Showing posts with label houserules. Show all posts
Showing posts with label houserules. Show all posts

Sunday, May 17, 2026

"Half a Year, Half a Year, Half a Year Onward..."

Photo by NASA Hubble Space Telescope on Unsplash
Apologies to Alfred, Lord Tennyson for butchering his iconic opening to The Charge of The Light Brigade for the sake of a cheeky headline.

This blog has now been on "active duty" for six months now... and seems to be ticking over nicely.

To be honest, it actually feels much longer, like the gravitational pull of a black hole warping my perception of time. On one hand life is racing by at an accelerated rate, while on the other the blog wades slowly through treacle.

I realise this iteration of my blogging 'career' has grown out of the detritus and chaos left by my previous near twenty years of blogging, but I somehow fooled myself into thinking that that would make it easier to stay focussed on what I wanted this new edition to be.

This has not been the case.

Of course, I wish there was more tabletop roleplaying gaming material on it, as that was one of the main reasons for returning to the bloggosphere and it's always been where, I felt, I was the most creative.

Previous blogs have boasted gameable material, monsters, magic, and houserules as and when such tickled my fancy or I was suitably inspired. But so far - for the reasons I mentioned the other day - there's been bupkis.

I also wish my health - both physical and mental - was in a better place, but ultimately that's all down to me ensuring I pull my finger out and take positive steps to alleviate those issues.

The erratic heartbeat of the blog's views/hit count over six months
Behind-the-scenes, a conversation the other month with Tim Brannan (of The Other Side) finally managed to rid myself of my obsession with "hits" and where they were coming from.

Looking at the views individual posts are getting also paints a very different picture to the occasional tidal wave of bots scraping the blog as a whole for whatever it is they think they might find here.

Each article gets a pretty consistent amount of visitors that I'm very happy with. When you look at the blog's widgets charting "popular posts" for the week, the "scores" that separate each are usually only one or two hits apart.

These days I'm much more focussed on getting comments - either directly on the blog or on Facebook (where I promote all my posts). Comments, for me, are the lifeblood of blogging and the best, most genuine, reflection of a true connection with your readership.

Obviously, I'd prefer more people left messages on the actual blog, but Facebook has the bonus that readers can simply react to a post without the necessity of sharing their more detailed thoughts on my nonsense. 

Maybe, eventually, I'll write something revolutionary and suddenly my site will blow up with large-scale, genuine engagement, but in the real world I'm more than content to just keep posting my posts for my circle of friends and acquaintances. 

As this new blog continues to grow, I would like to develop that hardcore band of followers - my posse, if you will.

My goal is for "quality" over "quantity". As I've just said, I'm not striving for hits and clicks. Just a coterie of readers willing to interact with my babble, offer constructive criticism, and engage in conversations.

Look to the right and you will see in the side column (below the current 'featured article') a widget entitled Join The Posse. Under avatars for my current Followers is a button marked Follow.

Simply press that and - all being well - your avatar will join the ranks of this group of brave heroes.

I do think you'll need a Google account for this to work (Blogger, after all, is a Google thing).

Not only does this mean that my expertly crafted prose will appear in your Google "Reading List" but it demonstrates to me that you're interested in my waffle and support what I'm doing (without having to part with a single red cent, sign up to Patreon, or back my Kickstarter).

Since I last brought this subject up, I've had two new recruits join our happy little party: my best mate, Paul, and my old online pal Ivy aka The Happy Whisk.

Tuesday, April 28, 2026

Where's All The Roleplaying Stuff Then?

Photo by Nika Benedictova
When I launched this blog last November (with a hefty backlog of material preloaded) it came with the implicit suggestion - if not an outright statement - that Cowboys, Capes, and Claws would be largely a roleplaying game blog.

Well, that was the idea in my head anyway.

There have been general roleplaying posts, but primarily the blog has been - to date - film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Those who read my old blogs will know that sometimes I'd tack gaming material on the end of my film reviews (e.g. monsters and magic items that had appeared in the movie, translated into my own old school mechanics), but there has been none of that so far here.

And I'm very conscious of that absence of "added value".

The big thing - and this has been alluded to in most of the gaming-related posts I have published here - is that I simply don't know what system I want to focus all my attention on these days, what game I want to run for the Tuesday Knights (my gaming group).

The strongest contender is Twilight Sword, the anime and video game-inspired fantasy roleplaying system coming soon from Two Little Mice.

