Character Creation Challenge.


My planning for the challenge has progressed from "better than nothing" and "concepts of a plan" to the "half-baked harebrained scheme" phase. I have a provisional list of games, ideas for some characters, and a few ideas from the last time that I'm repurposing for next year's go around.

Provisional List of Games:

13th Age (1e)
Ashen Stars
Conan
D&D 4e
Deep Dark Blue (Fate Core)
Five Parsecs From Home
Gamma World (1e)
Ghost Worlds (Fate Core)
Infinity of Ships
Lancer
Mothership
Night's Black Agents
OSE Advanced
Star Trek Adventures
(1e)
Star Wars (West End Games)
Tachyon Squadron
Timewatch

This list is "provisional" because I may add or subject games depending on how things are going and whatever whim I'm following at the moment.

As an example of a new take on a slightly used idea, "create a starship crew" worked great for Star Trek Adventures last time. But I don't want to do it again for the Star Trek setting. So I'm thinking of extending the idea to Ashen Stars, Five Parsecs From Home, and West End Games' Star Wars RPG.

As with the previous time around, I'll be posting each character here on this blog, on the RPG.net forum thread dedicated to the challenge, on Bluesky, and on Mastodon.

For anybody contemplating taking part in this madness, here's a couple of handy links.

TardisCaptain's FAQ on the challenge: Character Creation Challenge.

My lessons learned post regarding the last round: 6 Lessons I Learned from the 2025 Character Creation Challenge.

Let's see where this goes next month.

Thursday, November 6, 2025

Why I Cancelled My Orctober

October 2025 was a hell of a month for me.

It was not the time for me to launch myself into something like Orctober. I was fighting schedule conflicts and a lack of executive function for most of it. Then the news that my mother-in-law passed away arrived. I accompanied my wife to her mother's out of state funeral service. That involved a long road trip that did my back no favors.

Lessons learned:
  • Don't launch a project this ambitious after a painting drought.
  • Have an alternative to or scaled back version of the project planned out in case a particular month turns out to be not the one for an ambitious project.
Moving forward:
  • I'll be painting orcs at a sane pace. At least I got the plastic straightened out.
  • Other projects are going on the schedule to break things up.

Wednesday, October 15, 2025

Orcpocalyse Orctober Spa Treatment

October is half over and I'm way behind on this project. I get the feeling that I'll still be painting Orcs around Xmas time. On the other hand, I'm way ahead of where I was when these miniatures were still in their packaging. I'll take some progress over no progress.


The Problem

Early Reaper Bones miniatures are made of a white, vinyl-like plastic that's infamously finicky to work with. It repels water, including acrylic paints. It reacts badly to rattlecan primers and paints, even those specifically formulated for use on plastics. It stubbornly resists attempts to straighten out bends. And it almost always arrives bent or bends in storage. Fortunately, Reaper Miniatures has moved away from this particular material over time.

Unfortunately, these orcs are all from the Reaper Miniatures Bones: An Evolution of Gaming Miniatures Kickstarter. That's Reaper Miniatures' very first Kickstarters and the one that launched the Bones line. All of these orcs are made of early Bones plastic by default.

Straightening out bent parts and preparing the surfaces to accept paint requires planning and work. And it took longer than I was planning due to personal stuff delaying things. That's the nature of a hobby - it's on the bottom of any reasonable priority list.

Orc spears before heat treatment.

Orc Steam Bath and Cold Plunge

The tried and true method of unbending Bones plastic requires the application of heat. Some plunge their Bones miniatures into a jacuzzi of boiling water. I improvised a steamer with a pot and a basket, avoiding the issue of fishing out miniatures from scalding water. I don't recommend either approach due to the mess and hazards involved. A heat gun is going on my wish list for the next time I tackle a project like this.

Regardless of the heat source, the idea is to use heat to soften the plastic and make it malleable. In some cases, the plastic will "spring back" to its original shape just from being heated. Otherwise, the softened plastic is easy to reform into its correct shape.

Getting the plastic to stay in its unbent form calls for rapid cooling. The easiest method is a cold plunge. Dunking the plastic in cold water hardens it in its unbent state. Quick cooling seems to be the key. A container of ice water is my preferred choice.

