01 November, 2026

Is Ben Milton right about Pawn Stance?

On 27 October 2026 Ben Milton posted a video on YouTube titled, "Actually, you don't have to play DnD in character"
 

and he references this article by Seraphina from Dice Exploder on 14 October 2026 titled, "Pawn Stance is Objectively Correct and if you disagree you're doing it wrong." 

Let us consider the article first. 

The article defines Pawn Stance thusly, "Pawn Stance is an approach to play that treats the characters and events of your game as tools for accomplishing your goals." 

Seraphina goes through a brief history of narrative stances in table top role playing games discussing ideas put forth by Kevin Hardwick, Sarah Kahn, and Ron Edwards. What I know of the various stances, I do not tend to think this deeply about RPGS, is from interactions with Che Webster of Roleplay Rescue https://roleplayrescue.com/  , Anthony Boyd aka Runeslinger of Casting Shadows https://castingshadowsblog.com/ and more recently from discussions with Gabe Dybing https://volcanicfortressofsurt.blogspot.com/ and https://www.blackgate.com/author/gabe-dybing/ and others on the BS Landia RPG Community Discord. 

The article's main thrust is that you should be playing games to have enjoyment and that Pawn Stance objectively is the straightest path to that enjoyment. 

Mr. Milton's video hits a lot of the same notes, in fact he reads from the article, but he also addresses the low lying fruit of a stance where the player is "only considering the perspective of their character when deciding on actions" which is "but that is what my character would do." 

Pawn Stance allows you to avoid those situations. Interestingly enough the DMG (Advanced Dungeon & Dragons 1st Edition Dungeon Masters Guide) supports the idea of the players using Pawn Stance. All you have to do is look to page 86, Gaining Experience Levels and the performance rating system the DM is supposed to apply to the players. Consider this paragraph,
Clerics who refuse to help and heal or do not remain faithful to their deity,
fighters who hang back from combat or attempt to steal, or fail to boldly lead,
magic-users who seek to engage in melee or ignore magic items they could
employ in crucial situations, thieves who boldly engage in frontal attacks or
refrain from acquisition of an extra bit of treasure when the opportunity
presents itself, “cautious” characters who do not pull their own weight — these
are all clear examples of a POOR rating.
Yes it is clear Gary wants the DM to consider how well the player had the character act within their alignment, but as the above states clearly the DM also has to consider how well they played as an archetype of their class. If a player wants to stick in character as a Thief that does not skim a little off the top they are to get a poor rating regardless of the personality they have assigned to their character! That surely does not support anything but Pawn Stance.

To be honest I normally play as Mr. Milton describes in the video, probably one of the reasons I do not get worked up over character death. I think the interesting thing from both the article and the video is the idea that Pawn Stance actually can allow better investment in the game than only putting yourself into the character's shoes. I look forward to being corrected by Gabe or perhaps Kevin Borrup of Saltheart RPG https://www.saltheartrpg.com/ and Analytic Dice (also featuring Gabe) https://www.saltheartrpg.com/podcastsmedia but Pawn Stance is perhaps the intended stance for games that heavily use meta currency such as the 2D20 line by Modiphius. 

I would love to hear other people's thoughts on the matter either here on the blog, discord, at nerdsrpgvarietycast "at" gmail "dot" com or even Speakpipe but make sure to tell me if you do not want your message shared otherwise I may post them here, read them on the podcast or play voice messages on the podcast. 




Until next time be excellent to each other!

P.S. Interestingly enough this past week Che Webster, mentioned above, released episode 362 of his GM's Journal for his Patreon subscribers. Near the end of that episode, and I am paraphrasing, he talked about his perceived difference between role playing games (emergent narratives solely through playing as the characters and accepting the results of the dice) and story games (where the narrative is guided by the use of meta currency or other means to achieve a result). Edit: Those clarifications in parentheses are my words not Che's. I had written this blog post prior to listening to that episode but thought the way he separated the two types of games makes a lot of sense, at least to me. I personally do not see one type as better than the other as I enjoy both kinds of games but find that simple distinction very helpful when thinking about one's goal when playing. Knowing the kind of experience your group wants can be invaluable in choosing the correct game to play. 

18 October, 2026

Dice, or growing old gracefully

The older I get the more I appreciate simple, easy to see dice. I don't need gold specks, fancy scripts or funny symbols on my dice I just need easy to read numbers that are large enough to see. Better yet on D6s give me pips. In this post I will share some thoughts on dice in general and show you what I have settled on for daily use.


D4s

I am not a fan of the standard D4, give me an octahedron (D8) marked 1-4 twice or a dodecahedron (D12)  marked 1-4 three times any day. I have seen the term "barrel dice" to refer to the D4s Runehammer includes in his dice sets, there is a picture lower on this page, and I have been satisfied with them as well. 