The full game is due to be released to backers of the crowdfunder (such as I) in the next few months.

However, a beta PDF of the core rules - largely absent the setting material, which will be in a second book (all part of the crowdfunding campaign) - has been delivered. And I like what I've seen. It's simple, and seemingly elegant, but I'm still not sure if it offers everything I'm looking for in a game.

But then again, does any rules set?

I tried kludging together my own RPG system a few years ago, to cover everything I wanted in a game mechanically, and it turned out to be a Frankengame with an ease of accessibility somewhere in the region of Phoenix Command or Advanced Squad Leader.

While I knew how it all worked and how each subsystem meshed with the others, it would have been a nightmare to explain to our group - especially as we generally lean towards the more "rules casual" approach to gaming.

The rules and themes of Twilight Sword are quite different from my usual offering, but that just needs a mental adjustment upon my behalf, as I'm sure the players will adapt without thinking or complaint - as long it's clear what they need to do.

Therefore, I don't want to start "tinkering" - coming with scenario-specific houserules, new magical items or monsters - until I have the full game in hand (the actual books, rather than the PDFs) and have probably played more than a handful of sessions with "rules as written".

That said, I'm also lining up at a small number of back-up offerings, in case I decide Twilight Sword isn't actually what I'm looking for. The last couple of times I tried to run games at our table (
Shadowdark and Villains & Vigilantes
) both crashed-and-burned because I wasn't happy with the way things were shaping up.

Therefore, I really, really want to be certain that the game I choose is the right one before I present my next campaign to the Tuesday Knights.

I have a great deal of lost trust to regain. We only meet up 10 or 12 times a year, so each session is precious and can't (in my mind) be wasted on something that isn't going anywhere.

And this, gentle reader, is why I haven't written anything system-specific on the blog yet. Because I don't have a system to write to.

So, bear with with me, please keep reading the silliness I post (and commenting when you feel so inclined) and one day... hopefully in the not-too-distant future... there will be useful gaming material on the blog.

Along with film reviews and trailers, comic book news, wargames bits and bobs, and some coverage of TV shows and my meandering health issues thrown in for good measure.

Wednesday, April 1, 2026

CAMPAIGN AUTOPSIES: Will I Ever Learn?

Photo by Giancarlo Revolledo on Unsplash
When the Tuesday Knights came into being I was the de facto gamesmaster, running a deliciously vanilla fantasy campaign in my homebrew setting of Tekralh.

However, I don't feel my gamesmastering chops really began to take form until May 2014 when Pete handed me the reins of his nascent Chronicles of Cidri campaign.

Pete had been running this, for a few months, using the old The Fantasy Trip rules, but I updated that to a retroclone of the system, Heroes & Other Worlds.

I have to confess that the mechanics were rather too "dice pooly" for my liking, but they really worked well in the context of our campaign.

I ran Cidri for the better part of three years, building up to a delightfully OTT apocalyptic climax.

This campaign remains my personal gold standard, a target I now wish to aim for again - and hopefully excel - when I'm finally allowed to return to the head of the table.

The Tuesday Knights' membership has changed a lot since those days, we've lost some people and gained more members, which means tastes have changed as well, but I still feel these "revelations" hold water and I really should adhere to them.

I wish I'd had the foresight to conduct an autopsy on our Cidri campaign when it wrapped, dissecting my thoughts on why it worked, but I think I was just basking in the adulation of my players... and so it never crossed my mind to attempt the kind of surprisingly perceptive analysis that I had with these earlier efforts that hadn't worked out.

As will be clear by now I've started work on my latest attempt to run an "open-ended" campaign for the Tuesday Knights, but this time with a new rules set (Twilight Sword) and a superficially-familiar fantasy setting.

This will actually be my fifth or sixth attempted campaign since the Tuesday Knights first started gaming back in August 2008.

So, what went wrong with my previous games?

TEKRALH I: The first game I ran for the Tuesday Knights started as heavily houseruled version of Castles & Crusades (with a large dose of Hackmaster and Arduin) and it worked really well to start with...

Until, for no readily apparent reason, I decided to switch horses mid-stream and changed the rules system to a by-the-book version of Labyrinth Lord. The characters were severely de-powered and the game turned into a meatgrinder of TPK after TPK.

Within a few sessions all the fun that we'd had at the start of the campaign was sucked from the campaign. Eventually, I had to pull the plug on the game as it wasn't getting anywhere.

When we started the players were giving me nice backstories for their characters, with plot hooks etc, but by the end I was lucky if they'd give their characters names as they knew their life expectancy had become so limited.

MORAL: If it ain't broke don't fix it.

KNIGHT CITY I: Next up was my Villains & Vigilantes campaign, set in Knight City. This was driven almost entirely by the naïve dream of trying to recapture the magic that Steve, Pete, Nick and I enjoyed with our original V&V games back in the '80s.

Almost from the start things went wrong with this campaign due to the simple fact that we weren't all singing from the same hymn sheet. It wasn't anyone's fault in particular, but when we were teenagers we were all (except for Nick) avid comic book readers and had reasonably similar tastes in comics and superheroes.

Thirty years later, tastes had changed and the sort of scenarios I wanted to run (e.g. dimension hopping, cosmic stuff) didn't sit comfortably with some of the players, who were expecting more straight-forward supervillain bashing.

There were also problems with the rules (from the clunky combat table at the game's heart to the peculiar diversity of character's random power sets), but ultimately these were just the straws that broke a very unhealthy camel's back. I think we could have overcome these if everyone had had contiguous ideas of where the game should be going.

MORAL: Make sure everyone is on the same page.

TEKRALH II: I thought I'd found a winner when I came across D101's Crypts & Things (a sword & sorcery variant of Swords & Wizardry) as I thought this kind of human-centric adventure game was the way to go.

The simple problem with this very short-lived campaign - and it had nothing to do with the rules - was I had just discovered A Song Of Ice & Fire!

I was in the grip of Westeros-fever and spent all my time thinking about developing the wider world, quickly losing sight of the intimate adventure I should have been running for the players. 

This would have been fine if the player-characters were all high-up members of House Stark or House Lannister, but they were actually 1st Level D&D proto-adventurers and tunnel grubbers.

Instead of developing scenarios or stocking dungeons I was researching medieval legal systems, clothing, cuisine, bartering etc My eyes were fixed on the horizon rather than the gamestable in front of me.

MORAL: Intimate, not epic.

SHADOWDARK:
I only ran this for one session. The players told me afterwards that they loved it, but something about it just didn't click with me.

At the time I was working on my overcomplicated Frankengame monstrosity of assorted houserules all stapled together with my own ideas from decades of gaming.

As it happened, "my" system and Shadowdark shared some similar ideas. It's just Shadowdark did them more elegantly, more streamlined. So I should have been happy!

To this day, I have no idea why I bounced off of Shadowdark so hard, when - upon initially reading the rules - it felt like such a perfect fit for my style of gamesmastering. 

However, I'm glad I didn't drag this game out and euthanised it before people got too invested in the campaign.

MORAL: If you're going to kill off a game, kill it quickly.

KNIGHT CITY II: Last year - before the osteoarthritis in my back knocked me off my feet for more than six months - I started a new V&V campaign (this time with some houserules to avoid some of the issues we'd encountered mechanically last time).

I provided the players with pamphlets before hand introducing the setting and - hopefully - suggesting the style of game I was hoping for.

But, once again, it didn't take long to realise that we had four players all pulling in different directions. This meant, for instance, that the opening scenario - which should have taken one or two sessions to wrap up - was heading into its fourth month when I had to retire from the field.

At its core, the problems with this iteration of Knight City were exactly the same as before, even though the make-up of the group at the table was different.

Superheroes are such a broad genre that they can mean diametrically different things to different players, no matter how well you think you've spelled out your personal vision.

And a central element of that clash of ideologies lies at my own feet. Over the decades (I've been reading comics since I was a wee nipper, and a collector since I was a teenager), my personal beliefs about what makes a good costumed crimefighter have become so embedded in my psyche that I'm not only unable to clearly explain my "vision" (surely everyone else sees superheroes the same way, right?) but I get frustrated when my players don't automatically share the same "vision"!

Just because it's a beloved reading and viewing genre for me doesn't mean I can run it as an open-ended, forever campaign. In fact, I'm probably too emotionally invested in the genre for me to brook any deviation from my perceived "one true way".

To top that off - again ignoring my mistakes from previous failed campaigns - I'd gone full "Game of Thrones" on Knight City and obsessively detailed every borough, with hundreds and hundreds of locations. Most of which, the players bypassed when creating their character backstories. 