Even after all that, the process is not perfect. "Good enough for tabletop" is the goal here. A slightly bent sword or spear is better than one that's twisted into a pretzel shape.

Finally, Reaper Bones miniatures are glued together. The hot/cold treatment could weaken those bonds. There might be an audible cracking sound when the miniatures go into the cold plunge. That's the glue letting go. Check the water for any parts that may have fallen off.

Orc spears after heating, reforming, and cooling.

Orcs Like the High Proof Stuff

With the orcs as unbent as they're going to be, the cleaning process could begin. I sprayed down all the orc miniatures with isopropyl alcohol. Full immersion would've been better, but I didn't have that much of the stuff around at the time. The purpose of using isopropyl alcohol is to begin breaking down any residue from the manufacturing process still on the surface of the miniatures.


Bath Time for the Warband

Cleaning finishes up with an old fashioned scrubbing with warm soap and water. A sturdy toothbrush with firm bristles works well to get into all those orc nooks and crannies. A soak and a rinse in cold water should get rid of anything left on the surfaces. Check the wash and rinse waters for any loose parts.


Next: It's all about those bases.

Wednesday, September 24, 2025

Orcpocalyse Orctober

"Orctober" is around the corner and it's time to consider the possibilities. Actually, I should be well into the planning phase at this point. But what's the fun in that?

A box of plastic orcs, not quite ready to be painted.

To fit the theme of this orc-based October project, I am tackling the over two dozen orc miniatures I got from the Reaper Miniatures Bones: An Evolution Of Gaming Miniatures Kickstarter. Yes, that was roughly forever ago. Reaper's first Kickstarter is truly the gift that keeps on giving for me.

The "Orcpocalypse!" option of that Kickstarter added 20 Orcs to the 5 Orcs and Warboss already available as part of the "Vampire" pledge level. Here's the break down:
  • 77042 Orc Marauder (Sword and Shield) - Plate armored orc armed with a sword and shield. x5
  • 77045 Orc Hunter (Spear) - Plate armored orc armed with a spear. x5
  • 77051 Orc Stalker (Two Weapons) - Plate armored orc armed with dual swords. x5
  • 77056 Orc Sniper (Archer) - Mail armored orc armed with bow and dagger. x5
  • 77059 Orc Berserker (Two Handed Sword) - Plate armored orc armed with a great sword. x5
  • 77064 Kavorgh, Orc Warboss - Big plate armored orc leader armed with an axe and shield. x1
That's 26 orc models made of the white, vinyl-like plastic used in early Reaper Bones miniatures. I'll have to straighten bent spears and clean up the surfaces before I even think about putting paint on them. And I'm still mulling over paint schemes because I don't want to spend all October painting green.

Maybe this is a good time to learn how to use an air brush?

Tuesday, September 23, 2025

XL-07 Out of Mothballs and Into a Ditch

The time to drag this unfinished project out of storage has come! It's based on modifying and repainting a "Lightyear Hyperspeed XL-07" - a toy tie-in to Lightyear (2022). That's the Buzz Lightyear movie with Chris Evans and the talking robot kitty. The Lightyear movie didn't seem successful, but it did spawn some toys that work pretty well next to 28mm miniatures. This project smoothly went through customization, priming, and masking phases until I hit a snag with the first coat of paint. It was banished into storage in 2022.

The moment when I found out how good of a masking job I did.

Previous Project Posts:

Lightyear Hyperspeed XL-07 Pre-Conversion
A post about the toy, it's features, and how it scales with 28mm miniatures (answer: quite well).

Lightyear Hyperspeed XL-07 Modest Modifications
Posting about the small details I added to the toy.


Zenithal Priming

I chose three spray primers with an eye towards the colors that would eventually go over them.

Krylon Fusion All-In-One Paint+Primer Matte Black
This went all over the toy as a base coat. Bonded to the plastic nicely.

Krylon Fusion All-In-One Paint+Primer Matte Coffee Bean
A dark brown that I sprayed over the top of the toy. My original intention was to paint the red directly over this, but it turned out too dark. However, it still provides a good undercoat for certain areas such as the cockpit.

Tamiya Fine Surface Primer (L) White
A highlight layer sprayed over the top of the toy. This resulted in a zenithal prime simulating light shining down on it. This stuff is the only reason I'm reluctant to take up an air brush for priming.

Not bad. I've done worse.

Masking and Painting

I next masked off sections of the engines and the canopy. Both are getting metallic coats and I didn't want multiple coats filling in the details. I have enough experience with masking off sections of a model to know how little I know about it. This was good practice as the masked off sections were mostly straight shapes.

Krylon ColorMaster Paint+Primer Matte Poppy Red
This paint delivered good news and bad news. The dark and light underlayers show through the red paint. This makes the bottom noticeably darker than the top with a nice gradation in between. On the other hand, the paint was tacky in spots. I suspect the issue is with the different kinds of plastic used throughout the toy.

This illustrates something about our hobby - the only way to find out how two materials interact is to give it a try. No amount of internet searches, questions posed to online communities, or small scale experimentation will reveal every problem. These steps help, but it ultimately comes down to doing the thing and seeing how it works out.

I monitored the situation for awhile. The stickiness slowly improved, but not to the point where I felt comfortable painting over it. The project went into storage to give the paint more time to cure. That was back in 2022.

The green arrow indicates areas of paint removed with my thumbnail. The blue arrow points to where I gently scratched the paint off with a screwdriver. Note that the primer underneath doesn't seem to be damaged.

Updates

One of my hobby goals for this year is to get back into miniatures painting. With only a few months left in the year, I went digging around for projects to tackle. The red paint finally seemed to have cured which I checked on it. That sent this project back to my dusty work table.

Removing the masking tape revealed some clean work at protecting the sections I didn't want painted red. It's not a perfect job, but it's better than some of my prior attempts at masking. I'll want some more practice before taking on something that requires masking irregular shapes.

I brought out the paint brushes for the next step - the canopy's first coat of metallic color. I chose a new-to-me paint - Vallejo Game Color Metallic Tinny Tin. Basically, it's the replacement for my long dried up pot of Tin Bitz and does a wonderful job. It pops over the undercoat of Krylon Coffee Bean. I'm planning to add gold highlights over it to simulate sheen, but that's for later.

Then I made a mistake. Rather than use a miniature paint for the engine sections, I decided to test out a craft paint over one section - FolkArt Treasure Gold in Antique Silver. It went on thick. The brush marks were obvious and I worried about the details being filled in. I discovered the real problem after it dried. It did not adhere to the surface at all. I was able to remove it with my thumbnail.

At this point, I'll have to remove the FolkArt paint before moving on. Fortunately, I only painted one section with it as a test. I suspect that the FolkArt paint would do better on a more porous surface. I'll test it again when I have a project using MDF, cardstock, or something similar. For now, I have some scraping to do before I resume this project.

Monday, September 22, 2025

Citadel SKULLS First Impressions

DISCLAIMER: I bought this box of Citadel SKULLS with my own money. I have no connection to Games Workshop except as a customer. The opinions expressed in this post are entirely my own brand of snarky nonsense.

Surprise! It's a box of skulls.

This product is exactly what I expected - a box containing four sprues of 28mm scale plastic skulls. It's from our hobby's leading authority on molding skulls on models - Games Workshop. The Imperium of Man in 40K is a prime example. Just look at the sheer number of skulls they slap on everything that can't run away fast enough. Armor? Gear? Vehicles? Industrial machinery? Buildings? Skulls, skulls, skulls, skulls, and skulls. No need to ask if they're the baddies! They are.

The back of the box claims there are 340 skulls contained therein. Closer inspection reveals that 20 of the models are, in fact, jawbones. However, I don't think that the jawbones are included in the 340 skull count. Even if they are, that's still over 300 skulls. That's plenty of skulls for all but the most ambitious projects.

Four plastic sprues of skulls. All kinds of skulls.

Variety is pretty good in this product. Roughly half the models appear to be based on human skulls. The larger models are skulls of various non-humans. A fair number of the skull models are specific to Games Workshop properties. The Kroot skull models are pretty distinctive and may need modification to fit another setting. On the other hand, few are going to quibble about using "Ork" (40K, sci-fi) skulls as "orc" (fantasy) skulls.

This is the kind of product that most will slowly use up over several years. One or three skulls dressing up a miniature's base gets the point across. Even a pile of skulls to dramatically pose a miniature on will only use a dozen or so. I don't foresee the need to buy another box for myself coming for awhile. Unless I get an idea for some project that needs hundreds of 28mm scale skull models. Like a wall of skulls or something.

Okay. I need to leave that train of thought behind before it gets me into trouble.

Price? It's Games Workshop, a company that takes exceptional pride in their products and only lets others play with them if they part with substantial amounts of money. If there are more cost effective products that serve the same purpose, please let me know. I don't know how much products from the UK are going to end up costing here in the US over the next few years.

TL;DR: This is a good option for folks who need a few hundred 28mm scale plastic skull models, but check around for less pricy alternatives first.

Monday, September 1, 2025

RPGaDay 2025 Final Week Roundup

The RPGaDay 2025 challenge is over until next year. Here's one more compilation with extra remarks. Additional commentary is in italics. For background information on RPGaDay, see this introductory post. Here are links to the week one, week two, week three, and week four roundups.


Day 25: Challenge

A challenge can be a duel, a contest of wits, a wager, a tournament, et cetera. Whatever the form, it should give participants chances to shine and moments where they're stumped. Challenges best reflect the character of those taking them on.

The biggest challenge in doing RPGaDay is coming up with something to fit the daily prompt. It's easy enough early on, but inspiration doesn't come so quickly after the halfway point. My workaround was to look up the definition of the word used as the prompt. It was just enough to get the creative juices going.


Day 26: Nemesis

The Nemesis System gives NPCs in "Shadows of Mordor" personality. They recall past encounters, hold grudges, gain new traits, etc. Warner Bros owns the patient, but it appears to only cover video games. Will TTRPG space roll those dice? Dunno.

A good break down of the Nemesis System as it's used in "Shadows of Mordor" can be found here: The Nemesis System (link to IGN).

It could be argued that this could all be accomplished by GM fiat. While true, such an argument ignores the long tradition of random tables and rules that govern what happens in game. A system helps to ensure impartiality and allows players to see patterns in the system. GM fiat can be a little too random and arbitrary for players to feel that they have an effect on things.

I really need to get around to writing a post about the Nemesis System and TTRPGs at some point. Any interest?



Day 27: Tactic

A tactic is a means for achieving a goal. Tactics rarely survive contact with the table on both sides of the screen. It's not a bug, it's an intended feature. Keeps everybody on their toes.

GM plans fall apart due to the players. Player plans fall apart due to the GM. I figure that it's fair all the way around.


Day 28: Suspense

"It's the suspense that gets me" - Bugs Bunny, "Easter Yeggs" (1947). Generating suspense takes disciplined play. The reward is tantalizing uncertainty. The sense that something is about to happen, but not knowing what.

Suspense is the feeling that keeps players on their toes. Like the atmosphere in horror games, it takes focus to establish and maintain.


Day 29: Connect

More of this hobby takes place over an internet connection than ever. My introverted, possibly neurodivergent self welcomes it. On the other hand, TTRPGs are an activity where I'm willing to come into close proximity to other people. I'm conflicted.

Gaming over an internet connection is still personal interaction. In person gaming has more fidelity - expressions, gestures, and tone of voice are easier to perceive. It also lacks the convenience of using a device in the comfort of one's home. Which one gets used by a particular group often comes down to circumstances and personal preference.


Day 30: Experience

My first TTRPG experience involved a GM who carried his gaming stuff around in a hand-me-down white Samsonite hard shell briefcase. His D&D/AD&D campaign featured a Learjet and a red convertible. I think it was a Cadillac.

Yeah, the first campaign I played in was gonzo. In the defense of everybody involved, we were all still in grade school.

I sometimes consider getting a white Samsonite hard shell briefcase out of nostalgia. Those things are awkward and heavy, though.



Day 31: Reward

The true reward is the friends we made along the way. And the tales we get to share. Plus the loot our characters found. And the levels they gained. But mostly the friendship thing. And the stories.

