04 January 2026

State of the Blog 2025

 

A line graph of the traffic on Signals from Delta Pavonis. From the start of June 2025, traffic starts to spike upwards. Overall, the last third of the year runs at about twice the level of the previous year and start. The spikes across the summer don't coincide with the #RPGaDay posts.

I posted slightly less this year than I did in 2024 (108 vs 125); had I completed #RPGaDay2025 then I suspect that overall the blog would have seen a similar level of posts. Interaction is up with 168k unique views vs 92.8k the year before (double 2023), and I see a lot of traffic from both Mastodon and the Traveller Facebook groups.

Traffic was very spiky and high in the period June to October, but overall levels have crept up. Like last year, Traveller material continues to drive a lot of the traffic. 

My highest traffic post made in 2025 was a #RPGaDay one with the keyword 'Enter'. It was quite a philosophical post on that moment before you commit, but there were references to Tolkien and more so that may have driven some interest.

The next highest was the post where I conceded that I was wrong about my thoughts about Mongoose Traveller 2e, and explained why it had drawn me back into it after a couple of years without Traveller being at the heart of what I played and ran. 

After that, there's a set of Traveller related reviews.

Four of the top ten traffic posts were actually made earlier than 2025. I think that just suggests that people visit and explore or find things on search. Google certainly ranks top on source sites, but bizarrely so does Gizmodo, and the Gaming Tavern remains a stalwart! Chrome dominates the browsers (63%) but platforms run Windows (42%) then Mac (25%) which surprised me in that the Mac is so high.

It was quite interesting that although I do post some OSR related material, I didn't make it into the web of blogs that Xaoseed shared here. Obviously, a parallel track! Then again, I do mainly post SF and reviews. I think First Age found a similar thing for his blog too.

I've kept up with the alt-text habit that Mastodon taught me. It's my main social media now, but I am bridged to Bluesky (but why put the effort into another walled garden)? I do use Facebook (mainly as it's the only social route to some friends and the centre of gravity for Traveller has moved there from the TML) but detest it and Meta as a whole. I don't generally accept Facebook requests from folks I'm not sure I know, so reach out if you're trying to link up that way so I know why!

I've migrated most of the old blog now, but just need to get some solid time on it to finish it off.

Anyway, 2025 was a fun year blogging, and I had a steady string of interaction on socials when I posted and on the blog itself. See you around, and great to talk to you!

4 January 2025

02 January 2026

Books in 2025

A graph plotting the number of books read and the number of pages read in 2025.

StoryGraph summarised my year of reading as: You chased clues down winding paths, chased horizons and daring escapades, and wandered through tales tinged with shadow. That does seem pretty accurate.

I read a total of 119 books (up from 102 the year before) with a total of 32,181 pages (up 5%), so all in all a good improvement (although the page count was very much driven by the two Lucifer graphic novel omnibus editions I read).

A line graph comparing how many books I read each month in 2024 and 2025.

I've been pretty steady though the year, although April did see quite a spike upwards.

I'm still using Goodreads, but mainly as my Kindle is linked. That only shows 84 books as it struggles with small press and roleplaying books in many cases.

A bar graph showing my most read authors in 2025

Martin J Dougherty was my most read author, completely driven by the Deepnight Revelation work for Traveller

Martha Wells was the fiction author who I read most of, thanks to the Murderbot Diaries, which were also very short. Adrian Tchaikovsky came next, with five novels with Mick Herron (Slow Horses books and novellas), Samu Rämö (the Hildur series) and Christopher Fowler (Bryant and May) coming in next. 

I really enjoyed the Murderbot Diaries and have preordered the next instalment; I may find myself digging inti the fantasy books that Wells wrote that were also in the Humble Bundle I picked up. Likewise, I suspect that Adrian Tchaikovsky will continue to feature heavily as I picked up most of his fantasy fiction that I haven't read in a Humble bundle. I do intend to continue with Christopher Fowler's Bryant and May series through 2026 as well. There were two notable series I started to re-read but have only read the first book - Michael Scott Rohan's Winter of the World and Mary Stewart's Merlin trilogy. I do intend to read more of both of these, and I think that the Pendragon RPG books that are sitting in my to-read pile can only help with the Mary Stewart books.

I joined Elle Cordova's Sci-Fi Book Club this year to try and make sure I didn't get into a rut. I've certainly read a number of books that I wouldn't have otherwise; I've not liked all of them, but they've definitely been worth the time. My favourite so far has been Klara & the Sun by Kazuo Ishiguro, and the one that I've least liked was Slaughterhouse-5 (which drew me through but wasn't really my thing).

I enjoyed William Boyd's Gabriel spy novels, and will explore more of his work next year. I've found myself reading more thrillers and literature novels than previous years, and hope to keep some of this breadth going forward.

My favourite fiction novel of the year was Derek B Miller's Radio Life, with Nick Harkaway's Sleeper Beach a close second.My favourite non-fiction was a tie between Borderlines (Lewis Baston) and Vertigo (Harald Jähner), both of which taught me new things and were well written.