D6s

I prefer pips to numbers on D6s as they are faster to mentally process than numbers. Che over at Roleplay Rescue mentioned this on his discord, it is a cognitive shortcut called subitizing and has to do with being able to recognize a quantity without counting individual objects. With numbered dice you have to first recognize the number and translate it in your mind. Another poster on that discord pointed out the other advantage is that the pattern of pips is easy to recognize at any angle.

If I could only have one kind it would be the standard 19mm casino dice which are available from a variety of sources in a variety of colors. They are easy to read and readily available. 

D10s

My strong preference are the old style D20s marked 0-9 twice. If you search websites that sell dice you can find listings for them. The ones I bought most recently are made by Koplow and they are available in white, black, red, blue and green. 

Sets

Out of the currently available sets of dice the easy button are the ones being sold by Runehammer. These 20mm dice are easy to read and have a cool look. The dice set comes in a cool case and the booster pack in a dice bag. You can even buy booster sets to get extra D6s and D4s.

https://www.runehammer.online/online-store/DICE-c201880796


Images are from Runehammer's Webstore and shared here solely to promote these products and that webstore.

The only thing that would make these better for me would be a run of D20s marked 0-9 twice that come in a pair of easily distinguished colors so you know which is the tens and which is the ones. That said I understand I am an oddball and most people are happy with the standard D10 percentile dice.

 

I suppose I should mention Zocchi Dice which are a key feature of games like Goodman Games' Dungeon Crawl Classics and Raven God Games' Reaver. These, like D10s, are non platonic solids to give a wider range of dice including the D3, D5, D7, D14, D16, D24 and D30. They are named after roleplaying game legend Lou Zocchi, who sadly passed away earlier this year, here is good article about him. 

https://goodman-games.com/lou-zocchi-the-man-who-made-the-dice-roll-true/

He also created the Zocchihedron, a true 100 sided dice. It is like a golf ball and while I had one I prefer to use two dice for percentile rolls these days. 

As for the Zocchi Dice sets I don't mind them, I know people complain about speciality dice but these are normally easy enough to get through the regular supply channels and there are ways to use the platonic solids to take their place if needed. Koplow actually makes a knock off of the Zocchi Dice called "Who Knew? Dice Sets" that are available in easy to read color combinations. 

When it comes to true proprietary dice which use symbols like the D6s that came with the WEG's Hercules & Xena RPG I can take or leave them. At least you can easily substitute a regular D6 and still play the game. Edge's fancy dice for Star Wars and Genesys are more of an issue for me. Not only are they harder to substitute but they belong to a play style that I have not entirely embraced. That is probably a topic for a future post.

Like most of us I have all the various speciality dice (wound locations, weather, scatter) but tend to not use them preferring to use tables or in the case of scatter dice just using a standard D8. 


What are your thoughts on dice? 

17 October, 2026

Busy busy busy

I will have the next post out in a few days, it is mostly written I've been slammed with other things and need a little more time to finish it. Same with the podcast if you were wondering about that, I'll have an episode out in a day or so and will be back on regular schedule next week. Thanks for understanding!  

04 October, 2026

Culling and Consolidating "The Collection"

As I am on the accelerating slide towards the end of this mortal coil I think about all the crap, I mean collectables, books, games, hobby items, and so on, that I own and how it is all destined for the land fill when my wife or son or whomever cleans up after me has to deal with it. I like to think we are custodians of physical objects and while some things are just consumables others should be passed on to be used and enjoyed by others. The best person to pass things on to others that will enjoy them is of course the owner that bought them to use and enjoy themself. 

With that out of the way I am going to be doing an intermittent series on this topic, on how I will be downsizing my collection to things that will be used and enjoyed. I will still cover other topics but this will be a reoccurring feature of the blog. 

Colin Green, the legendary Spikepit, used to do boxings, a response to unboxing videos, where he would record himself packing things up to get rid of and I think that is an excellent idea. I don't know that I will do the same but I might, I like the positivity that goes into that. I also don't know that I will list everything I own and weigh the pros and cons of it, that seems almost depressing to me. What I do plan to do is discuss what my idealized collection, hereafter called "The Collection", will look like and my progress towards it

Obviously there are categories of hobbies and possessions. For the purpose of this blog I will concentrate on roleplaying games, board games, card games, some books & physical media such as VHS, DVD, CD, and BluRay. For this first post I will try to defend some recent purchases and be honest about some others at the prompting of Harrigan ( https://harriganshearth.substack.com ) on the BS Landia RPG Community discord. I recently bought a number of games from Chaosium. I had a discount code so while I was at NecromoniCon ( https://necronomicon-providence.com/enter ) I picked up the new Horror on the Orient ( https://boardgamegeek.com/boardgame/394897/horror-on-the-orient-express-the-board-game)  Express board game. I remember seeing the Kickstarter but for reasons at the time skipped it, foolishly because it now cost me more. I don't know that I will keep it, I'll report back after my son and I get a chance to play it. I mention the board game because it is an example of a purchase that is more of a spur of the moment thing and not a planned part of "The Collection". 

The specific purchase Harrigan asked about was made with "The Collection" in mind. I decided I should have Call of Cthulhu (CoC) in my collection, I am a big fan of percentile (d100) based systems and BRP, Chaosium's house system, isn't a bad implementation of that. Since CoC is a very popular system it is also a good one to be familiar with and one that it isn't hard to get players for. There are a lot of pluses here. My history with CoC started with 4th edition but those books went away long ago. I did not jump on the recent reprints of the early edition boxed sets either. So when I saw they did a 50th anniversary printing of their current, 7th, edition I decided to pick it up. It also makes sense to me to have a copy of 7th edition as that is the most likely one that I would play or run. Since I was ordering off Chaosium's website I went ahead and added the other two slip case sets they had as they probably belonged in "The Collection" and they are the Masks of Nyarlathotep and Malleus Monstrorum which is basically a monster manual for CoC. While there are a ton of other cool sourcebooks and adventures for CoC if this is all I have in my physical collection for that game I don't think I will want too much for material. 


Also in the picture are the collected editions of The Department of Truth comic, I haven't read them yet but they come highly recommended. I do have a number of omnibus style collections of comics for "The Collection" which I will cover in a future post but I don't know if these will join them or not. 

Another physical book that I have bought in the past for "The Collection" that I'll mention here as I may or may not write blog post about it is The Traveller Book which I think is just about the perfect all in one book for a game. It is classic Traveller not the current Mongoose version but that doesn't bother me. People often cite TSR's Rules Cyclopedia as the perfect all in one game book but I would argue that The Traveller Book does it better with less pages. Maybe I will write a post about that...

I think I can easily keep all the physical RPG books or boxed sets in "The Collection" on a single book shelf, at least that is the goal. In fact I expect the RPG printed material, not including dice, playmats, minis and stuff like that, to not even fill up a single bookcase. We will see. 

Do you have any thoughts on this topic? Culling your collection, building an ideal collection, CoC, or anything else I mention? I would love to read your comments!

The next post will be in two weeks and I'll be putting a pin in this topic and return to discussing games. I have a couple topics brewing so we'll just have to see which one gets published first. Until that time be excellent to each other! 

Addendum: I did recently pick up a copy of Call of Cthulhu 4th edition for nostalgia's sake, it will be in "The Collection" but 7th is what I expect to play. Towards that end I also picked up Pulp Cthulhu. 



20 September, 2026

Tunnels & Trolls is dead, long live Tunnels & Trolls!

I was going to do another post on "The Collection" but this topic came up and I wanted to get it out first.


No doubt long time fans of Tunnels & Trolls (T&T) are aware that the property now rests in the hands of Rebellion Unplugged and they have issued a new edition of the game, Tunnels & Trolls A New Age. While it is a perfectly fine game in its own right the honest truth is the game is comprised of new mechanics in a new setting. Old fans were hoping for something a little closer the older game. Well they are in luck because a number of creators have answered the call and I want to discuss two games that are spiritual successors to the game Flying Buffalo published for many years. One game is one the market now and the other is still in playtest stage.

If I had to describe the first game, Many Sought Adventure by Kabuki Kaiser I would say someone gave T&T the Mork Borg treatment.  The publisher's elevator pitch is:

A small, solo–friendly feral d6 fantasy engine for rogue wizards and dungeon rats and a Rosetta Stone that lets you run B/X, AD&D, 5E, Tunnels & Trolls, OSR zines, and one pagers as is.

Fast tables, stolen spells, scoundrel magic, lethal stakes.

If the name Kabuki Kaiser rings a bell that might be because of their other amazing OSR offerings such as Ruins of the Undercity, Mad Monks of Kwantoom, and Castle Gargantua. 

Many Sought Adventure (MSA) is a stripped down version of T&T updated for the modern market's publishing sensibilities. This product looks right at home next to Pirate Borg. That said it is a well done version of T&T that can easily be used to run published modules for Basic and Advanced Dungeons & Dragons, Dungeons & Dragons 5E, and of course any edition of T&T prior to A New Age. It also has maybe the best explanation and examples, including visual examples, of T&T stunts that I have seen in a rulebook. It really is impressive. This version also keeps the T&T trademark of rolling buckets of dice so if that is your jam you need to pick this up. 


The second product I want to point out is called Twisted Tunnels and it is currently in the playtest stage. The creator in question is John St. Gaptooth of the blog The Deep Six Delver and you can download the playtest document here: https://d6.beardedbaby.net/twisted-tunnels-public-playtest-release

I'll let John explain it in his own words:

Twisted Tunnels is a dungeon-crawling RPG. It’s a love letter to Ken St. Andre’s original 1975 Tunnels & Trolls—with gusto and gratitude. It’s not a retro-clone: it’s something that grew from running and playing in that tradition for seventeeen years and refusing to leave it alone. Desperate, foolish, or simply mad, your delvers descend into the Twisted Tunnels for fun and profit—competing for higher levels and greater fortunes than everyone else at the table.