The real, true reward is getting to the end of this challenge. It's fun and gets me back into the habit of writing, but the end of it frees up time and attention.

Tuesday, August 26, 2025

RPGaDay 2025 Week 4 Roundup

Welcome to the week four compilation with extra remarks for the RPGaDay 2025 challenge! Additional commentary is in italics. For background information on RPGaDay, see this introductory post. To see my responses to the daily prompts as I post them, please see the dedicated RPG.net forum thread, Mastodon, and Bluesky.


Day 18: Sign

Signs advertise the local tavern or smithy. Modern & sci-fi facilities use signs to guide folks. Warning signs in unfamiliar languages could be counterproductive. Skulls decorating the "stay off the bad guy's lawn" sign get the point across.

To elaborate on these points and an extra:
The colored animal tavern or inn sign is practically a trope for fantasy TTRPGs at this point.
Most large, modern spaces have signage so people aren't milling around and bothering folks for directions.
Figuring out how to discourage people in the far future from poking around places like nuclear waste disposal sites is a tricky problem. Future folks might see the warnings and come to the conclusion that something valuable is buried in those places. Which defeats the whole point.
Decorating things with skulls should be a cause for reflection.
Signage in secure installations could be designed to be altered quickly to confuse intruders, directing hostile personnel straight into ambushes. Digital signs with wireless access would be really handy for this. On the other hand, they could also be hacked.



Day 19: Destiny

No destiny survives contact with the tabletop. The Chosen One dies in a random encounter. The prophesy flies apart on takeoff.

Twist things around to fit. Another Child of Destiny. The oracle spoke metaphorically. Edit to keep the game going

Folks like to complain about things like "player agency" when I make posts like this. I'm convinced that "player agency" is the new "railroading" - a vaguely defined term that people can throw at things they don't like, but can't really articulate an argument against. Just like railroading, I say that most players prefer riding the train for awhile to wandering the desert without direction.


Day 20: Enter

How things enter a game say much about that thing. Quietly? Openly, though the front door? Violently? Or surgically, precisely? A big guy doesn't have to kick the door in, but it helps establish them as the opposition.

This is a distant cousin to the "when in doubt, have a man come through the door with a gun in his hand" quote attributed to Raymond Chandler. His advice has to do with spicing up detective fiction. This has to do with the player's first impression of an NPC.


Day 21: Unexpected

The novelty of the unexpected is overrated. Betrayal? Inevitable. Plot twist? Wears thin. Enjoy the unexpected when it works, but don't rely on it. Focus on core elements - strong characterization, compelling narratives, and engaging the players.

Mister Johnson - the shifty corpo that nobody trusted at all - sells out the player characters! Why are the players yawning?

Surprise is difficult to pull off. It can be done, but it needs foreshadowing. Unfortunately, dropping those hints could tip the gamemaster's hand.

There's also the issue of overuse. Too many unexpected twists may lead players to start looking for them. The surprise wears off in the face of weariness.



Day 22: Ally

I'm coming around to running NPC allies mechanically. I blame Ken Hite and the Network system in Night's Black Agents. Players invest points in an NPC ally, who provides useful services to the PC.

Here's a link to the Pelgrane Press site that goes into more detail on Network.

I really need to circle back to GUMSHOE at some point.



Day 23: Recent

Recent games: Our group is dipping our toes into Tachyon Squadron for Fate Core. We're taking a break from "Nostalgia Tour" - an Old School Essentials campaign that's all classic D&D/AD&D modules. What's next? Still in the idea stage.

We deliberately take breaks from the Nostalgia Tour. Long campaigns tend to wear folks down. It also gives us the chance to try other games.


Day 24: Reveal

Slowly reveal the big bad with rumors and conflicts with their minions. Minimize contact with the PCs to delay proactive actions like attacking the big bad as soon as they show up. Their gloating speeches can be done remotely.

Trotting out the big bad within attack range of the player characters is asking for combat to start. Use encounters with their minions and officers to offer up challenges before such a confrontation. The big bad can write messages to threaten and provoke. Or call in a setting that supports long range communications. Just keep them out of reach until the finale.