Tales of the Old West was the best roleplaying game I've read this year (although The Hooded Man deserves a honourable mention). It wins as an extremely playable game set in the period of the Western. It is gritty, focuses on community and avoids the need to draw on horror or the weird. It was a delight at the table.

My reading streak hit 1,088 days at the end of the year.

2 January 2026





01 January 2026

Books in December 2025

Infographic exported from TheStoryGraph.com showing a collage of the covers of the books I read this month, arranged in a 4 wide and 4 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths December 2025 Reads" beside it. The books are described in the post below.

Final month of the year for the reading challenge. I won't spoil the end of year review with the final results but I managed to beat the targets of reading every day and the book-a-week objective.

December is usually a good month for reading for me with the holiday period. I managed to work my way through thirteen books, and unusually, a chunk of them were roleplaying games. In total, the page count was 3,904 pages, which is significantly up because I read the second Lucifer Omnibus volume.

Digging in, I read one non-fiction book, five roleplaying books, a graphic novel and six fiction books.

The non-fiction book was via Audible again, Vertigo by Harald Jähner. This covers the Weimar Republic in Germany from creation to fall to the Nazis. It's a fascinating blend of history, culture and politics which sadly has echoes that are all too visible today.

The graphic novel was the second volume of the omnibus edition of Lucifer, set in the Sandman universe. I really enjoyed this. It's been a while since I've dived into a longer series in this format, and the story is adjacent to one that I've loved for a long time. Overall, I really enjoyed it and will check out some more of Mike Carey's work.

Roleplaying games included The Hooded Man RPG by Graham Rose, which I reviewed here. I do hope to actually run this one. 

I also read The Lost Mountain Saga, written by Ellinor DiLorenzo. This a short campaign for the Vaesen roleplaying game. There was much to praise in the campaign, but some bits felt a little underwritten and the way the ending is presented in the text is underwhelming. However, I do think that this could be addressed pretty easily and I wouldn't mind running it at some point. 

Grimwild is an abandoned property, as the designer has disappeared and the folks he worked with on the crowdfunding of the project can't get hold of him (or access any of the accounts associated with the project). Fortunately, the PDF version of the game was released, and it's promising. It's a very light narrative take on the kind of fantasy that Dungeons & Dragons does well, and I liked what I read. I do think it would need a couple of read-throughs as the examples in the text don't necessarily cover everything clearly, but there's potential there.

Adventures Book 1 - Tenebrous Cats and Forgotten Tombstones is the adventures compilation of the Edgar Allan Poe inspired roleplaying game, Raven. I'd hoped that reading this would help to me come to a conclusion about the game as to whether it was one to sell or play, but it didn't provide that clarity for me. I'm more in the 'play' space now but I found the scenarios hard to work through. Like those for Vaesen, they have a set structure. Unlike those in Vaesen, they are stripped back so much that they feel like technical writting rather that something evocative. I'm pretty certain that they could be run really well and get the right vibe, but I haven't found the adventure within the collection that gives me the GM tingles and makes me want to crack on and get this to the table. At the moment, Vaesen, Candela Obscura and Old Gods of Appalachia would all come before this in my play preference. Maybe that's the answer for me.

Mark Meredith's Song of the River Prince is delightful. It's set in what appears to be an idyllic setting beside a great river and its tributaries. You take the part of travellers along the river, encountering adventures and carry out missions. The land is touched by the fey and has great beauty, but there are some perils that threaten the cosy, idyllic nature of the river lands. The rules are simple and there are mechanics that make the journey more important. I recommend this - you can get it on Lulu here, and DriveThruRPG here.

Now on to the fiction, which was dominated by thrillers.

The Shadow of the Northern Lights by Satu Rämö is the third part of an Icelandic noir detective series, Hildur. Hildur is an Icelandic police officer in a remote part of the island, and the investigations that she gets involved with link back to elements within her traumatic upbringing. She's assisted by a Finnish detective who is there as a paid intern. I'd really recommend starting at the beginning if you want to read this series as there are revelations throughout it that are relevant to the later stories. I enjoyed this, but I'm already invested in the series.

A Quiet Place by Seichō Matsumoto was an impulse purchase. The author was described as the Japanese Agatha Christie. In this tale, a government official's wife dies in somewhat suspicious circumstances and her husband starts to try and understand if she was having an affair. The story didn't go the way that I expected, and surprised me. It's steeped in Japanese culture so I found it quite alien to me in a way that the Icelandic noir isn't.

The Coworker by Freida McFadden was an impulse 99p purchase on my Kindle, and quite entertaining. I did find myself increasingly disliking the protagonist as I read the book, but it's a good twisty tale of what happens when a colleague that just doesn't quite fit in disappears and the repercussions on those around her.

The Hike by Lucy Clarke was a mistake. That's a mistake in the sense that I had another book of the same name saved in my wish list which I thought this so I bought the wrong novel! However, I only realised that when I saved it on my Storygraph account. This is a story of four childhood friends who have grown apart meeting up and hiking a four-day trail in Norway. They all have their own issues and challenges and events in the local area impinge upon them. I enjoyed this, especially as it avoided the obvious answers and twists.

Halcyon Years by Alastair Reynolds is a noir detective story set on a generation/sleep ship. Yuri Gagarin is hired to investigate two suspicious deaths, something that the authorities seem to by drawing a line under. The novel digs in and Gagarin follows a thread that reveal secrets from the mission's past. I enjoyed it; it's not the best Alastair Reynolds but it was very enjoyable. My book of the month certainly. It's interesting how Reynolds keeps returning to detective and noir themes, they seem to resonate with him.

Finally, I read Slaughterhouse-5, by Kurt Vonnegut. It was the SF Book club choice for the month and I found it strangely compelling and quite dark. It drew me in and along despite my not-quite liking it. Part of the reason I joined the bookclub was to try and read books that I may not have otherwise explored, and that's certainly working.

1 January 2026

29 December 2025

Games in 2025

Doughnut graph of the games I've played this year. There is a table following in the text that summarises the data.

As 2025 comes to a close, and it looks like I've played my last game of the year, here's a summary of my roleplaying adventures. Overall, I played eight less games than last year, mainly driven by the fact that my own campaign finished recently and I've not got back into a second game since Eternal Lies finished.

I played 50 sessions, 26 of which were face-to-face at conventions. I attended an extra convention this year (Airecon) which was fun, and I hope to go again in 2026. The Garricons remain in good health, although it continues to be a challenge to get enough GMs for the smaller conventions. Furnace's twentieth anniversary was a delight, and it was nice to open up a different space at the hotel.

The big change for me this year was the return of Traveller as dominant game with 20 sessions in total. This was a combination of the one-shot Far Horizon game in the Orbital 2100 setting, then several games run at TravCon and North Star, followed by The Jägermeister Adventure, which was great fun but needed me to think on my feet as the players frequently got ahead of me. I intend to continue with Traveller as a big part of my gaming in 2026, probably offering the Singularity campaign once it's finalised and I've read it properly.

The start of the year saw my Shadows of Atlantis game for Achtung! Cthulhu 2d20 finish. Overall, it was a great World War 2 daring pulp romp, but I've had no urge to go near anything using the 2d20 game engine since. I think I may have played too much of the Modiphius engine over the last few years and the inconsistencies in it are harder for me to deal with than the changes in Fria Ligan's Year Zero Engine.

One of my longer term campaigns finished this year and I miss it sorely. This was Eternal Lies for Trail of Cthulhu (8 sessions). We've spent multiple years and a lot of time on this game and it is probably the best Lovecraftian game I have ever played. Of course this was helped by the quality of both my fellow player, Dr Mitch, and Rich, our Keeper, who runs a superb game. The ending was poignant and challenging and emotional.

I played a full weekend (equivalent of 6 sessions) of The One Ring at LongCon, with Graham running a fantastic Tolkien based game running through the Tales from the Lone Lands campaign; his deep knowledge of the lore was clear, but it was never suffocating, and I felt completely immersed. A shout out to my other players who also made this an unforgettable game.

The final system with multiple game sessions was City of Mist, a perennial favourite of mine. I ran this at Airecon and Revelation. It's a favourite and I have no doubt that I will play again.

Powered by the Apocalypse remained a strong part of the games I've played, but no Forged in the Dark for me this year.

I've used Roll20 as my preferred VTT most of the year, mainly as Traveller is well implemented, and I ported my Achtung! Cthulhu game there when Role temporarily lost AV. It's worth noting that Roll20 has come on in leaps and bounds over the last two years, but AV remains its Achilles Heel. Towards the end of Jägermeister we were doing audio over Discord to ensure we had a stable connection. I'm intending to experiment with Role and Owlbear Rodeo next year. Of course, our Eternal Lies game was run over zoom, with character sheets on Google Docs and dice rolled physically, so it does show that you don't need all the bells and whistles!

Outside of the usual running and playing, I have continued to enjoy helping organise the Garricons and that is something which will hopefully continue going forward.

Part of my return to Traveller was creating a one off Double Adventure for BITS using two of the scenarios I wrote that have been out of print for a very long time. That was really satisfying, and I have already prepped them to be released, but we're currently wrangling with the request by Mongoose to release via the community TAS programme which doesn't support publishers doing this. Hopefully they'll be released in the New Year. This won't be my final project like this; I'm also finalising off another adventure that I'd hoped to get out this year, but it will slip into 2026.

I managed to get the BITS website up and running again, which was nice. It turns out that there was a server side issue that was blocking redirections. Now that's sorted the site is live. I would like to give it a full refresh, but that's a way off.

Overall, it's been a fun gaming year, and I'm hoping that next year will be as good!

Game System#GMPlayFTF
Traveller/Cepheus201738
Trail of Cthulhu (GS)8080
The One Ring6065
Achtung! Cthulhu (2d20)3300
City of Mist (PbtA)3303
Otherscape (PbtA)1101
Comrades (PbtA)1101
Monster of the Week (PbtA)1011
Cartel (PbtA)1011
Fading Suns1011
John Carter of Mars (2d20)1011
The Electric State (YZE)1011
In Nomine1101
Blade Runner (YZE)1011
Dragon Warriors1011

29 December 2025

First Impressions - The Hooded Man - a roleplaying game of medieval outlaws

The Hooded Man RPG

The Hooded Man - a roleplaying game of medieval outlaws - was a complete impulse purchase when I happened to be looking at the Osprey Games website. I've been fascinated by the Robin Hood legends since I was a kid, and ITV's Robin of Sherwood TV series only reinforced that. However, I've never found a roleplaying game that has made me want to play in the setting. It's no spoiler to say that this book may well have changed my view on that.

TL;DR: The Hooded Man is simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. The core mechanic is simple and effective, but has the potential to be brutal. The book is soft focus on the historical accuracy which makes sense from a playability perspective as this is myth and legend, not hard facts. However, there's enough detail presented to make it feel right. It makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.

The book is the standard full colour hardback that Osprey Games use to such good effect - extremely portable and well-produced. It's 192-pages long and contains everything that you'd need to run a Robin Hood style campaign. It was written by Graham Rose (whose previous credits include Paleomythic, which I've never played or run, but have heard good reports about) and illustrated by Brainbug Design. I absolutely love the striking Hooded Man design used on the cover of this book.

You can get the book and PDF directly from Osprey Games, but as usual, you have to pay for both. That said, it will still probably cost you no more than a normal core book with PDF included from other publishers. As Osprey are part of Bloomsbury, you can get the book through normal bookshop distribution as well, and the PDF is also available via DriveThruRPG.

Core Game Mechanics

The game is deliberately vague about when it is set, except that it's England sometime in the 12th to 13th Century. By default it's set in Sherwood near Nottingham, and in the period when King Richard the Lionheart left Prince John in control of the realm while he was crusading.

The game uses six-sided dice in a pool for resolution, and also has a number of D66 tables. Characters are mechanically defined by the traits that they have. Starting characters will usually have three traits, which means that they will - by default - roll a pool of 3D6 in a test. When rolling dice in a test, the player is looking for a 6 to be rolled (much like in Fria Ligan's Year Zero Engine) to achieve a success. However, rolling multiple 6s doesn't change the level of success and there is no way to push or re-roll. The GM is discouraged from asking for rolls on things that the character should be good at.

The dice pool starts with the number of dice equal to the number of traits that a character has. If one of the traits is especially apt for the test, then an extra die is added into the pool, increasing the chance of success. Other characters can assist, each adding a further die to the pool, at the risk of being exposed to the consequences of failure. There is no limit to how many characters can assist, except what the GM feels is appropriate. Most characters will have a companion that can assist them.

Dice rolls in tests are player-facing. Players will roll to defend themselves rather than the GM rolling to attack with a foe.

Tests have different levels. Ordinary tests are looking for a single 6 to succeed. Troublesome tests need two rolls to be succeed. Threatening tests need three rolls to be successful. Formidable tests need four rolls to be successful. Fiendish tests need five rolls to be successful. Tests at a higher level than troublesome will be harder to achieve. Success on a roll may reduce the leave of the test subsequently, even if the foe isn't defeated. Context is also key; if the players can come up with the right ploys, a fiendish foe could be reduced to ordinary.

Starting characters will find things hard initially; a 3 dice pool has a 42% chance of a single 6, rising to 51% if they are assisted by their companion, and 59% if someone else helps etc. However, their prowess will increase quickly, as the default for the game is to add a new trait or talent after each adventure concludes up to a maximum of ten traits (83% base success). There is a recommendation that you may want to slow this progression if you're playing very regularly.

Combat, Battles, Actions & Hazards

Combat is run using the test system. The GM determines initiative and if there's any doubt then players can make an Aware test to see if they go before the enemy. Movement ranges are abstract. Fleeing combat can lead to enemies getting an opportunity attack. Chases are run as a Quick test.

Characters can try various ruses to gain advantage of some sort of (for example, a bonus die, a distraction causing an enemy to lose their turn or some kind of delay). Of course, foes can also try to do this back. Normally, a combat success will cause one wound, which is enough to take an opponent out. However, more challenging opponents need more wounds to be taken out.

If a player fails their defence roll, they take a wound and a trait is temporarily knocked out, reducing their dice pool and preventing them being able to gain an extra dice from it. If all traits are knocked out, the character is defeated and vulnerable. Armour will block damage in a fight twice (if plate) or once (if other armour or a shield). It will need a repair to regain effectiveness.

There's a decent example of combat to draw upon.

Recovery has several routes - bandaging, sleep, leeches and more will help heal wounds with an absolute maximum of eight in one day if all options are taken up. However, it's unlikely that they'll all be available at once.

There is a simple battle system in place if a larger conflict needs to be resolved. The success will depend upon numbers, troop types and the leadership that the characters give to raise morale, & plan strategies. The system is very basic (so a side won't break from losses unless the GM or the players decide that it should) but will be effective in use.

There's a section exploring actions that could be taken outside combat - for example, hunting, harvesting, escaping, hiding and crafting. In all cases they use the core mechanic but there's some guidance on how to apply it (for example, how much meat would be gained by hunting).

There's a list of typical hazards; everything you'd expect is there. Cold, Darkness, Disease, Falling, Fatigue, Fire, and Hunger. You can also be misfortunate; the GM may require characters to make a Fortune test to avoid this. If they they fail, their woes build up. You can also be notorious; you may need a Virtuous test to avoid being recognised as an outlaw! This may be more challenging in places you're well known.

Building Characters

Characters start with a description that reminds me a little of the Cypher System

Name is an appearance, demeanour person seeking motivation, and accused of crime. Yes - every character is an outlaw, accused of a crime.

There's a selection of options for all these in the book (and extra bits in the appendix). You can choose or roll to find out what the character is like.

Name - there are some great, apt name tables in the book. There's an initial 3D table, trying this out I get Henry or Helen off the first roll, and Hayward or Mardale from the second. I'm not sure why this is a 3D6 table, as the bell curve will make the names at either end of the bell curve from more rare.

Henry Hayward or Helen of Mardale

Appearance & Demeanour - again rolled on a 3D table. Rolling twice I get:

Slight & Restless, and Pale & Modest.

Motivation - this is the character's objective or goal in life.

Glory (seeks renown or fame) and Justice (wants justice for themselves or the downtrodden).

Crime - this is what the character has done or is accused of, and what they are notorious for. It could lead to their recognition by the authorities.

Poaching and Debt

Putting these together we have:

  • Henry Hayward, a slight and restless man seeking renown or fame, accused of poaching.
  • Helen of Mardale, a pale and modest woman who is seeking justice and accused of the crime of debt.
Let's give them some traits - once again you can choose or roll.

Henry - randomly, I get one trait from Table A and two from Table B.
They are:  Brave, Quick and Cunning.

Helen - one from each of the tables.
They are: Aware, Dextrous, and Strong.

Every train has an associated test where it is a benefit.

Players can choose to have their character have a Hindrance - this is something that mechanically can make things awkward for them is certain situations. You can choose them or roll them. Bizarrely, it's a 2D table that runs 1-12. If you take a Hindrance, you get an extra trait.

Henry takes a Hindrance, which is that he's hunted - someone - a noble or a bishop - has someone out for him. He gains the extra trait of Wilful

Helen doesn't take a Hindrance.

Each character has a talent, representing their background.

Again, you can choose or roll.

Henry was a Reeve - he used to be a court official, but no longer. Perhaps that's why he is hunted. He gains a Quarterstaff from this background.

Helen was a Healer - she knows healing plants and can make medicines and use leeches. She also has a Quarterstaff.

Finishing off, we have 
  • Henry Hayward, a slight and restless hunted former Reeve seeking renown or fame, accused of poaching. He is brave, cunning, quick and wilful and has a quarterstaff and clothes including a hood and a hat.
  • Helen of Mardale, a pale and modest healer who is seeking justice and accused of the crime of debt. She is aware, dextrous and strong and has a wimple and hood.
Let's find out about their companions.
  • Henry is accompanied by Roger Brewer, an aged, brooding person seeking allies and accused of overcharging for ale. He's creative, cunning and fortunate, and has a dagger and tinderbox.
  • Helen is accompanied by Gunnora Kinwick, a striking, confident person seeking renown and accused of debt, being unable to pay the sheriff's taxes. She's aware, charismatic and guileful, and has a dagger and a sack.

Creating an Outlaw Company

The next stage of setting up to play is to establish an outlaw company, very much similar to Robin Hood's Merry Men. Once again, this is through the use of a random table that you can roll on or choose from. You pick a description and a name for the group. Again, it's a 2D table so there will be a bell-curve on the names. Rolling randomly, I get the company name The Valiant Hunters.

Although you can leave it at that, you're encouraged to create at least one village with which the company can interact with. There's a description of what a village would be like in the time period, but the game encourages you to blur the lines and not necessarily look to establish the game in a village that existed historically. Of course, you can do this is you prefer. 

There are random tables for the village name and why it was founded, both rolled on 3D (so with a bell curve on names and reasons), or you can choose. Another table gives a distinctive feature for the village - what it is widely known for - and another gives a speciality that it can provide if it is allied to the outlaw company. This will range from supplies to aid of some sort such as carrying messages, healing or concealing the company. There's another table that allows you to create several unique villagers.

Trying this out, I get Fernham, a village established because of a crossroads, known for its meadows and able to provide allied outlaws with food. 

Villages become allies when they are aided by the outlaw company, and then one member of the company makes a successful Virtuous test. If they fail, they can always try again when they render aid another time (and get a bonus on the test as they helped previously).

Background and Game Master's Section

The Game Master's Section opens with a short summary of where the Robin Hood tales come from, then a little on the history, with details of Kings, Nobles and Clergy. Castles are described, and then a section gives some example historical outlaws, before moving onto describing villages.

As well as villages, the Game Master's Guide section provides information on towns (which predominantly differ from villages by being bigger and having sever shops), and also Inns. Naturally, this includes a table for their names (4D). There's some guidance; for example, the landlord may well refuse you service or somewhere to stay if you look like a bunch of ne'er-do-well outlaws from the forest who can't pay their way. If the company don't look suspicious, there's a description of the food that will be available.

If they can't get into an Inn when travelling, then the company could try and persuade a local or see if a local monastery will put them up. Otherwise, they'll have to camp out.

