Showing posts with label TSB. Show all posts
Showing posts with label TSB. Show all posts

Tuesday, February 17, 2026

Three Months In And We've Hit Our Stride

Photo by www.kaboompics.com 
Although there's over a year's worth of material on Cowboys, Capes, and Claws, today marks the end of its first quarter of active engagement with its audience.

And I have to say I'm very pleased with how things are going. In these last three months we've recorded a steady heartbeat of visitors (of course, a large percentage are bots, I know):

Visitor numbers since official launch of the blog
We appear to be getting a decent number of visitors, while still keeping our head below the parapet so I can carry on happily pootling around, not really knowing what I'm doing.

The largest proportion of referrals are from Facebook this quarter, with the United States accounting for 23 percent of hits on the site, while my fellow Brits only make up seven percent! 

Since removing the "number of hits" counter from the front of the blog, I've definitely become more relaxed about visitor numbers. It wasn't that I was desperately hunting for hits, but rather I was worried about attracting "bad actors".

I've never monetised my blogging and never will. I write all this nonsense primarily for my own entertainment, as storage vault for my ideas, and a vague diary of the more geeky elements of my life.

Do I wish more people would comment on the blog? Of course, I do. But that's something to work on as I continue to regrow the audience I used to have on previous blogs.

Since my first overview of goings-on (after just a month of this blog being "live"), the site has two more recruits to its Posse of Followers: namely, my old friend Adam Dickstein (of whom more later) and another gamer I've known for a long time, Norbert Franz.

But more are always welcome, so please show your support to my humble mumblings by clicking the blue button on the right marked FOLLOW (I think you need to have a Google account for this to work properly).

I'm not sure if there's a connection, but my six-year-old, private, tabletop roleplaying Facebook group, I'd Rather Be Killing Monsters, has also started to blossom again. We've had about a dozen new signings in the last couple of months, which is magnificent.

Also, Adam (see, I said he'd be back) has created a month-long blogging challenge, inviting people to share their home game settings through a series of daily prompts (Barking Alien's RPG Campaign Tour Challenge 2026).

And I'd Rather Be Killing Monsters is hosting the offerings from four participants: namely Timothy S Brannan's West Haven; Chantel Jones' Wonderland; Jonathan Linneman's Project 5.5 (The Fifth Moon of Elysia); and Adam's own Star Trek: Prosperity.

These are generating interest and conversations and, hopefully, next year that will translate into even more gamers taking part.

Friday, April 4, 2025

BOOK REVIEW: Blue Flame, Tiny Stars


An earnest love letter to the Holmes Edition of Dungeons & Dragons of the late 1970s, Stephen Wendell's self-published 30-page monograph Blue Flame, Tiny Stars details his own introduction to the wonderful world of roleplaying games.

It's a life-changing story, in many ways familiar to a lot of us, about discovering a hobby unlike any other, but told from Stephen's unique perspective as a 13-year-old in 1982.

An author of fact and fiction books, Stephen also runs the Donjon Lands blog, dedicated to old school fantasy adventures and campaigns. 

The story at the heart of Blue Flame, Tiny Stars (the title representing the lasting impact of the David Sutherland's iconic cover) probably echoes those of many of us who consider ourselves "second-generation" gamers.

It delves deeply into the importance of having learned the intricacies and lore of the world of Dungeons & Dragons second-hand, almost by osmosis; how we were taught the game by others inspired to spread the brilliance of this new, imagination-driven hobby.

Although we would pick up the books eventually, we learned first from our chosen mentors. 

Another aspect Stephen addresses in the pages of Blue Flame, Tiny Stars is that once you have embraced the simple genius at the heart of roleplaying, you will never see the world in the same light again. 

You can use ideas you've picked up in the real world to give you an advantage in the world of the game, while, simultaneously, the game can teach you about medieval history, ancient arms and armour, outdoor survival etc

Dungeons & Dragons also fostered a great deal of creativity in teenage brains. I mean, after your first session or two of D&D, who didn't go off, grab some graph paper and pens, and sketch out sprawling castles and megadungeons for our friends to explore and ransack?

A well-written booklet, oozing with nostalgia and a sense of fun, many of its short chapters are - essentially - "actual play" accounts of eerily familiar early games.

These would then provide the essential building blocks upon which all of us who have stuck with the hobby have learned to improve and expand our gaming.

Blue Flame, Tiny Stars is an account of finding that tiny acorn from which a mighty passion can grow over the decades.

At that age, we all dip our toes into a whole host of hobbies, but it takes something special for one to endure in the psyche for four decades (and counting).

Stephen has explained what it was about the blue-covered, Eric Holmes-edited, edition of Dungeons & Dragons from 1979 that compelled him to stick with the hobby, and it also reminds us what lit that fire in us as well.

I have to thank Tim Brannon of The Other Side for his comprehensive review of this little tome, which spurred me to pick it up
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc