Showing posts with label adam dickstein. Show all posts
Showing posts with label adam dickstein. 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.

Wednesday, January 28, 2026

THE BARKING ALIEN RPG CAMPAIGN TOUR CHALLENGE!


My good friend, the inventive and industrious roleplaying blogger Adam Dickstein aka Barking Alien has long had a problem with the various online month-long challenges that rotate through the online tabletop gaming community every year.

So, I suggested to him: why don't you come up with one of your own that will hold your interest for the month?

And, gosh darn it, that's exactly what he went away and did.

Next month (February) sees the launch of the inaugural Barking Alien RPG Campaign Tour Challenge, which is designed to encourage participants to post daily elements of their campaign setting using the prompts suggested on Adam's blog.

From the basic backstory and setting of your campaign to the most popular food and drink, by the end of February you'll have introduced your home campaign setting to the rest of us through a 28-day tourist's guide.

Monday, January 19, 2026

Is This The Secret Sauce Recipe?

Player-characters from Adam's Star Trek Adventures campaign
A shared love of the specific setting (I.P.) is the secret sauce that turns a roleplaying campaign into a potential "forever campaign".

I had this Road to Damascus moment reading two brilliant pieces, just over a year ago, by my dear friend Adam Dickstein - on his Barking Alien blog - about the success of his on-going, decade-long (at leastStar Trek Adventures campaign: Why Star Trek: Prosperity Works and Command Crew To The Bridge.

Both articles are a great, inspirational, read, and helped coalesce a variety of random thoughts I've had over recent years about why ideas I've had for games haven't worked out.

Sharing Adam's attraction to licenced RPGs (or, at least, RPGs that use established media properties as potential settings), it struck me that the 'secret sauce' to the success of his long-running Star Trek game was the fact that all his players were not just sci-fi fans but dyed-in-the-wool Star Trek fans.

They know, and understand, what is expected of their characters to satisfactorily emulate the goings-on of the Star Trek universe, without the game devolving into a bunch of phaser-armed murderhobos raiding Klingon outposts for whatever loot they could find.

The players' Get Out of Jail Free card
Imagine unleashing a gaming group who weren't into Doctor Who on the Whoniverse of the Doctor Who Roleplaying Game... with their own TARDIS.

The chances are anarchy would ensue as they realised they could, at the bare minimum, dodge pretty much any set-up the gamesmaster threw at them (if they wanted to) because of their access to a magic box capable of travelling anywhere in space and time!

Let alone coming to terms with the "talk first, fight last" attitude of the game system!

Or picture a superhero campaign setting with a group of players that doesn't read comics or even, particularly, like the Marvel or DC movies!

Again, it would just become simply a power fantasy as the players would have no understanding of - or, necessarily, respect for - the tropes of the works that the gamesmaster was seeking to draw upon.

There's a good chance the game would soon, unintentionally, replicate Prime Video's The Boys, but with the players' characters being their world's answer to the villainous Seven.

Such set-ups might work for a few sessions, even a mini-campaign, because such weighty matters may not be of such great importance initially (except where they impact the specific adventure). But for a game to have legs everyone definitely needs to be on the same page.

Black Adam rips Terra-Man in half in DC's 52;
not the actions of a good guy!
Sure, the gamesmaster could write a lengthy introductory booklet to the setting (I know, I've done it MANY times), but there's no guarantee anyone will actually read it and take on board what you are trying to get across.

You could also have a "session zero" where you try and spell it all out, face-to-face with your players, but again, the chances are this will come across as a dull TED talk and the majority will zone out.

Some - even you, the gamesmaster - may also see this as a waste of precious gaming time, especially when you only have limited "gaming slots" in your calendar (not all of us have the luxury of biweekly campaign sessions, dotted around assorted other gaming escapades).

Even with the most "straight-forward" RPG setting (or so you perceive it) there's still an element of risk, a possible "breakdown in communication" between the heavily invested gamesmaster and the "just want to play a game" players.

You always run the risk of the old adage that "a little knowledge is a dangerous thing" and the players will not grok the atmosphere that the GM is aiming to create, and will instead take his toys and run amok.

Game setting or established IP, the more it veers from normality, everyday life and learned experience, the more the GM will have to explain and the more risk he runs that the players will get the wrong end of the stick or simply not pay attention.

The best way to motivate a player is to place their character in a setting they are already familiar with and invested in. 

Which is why so many of us default to games and settings where killing monsters and stealing their treasure is de rigueur. Because we all get it. As I've said many times before that's why Dungeons & Dragons-style games (although not necessarily just D&D) tend to be the lingua franca of gamers.

Whether you like those games or not, everyone has heard of them, has an opinion on them and knows what is expected in them. Get enough like-minded souls together - and there are more D&D players than any other setting, style or genre - and you have a game.

But what if you want something else? The easiest, most obvious, route to go is a licensed game or setting, because it has an inbuilt fanbase. And you hope, in the Venn diagram of fandoms, that your players fall into the precious overlap where they want to play your game in someone else's established setting.

And that is the secret sauce, my friend. It's not a great revelation, but it's my revelation.

No matter how much you - as the gamesmaster - love a setting, if the players don't share your passion, the game isn't going to last.
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