There's a description of cities and how to handle them; they're effectively like larger towns and will have upwards of a thousand inhabitants (Nottingham had around 1,200 during the period). There's a D66 table of city encounters to spice up any time spent in one. Larger towns and Cities cannot be allies of a company.

Of course, the other place that our company of merry outlaws will be spending a lot of time is the forest. As usual, there are tables for naming locations (3D) and detailing rural features (2D). There are also Sites which may be of interest, located away from villages and towns. There are two tables for this; one gives the nature of the site (2D) and the other the condition (1D). This can range form ruins through to new builds. Most will be functioning, but perhaps not fulfilling their original purpose.

Journeys have a set of rules to make them more interesting. The game doesn't provide a map, but does give an example of one created using the rules for locations, villages and sites. It's recommended that this is gridded out with each square a day's travel. The Journey procedure breaks travel intro three day chunks, maximum. 

Each of these journey chunks requires five checks; a navigation test using Aware for the scout to find the right route (a failure could lead to a delay or a misfortune from the hazards section). There will then be an encounter roll (which runs the risk of fatiguing characters if it happens at night). This has a D66 table to draw upon. Each character then has the chance to carry out one activity; typically this will be foraging, gathering or hunting. Repairs can be carried out when camped, but unless the characters have adequate supplies then they will have to live off the land. Characters must have sustenance (food and water) and can suffer from hunger and thirst if they don't have the right supplies. They also need protection from the cold, which usually means a fire. 

There's an example map of a fictional area called the Oak Woods with four villages and a number of sites and locations to visit. It's a great starting map.

The Outlaws can establish a permanent camp if they prefer. It can be hidden and defended when they're absent, but it will take materials, time and a set of Creative tests to establish the camp. They always start with a hearth for a fire, but can have a whole variety of other options (lookout points, a brewery, a forge, a garden, camouflage, traps and more). The characters will have to acquire the right materials to develop their camp. They can call on allies, if they have any, or carry out raids to obtain supplies. 

There's also guidance on fencing items that they may have stolen or have been gifted as a toll from rich merchant's that they have waylaid. They can keep the money, or they can use it to help their fellow villagers, robbing from the rich to aid the poor. There's table with typical values of items and advice that some will need a bigger city to shift on. Dealing with a Fence is a dangerous thing in itself, needing cunning and charismatic tests.

Sherwood Forest and Nottingham both have some more details, with ideas on how they could feature in adventures. There's details on both the city and the castle there. Kirklees Priory is described,  along with St Mary's Abbey in York. The section continues to describe the various villages in the legends in terms of the rules and how they could be used in an adventure. These are great anchors to hang the villages and sites that you create around for your campaign.


Opponents & Allies

There's a section with Foes. These are typically beasts or people, but in cases they're described in the context of the challenge that they may present. For example, a dog is an ordinary foe in most cases, but can be troublesome or threatening if they are large or aggressive. Wolves are usually threatening, and the characters would not want to be hunted by a pack. People also have tables for the typical folks that can be encountered, and also rogues and guards who could cause trouble. There is also a table of quarry, potential targets whose purses could be liberated. In all cases, there's a name, a difficulty level and the weapon/equipment that they have. 

Finally, there are Villains. These will usually be at least Troublesome. They'll have villainous tactics available; for example, they could be accomplished (players don't gain a dice for having a weapon to use against them), Brutal (always do two wounds when they hit) or Cowardly (always grab a servant or guard to take the wound instead of them). The section on Villains has a seven examples which could easily be slipped into a game. These range from knights through to Forest Witches.

Infamous Villains are also described; The Sheriff of Nottingham, Guy of Gisborne, Prince John, the Prioress of Kirklees Abbey and the Bishop of Hereford.

As well as Villains, there's a section on famous outlaws. They could be rivals or allies. Naturally, this section covers Robin Hood (giving three different options on who he was), Little John, Maid Marion, Will Scarlett, Friar Tuck, Much the Milller's Son, Alan-a-Dale, and the Saracen (in a nod to Robin of Sherwood and the Costner/Rickman Robin Hood. There's a further selection of less well known outlaws and allies who have been mentioned in the legends.

Dark Magic

There is an optional section on sorcery. It's optional as the older Robin Hood tales do not have it, but characters and opponents can develop a range of talents from alchemy though augury, to the power to create illusions. These talents all have the necessary tests described. There are some examples of those that use these powers, including 'The Wild Man', a follower of the pagan gods dressed in deerskins with antlers growing from his head. The powers are mostly subtle and low key.

Guidance on a campaign

There's some solid advice on running a campaign - it's recommended that the initial adventures are pretty simple (rob a merchant to help a village, help someone, find things for the camp) but then explains that it's likely the drive for the campaign may start to come from the players themselves. 

A selection of goals are suggested; growing the company, building their camp, getting spies and agents in place, gaining allies and so on. There's a discussion on building in sub-plots, using recurring allies and villains, before a page of adventure seeds. There's a lovely introductory idea for Robin Hood to find them and send them on with an important message and their first adventure. This is expanded out to a one or two session adventure. There are another two adventures which are nicely thematic and expanded out (and there's at least one more on Osprey's website).

Solo

There's a section on playing the game solo, with some good guidance and a worked example to draw upon.

Appendices

These contain name lists, and 12 ready made characters. There's also a two page character sheet. These are all downloadable here.

In Conclusion

I really like this game. It seems simple and light enough to have a lot of fun, and the author's love of the Robin Hood legend comes through in the text. I was initially concerned by the test mechanic, but when I realised the speed that characters could improve that removed my concerns. However, a dice pool looking for rolls of six can be brutal. Perhaps the only mechanics criticism I could give is that I don't understand why some of the random tables have been done with bell-curve multi dice rolls rather than a flat and equal chance, but you can just pick off the tables anyway so it's not really a big thing.

The choice to be soft focus on the history makes sense from a playability perspective as this is myth and legend, not hard facts.  However, there's enough detail presented to make it feel right. The book makes me want to rewatch Robin of Sherwood. It's no coincidence that I was playing Clannad's Legend album when I was writing this review. I'll hopefully get this to table soon.

29 December 2025

28 December 2025

When is a Sorcerer not a Sorcerer? - Stranger Things 5 (extremely minor spoilers)

The "Stranger Things 5"" logo, red glowing text on a black background.

My better half and I have been watching the final season of Stranger Things during the break and generally enjoying it. We're on tenterhooks for the last episode drop on New Year's Day.

Once again, the series draws heavily on D&D, with miniatures, missions into the Upside-Down being called Crawls, and references to the Abyss as a different plane of existence. 

However, there's one reference that is niggling me. A character is described as being more like a sorcerer than a wizard, as they have innate powers. Now, the fifth series is set in 1987, during the halcyon days of the first edition of AD&D. It wasn't until D&D 3rd Edition that Sorcerers became a thing in the game rather than just an alternative name for a wizard.

RPG Stack Exchange has a great article discussing how sorcerers came into the game here

I completely get why they use the reference like this; many of the folks introduced to D&D through Stranger Things will only ever have experienced D&D 5e where sorcerers have always been a unique class distinct from wizards. It makes sense to use the analogy to explain what's happening on the screen as the audience will get it. However, when you've been playing the game as long as I have, you get drawn to the anachronism and discrepancy, just like I can never unsee a misplaced apostrophe!

Anyway, I definitely recommend the final season as it weaves strands together from the past. Hopefully the last episode will deliver an appropriate send off; if it doesn't, perhaps it would have been better if Vecna wins.

28 December 2025


 

24 December 2025

Xyntillan - More to do because Roll20 has added useful things (OSR) [Minor Spoiler]

A snip from a screen showing Map Pins in Roll20. The example shows a map with a bridge with an elf character token on it (with an 8/8 hit point bar). There is a red ghost text label ‘A1’ and then a pin with the words ‘A1 - Gatehouse’ below. Above that is a tool tip that shows the player description text from an handout, and in a grey-blue box, the GM text. The player text says: “ A1 - Gatehouse Much of the structure lies in picturesque ruin. Mossy, vine-covered gargoyles perch on the massive stone heaps.” and the GM Text says: “ 1:6 ambush by Gilbert Malévol "The Fox" (#01) and his merry men, 3d8 Bandits, demanding company to "Stand and deliver!" from fortified positions on top of the rubble.”

After yesterday’s post, I had a short call with Graham to test that I’d set up all the dynamic lighting correctly from a player’s perspective, and once I’d enabled vision for the token and assigned it to him, everything worked fine, which was really nice to see. We checked out lighting, whether the doors (secret or otherwise) worked, and whether the GM text was invisible. All good, which was a relief as it’s taken nearly two years and three Christmas breaks to get this far.

The OSE character sheet worked fine, which means that so long as I had my copy of Castle Xyntillan to hand, it’s good to go. 

However, then I noticed the new map pin feature that’s in beta on Roll20. This allows you to drag a handout to a location and have it appear as a pin as shown above. You can choose whether it is completely hidden or visible to the players. The example above is completely hidden (given away by the dotted line around the tool tip) but a simple click would reveal the text that isn’t blue-grey to the players. The blue-grey text is the GM hidden information on the handout. 

This is fantastically useful; as you can see above, I have the put a short description(*) there so I can immediately set the scene for the players, and I can see some of what may happen in the room below. I say some, because presently, the tool tip doesn’t scroll, but there’s enough to get me away.

(*) By short description, I mean the whole description as this is an OSR module and there’s not any fluff in the text.

This will make running the game so much slicker, I think that I need to add it in. It shouldn’t take too long, as I have the PDF, but it does need me to do this for every location!

I do think that Roll20 have really picked up the pace of their development. There’s lots of useful things (like the dynamic lighting for a page being in the main menu now, and the GM being able to change lighting settings with a simple right click on a token, and players being able to open their character sheets with a right click on their token, and auto-measurement of distance being live when moving tokens…) starting to appear and the VTT as a whole feels fresher and faster. Now, if only they could get AV properly stable…

24 December 2025

23 December 2025

The gates of Castle Xyntillan beckon (OSR)

An extract image from the cover of 'Castle Xyntillan' showing a part crossing the bridge to enter the castle. One has a pack animal and is raising a torch to light the archway, while being watched by gargoyles. Behind them the rest of the part stands on the bridge looking out and pointed. A skeletal party walks in the graveyard below, pointing at the brave adventurers.