 

What it carries forward from classic T&T:

Three types: Warrior, Magic-User, Rogue

Six abilities generated on 3d6 each; ablative—they drop when you take damage, and hitting zero means sudden death

Monster Ratings: one number defines how tough a monster is

Side-vs-side combat (the Ruckus): both sides roll buckets, compare totals, loser eats the difference…

…or Throwdowns for more intimate moments of violence

Saving Rolls: 2d6 (DARO) + ability vs. a target set by the dungeon level

Catching and taming monsters—like Ash!

Spellcasting spends Strength

Compatible with classic T&T solo dungeons (more or less)

 

What makes it its own thing:

The Terror Check.

Roughly every ten minutes of real time, the referee picks up a die and rolls it where everyone can see. Nothing happens? The pool grows—add another die. Eventually something claws its way in. The dungeon doesn’t wait for the players to be ready.

Roll a fistful, keep two (DARO).

Classic T&T’s DARO only applies to Saving Rolls—here it drives everything. You roll as many dice as the situation calls for, then pick the two you want. Doubles cascade—add them up and roll again. Big swings are possible; long addition is not.

Berserkers Revived and Streamlined.

Your fighter can go bananas and fly into frenzy. Going berserk is powerful, but you might turn on your allies. Snapping out costs Strength, but every body you drop while berserk burns through the fury and makes it cheaper.

The Pit of Ultimate Darkness.

Want to bend reality? Descend to the right dungeon level, brew the right ingredients, and make your petition. The Unseen Awful Powers will name their price. “Your shadow. It stays behind in the Pit.”

Now I do want to warn you that the playtest document isn't polished and pretty but I think if you read it you will find the kind of updated document that T&T fans were hoping to see with A New Age. This is a streamlining of the game that keeps the spirit and feel of the original game and I am really looking forward to when it is available in its finished form.

If you want to keep up with the community of older T&T fans one of the best, if not the best, place to do so is Vin's T&T Trollbridge, an old style internet forum.  


Well that's all I have this week, I'll be back in two weeks with that post on "The Collection" until then be excellent to each other!

06 September, 2026

If I had to start my RPG collection from scratch

I should start by mentioning that I plan to change the blog to every other week on the weeks opposite my podcast episode releases. I have tried that before and ended up not limiting my podcast releases but for my sanity and the well being of my home life I am going to try harder this time.

With that bit of administrative news out of the way let's get on to this week's post. I recent watched a YouTube video on the Books, Bricks, and Boards channel called Five Games to Start an RPG Collection (Where I'd Start if I Had to Start Over) ( https://youtu.be/CLi7WxhCBAw?si=Nz2D9uTuwHX8h0Nw ). Justin explains these aren't necessarily his favorite games or most valued games but if he found himself with nothing tomorrow these are the first five games he would purchase. I am going to work off that same premise. 

I have to do a bit of make believe here. In reality if I lost everything today I would still have my massive digital library of games both backed up to the cloud and on DrivethruRPG. Since I almost exclusively play RPGs online losing my entire physical collection really wouldn't impact me much for weekly games, pick up games, and online conventions. So we almost need to pretend I have to go into hiding and am unable to access anything under my current identity. So for the purposes of this blog post we'll assume I had to go into the witness protection program and am starting over in an undisclosed location with a physical game group.

The First Purchase, a Universal System

Savage Worlds ( https://shop.peginc.com/collections/savage-worlds-adventure-edition ) specifically the Savage Worlds Adventure Edition (SWADE) is where I would start. I would also pick up a deck of cards, some poker chips and lots of dice but this is a complete game that you can do anything with. The bent is towards pulpy, heroic action but you can scale that down if you really want to. There are other universal systems out there that I like, I'll mention them in a minute, but honestly Savage Worlds is such a crowd pleaser that it is hard not to pick it first. Between the exploding dice and the bennies you will be hard pressed to find a better game for an in person group. You can obviously get tons of settings for the game, including Ken Hite's amazing The Day After Ragnarok ( https://atomicovermind.com/the-day-after-ragnarok/ ) as well as Fantasy, Horror, Science Fiction, and Super Powers Companions. I have played it theater of the mind as well as with minis and it works either way. I have played modern action, sword & sorcery, gangsters (think Goodfellas & Casino), Ghostbusters, horror, Rifts, weird west and I'm not sure what else with Savage Worlds. It really is that versatile.

My second choice would be Barbarians of Lemuria ( https://studio2publishing.com/products/barbarians-of-lemuria-mythic-edition-print-pdf ) which is perhaps my favorite sword & sorcery game. You start the game as big damn heroes and it really emulates S&S fiction and the movies from the 1980s. That said it will take a little tinkering, or the buying of a couple other books like Dicey Tales ( https://www.drivethrurpg.com/en/product/394414/dicey-tales ), Barbarians of the Aftermath ( https://www.drivethrurpg.com/en/product/64387/barbarians-of-the-aftermath ), and perhaps the Honor + Intrigue Bundle ( https://www.drivethrurpg.com/en/product/427399/honor-intrigue-bundle-bundle ) to really unlock its potential for being a universal system. I dearly love this game but Savage Worlds is just a better all in one game unless you are going to really roll up your sleeves to make resources for your players.

Index Card RPG (ICRPG) ( https://www.runehammer.online/online-store/Index-Card-RPG-Collectors-Edition-p613134553 ) is my third choice but that isn't because I don't love it. It is very versatile and it is hard to think of a genre you can't play with it. That said it is really designed for games where the players stay under time pressure and are kept on their toes. I love the author's energy but honestly prefer the 2nd Edition to the current Master Edition. You can still get the 2nd edition in print from Amazon and in PDF from DrivethruRPG. While I don't think ICRPG is less capable than Savage Worlds the latter is just an easier buy in unless you are already a fan of ICRPG.

While there are other games that could do these things such as GURPS, HERO, the Palladium ecosystem of games, I think the above are the very first three I would pick up and try to run. 


To be clear I could stop here, Savage Worlds (or one of the above alternatives) can do everything I would want. That said sometimes it is nice to have games designed for the genre you are playing.  So let's explore what that looks like.


Fantasy 

The Black Hack 2E boxed set. ( https://www.squarehex.co.uk/collections/the-black-hack/products/the-black-hack-2nd-edition-level-5-preorder ) This will not be cheap to get but it is my favorite NSR game and very easy to run so I would splurge. If I couldn't afford the boxed set you can make do with just the rulebook and print it out yourself ( https://www.drivethrurpg.com/en/product/255088/the-black-hack-second-edition ). There is even a cheaper players guide to give out to your group ( https://www.drivethrurpg.com/en/product/263552/the-black-hack-booklet-second-edition ). If you want to play D&D style fantasy but want it to be lighter weight and play faster this is a great way to go. The boxed set, some extra dice, paper and pencils are all you really need to get an in person group up and going. 

The alternative to this would be Basic Fantasy RPG. ( https://www.basicfantasy.org/ ) This is a more traditional OSR game although not a retroclone of any specific edition. It is a community project and is free digitally and available in print from Amazon for cost. For not a lot of money you get a lot of game and you can easily run any OSR or TSR adventure with it. There are also a number of adventures written for Basic Fantasy that again are available free in PDF or at cost in print. 

My third choice for D&D fantasy would be the Print on Demand (PoD) editions of TSR's D&D Basic and Expert sets. ( https://www.drivethrurpg.com/en/product/110274/d-d-basic-set-rulebook-b-x-ed-basic ) & ( https://www.drivethrurpg.com/en/product/110792/d-d-expert-set-rulebook-b-x-ed-basic ) while these are great games they are more expensive than Basic Fantasy RPG and honestly I'm not sure they justify the extra cost if you are buying books to support an in person group.

Modern & Science Fiction

Cyberpunk 2020 ( https://talsorianstore.com/products/cyberpunk-2020 ) is by far my favorite cyberpunk system and I think with some house rules it is well suited for any setting from the mid 19th century to near future. Check out https://datafortress2020.com/InterlockUnlimited.html although you need to beware the 1990s style website! This game's Friday Night Firefight combat rules are my hands down favorite followed by Boot Hill. This game may be a hard sell as there is a newer edition out, Cyberpunk Red, which is ok but in my opinion inferior to 2020. I think if you are ok skipping or narrating space battles and don't need to generate planets and star systems Cyberpunk 2020 will probably give you all you need to run adventures in space stations, space ships, or science fiction cities. 

Alternative choice would be Savage Worlds which does space fantasy better than hard science fiction but could do either. The reason I put Savage Worlds above my third choice is that I think it is a funner game to play mechanically and that can matter at the table.

The third choice is The Traveller Book ( https://www.drivethrurpg.com/en/product/80192/ct-ttb-the-traveller-book ) for me and I would give the players the Classic Traveller Facsimile Edition ( https://www.drivethrurpg.com/en/product/355200/classic-traveller-facsimile-edition ). Traveller is a classic game and there is a ton of material out there but I don't know that it has the broad appeal of Savage Worlds.

Superhero 

SUPERS! Revised Edition, also called Supers! RED, PoD. ( https://www.drivethrurpg.com/en/product/130108/supers-revised-edition ) I will admit that I haven't played this yet but I look forward to doing so soon and it really looks like it will check most of the boxes, such as allowing you to mix power levels and using any power to defend with, at a reasonable price. 

My alternative choice is a PoD of BASH! Ultimate Edition. ( https://www.drivethrurpg.com/en/product/65882/bash-ultimate-edition ) It is more expensive and a little more math heavy but is also a solid system. 