It's almost as if I'd totally ignored every single misstep I'd made previously as a gamesmaster and was trying to crash on regardless.

MORAL: Learn from your past mistakes. Pick a game genre that everyone understands.

Saturday, September 6, 2025

MORE THAN JUST A GAME, IT'S THE GAME!

With its rich storytelling, elaborate campaigns and characters, and immersive fantasy worlds, Dungeons & Dragons is the ultimate tabletop role-playing game.
In 1982, at just 14 years old, Dungeon Master Robert Wardhaugh began a campaign that’s still running many years later.
Based out of his basement in London, Canada, players from across the country gather to take part in one of the longest-running D&D campaigns in history. But how do you play it? And most importantly, how do you play it well?
In this episode, Great Big Story returns to Robert’s legendary game to explore its evolution, the secrets to a campaign’s longevity, and what it takes to play (and master) D&D for life.
Except, of course, it isn't really Dungeons & Dragons per se, as Robert Wardhaugh has replaced pretty much every rule from Advanced Dungeons & Dragons - ship of Theseus-style - with his own personalised houserules.

Not that that, in any way, detracts from the brilliance, and enduring appeal, of this campaign - I'm immensely envious of pretty much every aspect of the group's set-up!

The Game, as Robert's campaign is known, now has its own website (here) and Patreon (here).

This latest episode of Great Big Story is an update on its first visit to Robert's world in 2017, which you can watch here:


History professor Robert Wardhaugh has been continually running this campaign for more than four decades - almost certainly the longest continuous roleplaying campaign.

He began at a teenager in 1982 with his schoolfriends and now, four decades later, has a pool of around 50 players to call upon, both around his native Canada and in the UK.

The adventures, which so far have covered more than 600 years of in-game history, take place on an alternate Earth that includes multiple real-world pre-gunpowder civilisations, as well as Robert E Howard's Hyboria in place of South America, and Tolkien's Middle-Earth (400 years after the destruction of The One Ring) as a bonus continent.

The game has been houseruled from its beginning, and now only bears a passing mechanical resemblance to modern Dungeons & Dragons (I get the impression Robert has been, forever, cherry-picking bits from all kinds of rules systems as he discovers them over the years).

In an interview with the official Dungeons & Dragons podcast in 2016 (see below), Robert revealed an interesting ruling that has shaped the nature of the campaign: death means death.

If a character is killed, the player leaves the game... unless the character has a family member who can inherit the dead player-character's mantle.

This has seen some player-character lineages extend to 20 generations so far!

(Note: there are other ways round this 'harsh' ruling - such as taking over a member of another player's family).

Averaging one or two sessions a week, usually of four or five hours, Robert has pledged to run this campaign for as long as he is physically able.

As well as mountains of custom terrain, he has a tens of thousands of miniatures to help bring his obviously prodigious storytelling to life for his lucky players.




Gamesmaster Robert Wardhaugh discusses his campaign - aka The Game - with Dragon Talk hosts Greg Tito and Shelly Mazzanoble.

You can watch The Twitch videos Robert mentions in the interview here:


Wired produced another mini-documentary about The Game (above).

Sunday, June 22, 2025

PROJECT 60: Okay, I Might Have A Problem 😱

 

Despite having already named Go Fer Yer Gun! as my favourite roleplaying game set in the Old West, and having an ever-expanding collection of Deadlands material from across the ages, I still managed to purchase two more distinctly different games in the last seven days: Tales of The Old West and Shooting Iron.

While I admire Go Fer Yer Gun! for its elegant simplicity, Shooting Iron is another d20-based system (class, level, hit points et al), with a heap of background material (although nothing on Native Americans; they were supposed to be covered in a supplement, which has yet to see print seven years after the core rules were published).

I could see this nicely written and laid out, 200-plus page, tome being a source of "houserules" and additions to a possible GFTG! campaign, with little need for much tinkering with the stats and mechanics. 

On the other end of the spectrum, Tales Of The Old West employs the Year Zero Engine, the award-winning d6 dice pool mechanics that power such Free League roleplaying games as ALIEN, Tales From The Loop, The Walking Dead etc

I'll admit the book is quite intimidating. Tales of The Old West may be too complicated for my little noggin, although one of our group mentioned to me in the past of her experience playing ALIEN, so that could help persuade me (always helps to have someone else at the table who knows the rules of the game you are playing).