Beyond the small town of Tours-en-Savoy, the road passing through the mountains branches.

Most travellers cross themselves and press onwards, hoping to reach the small priory on the pass before sundown, and continue towards Rüti Canton and its merchant towns. Yet some, mostly the foolhardy and the less than scrupulous, take the less travelled road climbing through the shadowy pine forests and into the silent mountains. There, after two days of travel, lies the Valley of the Three Rainbows, and on the shores of a crystal-clear lake, the crumbling parapets and fantastic towers of Castle Xyntillan.

How long the immense, ragtag building complex has stood is not known, only that it was erected on the remains of a much older structure. The masters of Xyntillan, the Malévol family, have ruled the province since Charlemagne and perhaps earlier, each generation adding to Xyntillan in its own way. Their corruption, and curious habits which have never put them on good footing with the Bishop of Chamrousse, has long haunted their reputation, leading to their spiritual and material decline. At last, the current head of the family, Jean-Giscard Malévol, decided to move to his smaller but less costly and considerably more fashionable summer palace in Chamrousse, and abandon his family nest to time and the elements.

However, that was not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps have fascinated the fortune-seekers of a dozen lands – and never mind the ghost stories.

Introduction to Castle Xyntillan, p7

Castle Xyntillan on Roll20 in a Chrome Browser window. The top of the screen shows the four levels built into the VTT, while the main window shows the dynamic lighting in play, with a GM layer view so the black and white map has red text on for the GM eyes only. The Chat window starts with a box that says "Thou dost return safely, but changed", then below it are test attacks by a character called Testa K'racta using a mace (hitting for 6 HP) and then a test save vs magic wands for the same character (which also succeeds on a 16). 

After lots of starts and stops, I've finally completed building Castle Xyntillan in Roll20. This is a large dungeon made for Swords & Wizardry for characters of level 1 to 6. I think I made this harder than I needed to, as I decided to set up dynamic lighting because I think it gives a much more creepy effect, which is right for exploring a (somewhat) abandoned chateau. 

It's been a bit of a learning curve, but it's almost there. The only decision I need to make now is whether to add the key characters into the Roll20 journal so I can just drag and drop them in. The biggest challenge I managed to create for myself was managing to put the maps on the Token Layer not the Map layer, but that was fixed quickly one I realised what had happened.

I've set this up to use Old-School Essentials because I like that rule set (and early D&D is pretty much interchangeable on the fly). I could see it being pretty fun for Shadowdark too, if that floats your boat more. 

This is one of those perennial projects that I dig into over the Christmas period. Speaking with Graham, it's kind of like the West March thoughts he gets. However, somehow I've managed to get the key bit over the line! I have to do a couple more tests, but hopefully I've now got a potential open house dungeon to use irregularly through the year.

I like the idea of a game with slightly less pressure for people to be there all the time. 

Do you have gaming projects you dig into over the festive periods, only for them to get set aside for the rest of the year?

23 December 2025

21 December 2025

Facebook, meh.

Message that greats you when you open the Facebook Messenger app in macOS now. "Messenger desktop app is no longer available. You can continue your conversations on the web or mobile. For your security, we recommend deleting this app.", which is followed by two buttons - go to web or learn more.

I don't like Facebook.

I use it because some of the active communities for gaming spaces are there, and also there are family and friends that I find easiest to reach there. The kind of folks who suggesting something like Mastodon or MeWe would get a blank look from.

Messenger has been a key way of communicating with those folks (although I use SMS/RCS/iMessage and WhatsApp much more commonly with the folks I talk to more).

Meta have just killed the desktop version of the Messenger App, meaning you need to go into Facebook to message folks or use the mobile app. Kind of frustrating.

Dialogue box with a message "You can try again in 11 minutes, 20 seconds. You have 4 more tries to enter your PIN before it won't work any more. If you've forgotten your PIN, you can reset it. Learn how.", followed by a button "Skip restoring".

I managed to typo my PIN for encrypted messages when I went to the web interface, so it gives you a 15 min wait before you can try to restore chat history again. And a scary '4 more tries message'.

While I'm waiting, here's a book recommendation:

Cover of a book with red background and an image of a pair of legs rising out of a blue rounded square like it's a pool. The top reads: "The Sunday Times Bestseller". The Title is: "Careless People - A story of where I used to work. Power. Greed. Madness." The Author is Sarah Wynn-Williams. There are two more promo quotes: "Jaw dropping - Financial Times" and "Devastating... highly enjoyable - The Times".

Sarah Wynn-Williams' autobiography on her time with Facebook is quite revealing and Meta has tried to cancel her as a result. She's not allowed to promote the book due to an injunction. Publisher info on the book here. The first third of the book, I was shocked with her naivety, the rest I was feeling for her and increasingly shocked.

It doesn't make me like Facebook any better.

21 December 2025