A minute is long enough for a flurry of shots, a shield rush, a desperate scramble for position. It feels like a clash. Six seconds feels like a beat. Suppose it depends on what kind of chaos you want the table to imagine.
01.03.2026 12:25 —
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Born Before the Dungeon
This post explores the significance of character background in old-school tabletop gaming. It contrasts the blank-slate model, where characters emerge without history, with a socially grounded approach that incorporates lineage, class, and personal history. This latter method deepens the narrative, enriching gameplay by embedding social realities and implications into character generation.
What if your character existed before the dungeon? Wealth, lineage, siblings, expectation – what happens when birth shapes the blade you carry? A deep dive into class, background, and why old-school play was never as blank-slate as we remember.
23.02.2026 00:41 —
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Only lawful orders must be obeyed. Officers: your oath is to the Constitution, not a man. Enlisted: unlawful orders — like targeting civilians — must be refused. Always.
#MilitaryOath #DutyNotObedience #DefendTheConstitution #UCMJ
07.10.2025 13:05 —
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When Empires Fall
Before Dungeons & Dragons, before Chainmail, before the TSR juggernaut, there was War of the Empires. A ditto-printed postal wargame run by a “Master Computor,” complete with newsletters, medals, and cosmic aristocracies. Gary Gygax himself once role-played as Sub Commander Gygax, bearing the “Curse of Yig” in a galactic struggle. The game died, revived, and died again, but its DNA can be traced through the entire evolution of the hobby. This is the forgotten prehistory of sci-fi gaming.
Before Mordenkainen, before Greyhawk, Gary Gygax was Sub Commander Gygax, sallying forth with the “Curse of Yig” in a galactic postal wargame called War of the Empires.
Read how this obscure 1966 ditto-printed experiment foreshadowed RPG culture as we know it today.
15.09.2025 05:47 —
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A Critical Retrospective on OD&D Supplement IV: Gods, Demigods, and Heroes
Gods, Demigods, and Heroes is one of the strangest supplements TSR ever published. Less a rulebook than a statted-out mythology handbook, it dares to reduce Zeus, Odin, and even Conan to hit points and armour class. It’s gloriously audacious, wildly inconsistent, and ultimately more interesting as a cultural artifact than as a play aid. Yet within its messy pages lies the spirit of 1970s D&D. It’s reckless, playful, and unafraid to cross boundaries.
Ever wondered what happens when you give Zeus hit points? Or when Elric of Melniboné gets written up like a goblin with better hair? My latest retrospective dives into Gods, Demigods, and Heroes (1976) – the strangest, most audacious of the OD&D supplements.
13.09.2025 08:17 —
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Damage, Expertise, and the OSR/NuSR Divide
The eternal debate over weapon damage is more than a question of dice. Should every weapon strike for the same? Or should swords, spears, and morning stars feel distinct, bound by reach, heft, and mastery? This piece explores how old-school rulings on expertise, dual-wielding, and weapon length still echo in today’s OSR and NuSR design debates, where the balance between simplicity and realism shapes not only combat, but the very soul of the game.
Steel, shadow, and dice – what makes a weapon truly matter at the table? My latest post dives into the old-school debate over damage, mastery, and dual-wielding, and why it still sparks fire in today’s OSR/NuSR circles.
08.09.2025 08:15 —
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