TSR's Marvel Super Heroes is my favorite system but tracking down used copies can be expensive and while you can find PDFs online you would still need to print them yourself. For those reasons I chose to pick games that I can just point players towards a retail store if they want their own copies. 

Wild West

Boot Hill 2E PoD. ( https://www.drivethrurpg.com/en/product/240118/boot-hill-wild-west-role-playing-game-2nd-edition ) The first wild west RPG is still a great game and like The Black Hack is light weight and fast playing. It is easy to teach and most people know enough western tropes that they will start to speak in character before the end of the first session. Add in some plastic cowboy minis and you will have a barrel of fun.

I dont really have other suggestions here. I think Savage Worlds or a house ruled Cyberpunk 2020 handles this genre very well if you don't want to use Boot Hill. I am a big fan of Aces & Eights ( https://kenzerco.com/product/aces-eights-reloaded/ ) but it is a hard sell as all players really need to have system mastery for it to flow well. If you are running an open table I don't consider it a great choice. 


So to recap for me the first game I would buy is the Savage Worlds Adventure Edition core book. That would let me run any genre I wanted. The next four games I bought would probably be Boot Hill, Cyberpunk 2020, Supers! RED, & The Black Hack 2E. The order I bought them would depend on what games I have coming up or what deals I could get on them. Barbarians of Lemuria, ICRPG, and The Traveller Book wouldn't be far behind.

Notice I didn't include horror but I think you can do that with any of these games, I don't think you need a dedicated horror RPG, you can just add horror to the game you are using already. Savage Worlds handles it well. Same with espionage, I think Savage Worlds is fine although I'd probably use Cyberpunk 2020. Post Apocalyptic would be covered by Savage Worlds or after the initial five purchases by Barbarians of Lemuria with the Barbarians of the Aftermath sourcebook. 


Ok, what are your picks? I would love to read or hear them. I'll be back in two weeks with the first in an intermittent series of posts on my quest to cull and consolidate my collection. Please be excellent to each other!

30 August, 2026

#RPG-a-DAY2026 Week 5 Dark Conspiracy 1E

For RPG-a-Day 2026 I am republishing Mirk the Meek's collaborative episodes on different genres. You can read all about that here: https://podbypost.com/nerds/rpg-a-day-2026

But for the blog I have somewhat followed Anthony's lead (read his post here: https://castingshadowsblog.com/2026/07/31/rpgaday2026-starts-tomorrow-my-plan/ )

I have posted a character on each Sunday of August. this final week of the month I will create one for  Dark Conspiracy 1E. To give you an idea on what the game is about let me quote the book.

"We have a fighting chance. Anyone who thinks that we deserve more than that is probably a socialist. Nice philosophy-wrong century."

-Zena Marley

(Early 21st -century mercenary-philosopher) 

In Dark Conspiracy, the players play the role of normal, or perhaps not-so-normal, human beings who are fighting a global menace of unprecedented proportions. An alien, malevolent intelligence, imprisoned for eons, has been released to wreak havoc on the world. It is doing a pretty good job.  

Your character has become aware of this menace and, along with a small band of like-minded companions, has set out to uncover and destroy the menace. 

The difficulty is that this in no simple back-room conspiracy. The driving force behind it is an otherworldly presence of profound power and evil. Its minions that roam the Earth are hauntingly similar to creatures of dark legend from around the world.  Similar, but never quite identical. 

But regardless of the power of the enemy, there have been victories. Some were small victories. Some were costly. But enough small victories can turn the tide.

I hadn't looked at the character creation rules for this game for 30 years, I wish I gave myself more time to do this as it is pretty in depth! Here is what the text says about it

In order to make the long process of character generation easier, a Character Generation Worksheet is included with this game. The Worksheet is largely self-explanatory, but occasional reference to the rules is necessary, at least for your first few characters. Players should read the rules as they generate their characters, filling in the appropriate blanks of a Worksheet as they go. Once a character is completely generated, the information from the the worksheet should be transferred to a Character Sheet. After that , the worksheet may be discarded, if you wish. Only the Character Sheet is necessary for play. 

The worksheet is actually in two parts!



And here is the character sheet you would transcribe your work to. 

There are five general steps to creating a character. Background, Attributes, Experience, Derived Values, and finally Equipment. We'll go through them in order.

Background

Rolling randomly on the Nationality table I got British, rolling on the subtables (English, Irish, Scottish, Welsh) I get Scottish. Again rolling randomly I got a male (up to this point I did my own randomization as the game doesn't provide tables for it) who I name Angus McBride. There are odds given to know Scots Gaelic, 3 on a d10, but I rolled a 7.

Attributes

You can use a random method or a point allocation method, I'm using the random method. We roll 2d6-2 for each attribute except Empathy and reroll results of 0 for a value between 1-10. Is that because you don't use d10s in this game? No, the game uses d10s but the writer, Lester W. Smith ( https://lestersmith.com )likes to play with bell curves and die combinations. For example his game D13 has you roll a d4 and a d10 (read 0-9) for a value of 1-13. Back to Dark Conspiracy 1E. For Empathy we roll a d6-1 for a value of 0-5. If the total value of your rolled attributes is less than 33 you can add points to attributes as you wish to bring the total up to 33.

The attributes all mean the normal things, Intelligence is a combination of D&D Intelligence and Wisdom, although I'll post the game's description of Empathy.

A measure of a character's sensitivity to and attunement with the natural forces of the Earth and its creatures, including cther humans. Empathy reflects a character's ability to sense and influence things beyond the normal five human senses. Only half the population has any discernible Empathy rating. 

Strength (STR) 3+4-2= 5

Constitution (CON) 5+6-2= 9

Agility (AGL) 1+5-2= 4

Intelligence (INT) 2+5-2= 5

Education (EDU) 1+5-2= 4

Charisma (CHR) 6+3-2= 7

Empathy (EMP) 5-1= 4

Well he is hearty, likable, and has an Empathy rating so that is a start! The total of the attributes is 38 so we don't get to add any extra points. Let's see what's next!

Experience

We start the game at the age of 17 and get to pick 4 background skills at level 2. I'm going to give Angus Foreboding 2 (precognition), Luck 2 (gives you a chance to redo a failed skill check if you make a successful check), Melee Combat (Unarmed) 2, and Persuasion 2. 

Now we start a cycle of four year long terms, much like Traveller, and there is an option to roll a d10 at the end of the term but if you roll equal or less than the current number of terms you are finished and must start adventuring. I'll do that. There are a number of careers you can choose from and some have prerequisites. You can also choose to attend higher education. Psychic Test Subject looked promising but it requires a minimum EMP of 5 so Angus doesn't qualify, lucky guy! I thought Entertainer might be good, Angus could use his talents to swindle people, but Entertainer requires a CHR of 8. I can't make him a Criminal either as that requires a AGL of 5. Maybe Angus should just spend a term in the military, it did me good. With a combined STR CON and AGL of 18 he qualifies for Elite Forces Enlisted. We'll say he went into the Paras or Parachute Regiment.

1st Term ends at 21 Career Military, Enlisted Elite Forces

Basic Training Skills - Melee Combat (Unarmed) 2, Small Arms (Rifle) 2, Stealth 1, Thrown Weapon 1.

First Term Skills for Enlisted, Elite Forces - Heavy Weapons 1, Melee Combat (Unarmed) 2, Navigation 1, Small Arms 2, Thrown Weapon 1.

That gives Angus a 6 levels in Melee Combat (Unarmed) but since that is a Strength skill and his STR is only a 5 any skill levels above the attribute only count as a half level. So he really now has Melee Combate (Unarmed) 5.5 which is rounded down to 5 for skill checks. This is meant to show characters with high attributes may have natural talent but after they plateau in a skill it will take extra effort to see improvement, something I have seen in real life.

Contacts - One military per term, on 8+ on a d10 it is a foreign contact, I rolled a 4 so it will be British. 

Angus also gets a Secondary Skill, I'm going to pick AGL +1.

This gives Angus the following Foreboding 2, Heavy Weapons 1, Luck 2, Melee Combat (Unarmed) 5.5, Navigation 1, Persuasion 2, Small Arms (Rifle) 4, Stealth 1, Thrown Weapon 2. One British Military Contact. +1 AGL

Now let's see if he has to start adventuring, I rolled an 8 so he can do another term. 

I'm going to do another term of Military, Enlisted Elite Forces to get a special bonus of +1 Initiative. 

2nd Term ends at 25 Career Military, Enlisted Elite Forces

This time Angus gets to pick a total of 6 levels from a number of skills. I'm going to pick Interrogation 2, Leadership 2, Parachute 1, Stealth 1. I rolled a 9 so he has a foreign military contact, I'm going to say it is American which will help us get him to the States since that is probably where the game will happen. He gets that one time +1 Initiative bonus, which is a big deal. For his Secondary Skill I'm going to pick STR+1 to allow him to use that extra level of Melee Combat (Unarmed).

So at the end of his second term Angus has Foreboding 2, Heavy Weapons 1, Interrogation 2, Leadership 2, Luck 2, Melee Combat (Unarmed) 6, Navigation 1, Parachute 1, Persuasion 2, Small Arms (Rifle) 4, Stealth 2, Thrown Weapon 2. One British Military Contact, One American Military Contact. +1 AGL, +1 STR, +1 Initiative. 

Let's roll that d10 to see if he can keep going or has to start adventuring. I rolled a 6 so we can do a third term.

Angus is going to get out of the service and come to the States to be a Martial Artist, more specifically an instructor in a buddy's dojo. 

3rd Term ends at 29 Career Martial Artist

First Term Skills STR +1, AGL +1, Melee Combat (Unarmed) 3, Willpower 1  

 For Contacts he gets to pick one business, criminal, or specialist (melee combat) and on a 7 or higher it is a foreign contact. I rolled a 8 so it is a foreign contact. Let's say it is a Japanese Martial Artist. 

For secondary skills I'm going to go with another +1 STR.

At the end of the third term Angus has Foreboding 2, Heavy Weapons 1, Interrogation 2, Leadership 2, Luck 2,  Melee Combat (Unarmed) 8.5, Navigation 1, Parachute 1, Persuasion 2, Small Arms (Rifle) 4, Stealth 2, Thrown Weapon 2, Willpower 1. One British Military Contact, One American Military Contact. One Japanese Martial Arts Contact, +2 AGL, +2 STR, +1 Initiative.

Now let's see if he can go on to another term, I rolled a 9 so he can!

This is the term age starts to kick in, at the beginning of the fourth and fifth terms you have to roll equal to or over your AGL on a d10 not to loose a point. The same at the beginning of the sixth and seventh terms but for both AGL and STR. Starting the eighth term and every term after you roll for AGL, STR and CON. 

Angus rolls a 9 so no AGL loss this term, one more term as a Martial Artist.

4th Term ends at 33 Career Martial Artist

Angus has 6 levels to spread across a number of options, I'm going to go Instruction 2, Observation 2, AGL +1, STR +1. Secondary Skill Foreboding 1 Contact I rolled a 4 so an American (we are in the States now) Criminal Contact. He also qualifies for a +1 Initiative bonus but that does not stack with the military one, in this game military roll 1d6 for initiative and non military roll 1d6/2, if you have careers in both you can choose which you use. Angus can now add 1 to the roll of either choice.

At 33 years old Angus looks like this Foreboding 3, Heavy Weapons 1, Instruction 2, Interrogation 2, Leadership 2, Luck 2, Melee Combat (Unarmed) 9, Navigation 1, Observation 2, Parachute 1, Persuasion 2, Small Arms (Rifle) 4, Stealth 2, Thrown Weapon 2, Willpower 2. One British Military Contact, One American Military Contact. One Japanese Martial Arts Contact, One American Criminal Contact, +3 AGL, +3 STR, +1 Initiative for civilian and military initiative.

I will press Angus' luck for one more term. I roll a 4 and he loses one point of AGL. 

5th Term ends at 37 Career Martial Artist

Again Angus has 6 levels to spend, I'm going to go Instruction 2, Observation 2, Willpower 2 and Secondary Skill Foreboding 1. I rolled a 5 so the contact is another American, lets go business this time.

Angus at 37. Foreboding 4, Heavy Weapons 1, Instruction 4, Interrogation 2, Leadership 2, Luck 2, Melee Combat (Unarmed) 9, Navigation 1, Observation 4, Parachute 1, Persuasion 2, Small Arms (Rifle) 4, Stealth 2, Thrown Weapon 2, Willpower 3. One British Military Contact, One American Military Contact. One Japanese Martial Arts Contact, One American Criminal Contact, One American Business Contact, +2 AGL, +3 STR, +1 Initiative for civilian and military initiative.

Derived Values

Let's knock out the derived values.

Hit Capacity is the amount of damage you can take before you suffer serious injury. It is broken down by body part. In fact since I posted the worksheet I'm not going to go through all these derived values as there are no additional rolls or choices, just doing calculations with what we already have.  

Equipment

Starting money is usually $1,000 x EDU per term but some careers are different, for example Martial Artist is $1,000 x INT. So Angus has $4,000 for each of the two terms in the military and $5,000 for each term as a Martial Artist for a total of $23,000. You buy your initial equipment from that amount and what is left over is your savings. I'm not going to buy equipment but if I did I would definitely have a pair of the $300 Serengeti Sunglasses. 


Mechanically Angus looks like this

Angus McBride, Scottish Martial Artist living in America, former Para.

STR 9 Heavy Weapons 1, Melee Combat (Unarmed) 9, Small Arms (Rifle) 4, Thrown Weapon 2

CON 9 Parachute 1

AGL 6 Stealth 2

INT 5 Navigation 1, Observation 4, Willpower 3

EDU 4 

CHR 7 Instruction 4, Interrogation 2, Leadership 2, Luck 2, Persuasion 2

EMP 4 Foreboding 4

Contacts 1 American business, 1 American criminal, 1 Japanese Martial Artist, 1 British military, 1 American military, 

Starting funds (before buying starting equipment) $23,000


Sorry this entry sort of petered out at the end. 


By the way I don't have a financial stake in Mongoose but they do appear to be a company that cares and does right by their employees. I mention them because there is a crowdfunding campaign going on right now over at Backerkit for an updated version of Dark Conspiracy that uses the Mongoose Traveller ruleset. You have until 11 September 2026 to join that campaign. 

https://www.backerkit.com/c/projects/mongoose-publishing/dark-conspiracy-a-horror-rpg-in-the-modern-age

That is all for this week, see you next Sunday to find out what the plan for the blog is after #RPG-a-DAY2026!