Although a licenced product (it is produced by Effekt) the book has the high production and art standards consumers of Free League games have come to expect.

Of course, these "straight" West books are just the latest addition to my RPG library.

The other week I picked up a couple of "Weird West" games: Down Darker Trails (a Call of Cthulhu supplement) and We Deal In Lead (based heavily on Stephen King's Dark Tower saga).

So, now, I have six Western-themed roleplaying games: three with ghosts and monsters and three for playing pseudohistorical reality!

What does this all mean for my current superhero campaign that I'm running for the Tuesday Knights?

Maybe nothing, but maybe something. 

I guess it depends if the current game has legs (we've only managed three sessions in five months, for various reasons). 

Tuesday, January 7, 2025

Introducing PROJECT 60


In the middle of 2024, I announced on Facebook - as much for myself as anyone else - that I was launching PROJECT 60.

The primary aim of this overarching idea was that by the time I hit 60 (in a few years' time) I will have assembled and researched an actual historical skirmish wargame... set in the age of the Border Reivers.

Superficially it's a Medieval (Tudor) "Wild West" on the border of Scotland & England (The Debatable Lands), with swords, horses, black powder weapons, lawlessness, family loyalty etc

Bizarrely, it was a random mention of this time on an episode of Antiques Roadshow that first piqued my interest.

I've since been circling this idea - as either a wargame or RPG setting - for several years now, but finally decided 2024 was the time to get stuck in.

For figures and rules I shall be concentrating on those produced by Flags of War, as those were the first I discovered for this little-known period.

While I have yet to fully grok the rules system (at first glance there's an air of Savage Worlds about it that I rather like), one of the joyous things about this game and its setting is that it's very much a skirmish game, for a handful of figures on each side.

So there's no need to invest in hundreds of minis, that would then bust the bank if I wanted them painted up nicely.

It actually turns out that several other manufacturers produce miniatures - and terrain - suitable for this period, but the Flags of War ones are my favourites by far, and so will be my primary focus.

My first batch of miniatures are currently with my figure painter, and I'll let you all know once they are done. 


I've organised the games room a bit, so the table is ready for the miniatures. At some point, I must try to drybrush the model church and graveyard, add some flocking and so on to make it look less plastic.

What's really surprised me, as I accumulated my library of historical tomes about the Border Reivers, is that while there are a handful of factual documentaries about them as far as I can tell there has never been a motion picture made about these characters.

I'm gobsmacked by this missed opportunity, as their stories are full of action and larger-than-life antiheroes, very much akin to the Western cinema that was the backbone of Hollywood in the "golden age" and still produces epic classics to this very day. 

Part of my research has also involved reading the late Robert Low's superlative trilogy of Border Reivers novels, which my old university chum, JJ, sent me when he heard I'd taken a fancy to this period of history.


On the roleplaying front, it has finally struck me (in the last couple of days actually) that the games I fiddle about about with, house rule, and generally rewrite aren't actually being designed for me to run!

What I'm actually doing (subconsciously until now) is creating rules systems and worlds (such as my defunct superhero setting Knight City) that I want to play in, that I want to create a player-character for and have the kind of adventures I've always fantasised as the ultimate manifestation of this marvellous hobby.

This is why I would often get frustrated when I ran a campaign (usually an aborted superhero one) because it wouldn't turn out how I imagined it should. It wasn't that I was railroading the Tuesday Knights towards specific outcomes or trying to dictate the emerging story, but that it wasn't emulating the genre as I perceived it.

Most recent batch of Tekralh booklets - a mix of new and updated material

If you know me on Facebook you will have (possibly) seen posts about my recent work on Tekralh (the name I'm sticking with for my Frankengame), as the RPG strand of my  PROJECT 60.

I've broken the mass of my writing down into smaller booklets, which - at a future date - makes them more cost-effective to edit and reprint.

The building blocks of my Tekralh house rules

And what got me excited about all this again?

Back in March, I ran a single session of Shadowdark for The Tuesday Knights. Everybody said they loved it, but there was something that didn't click for me.

It took me a moment to twig: it was a very good system... but it wasn't MY system. I'm certainly not knocking the multi-award-winning Shadowdark, but several of the things I liked about it were also things I liked about my own Frankengame.

Yes, my house rules are a lot crunchier than Shadowdark and maybe not as easy for people to instantly grok, but I kept coming back to the point that my Frankengame was my game... and, ultimately, if I only get one final shot at running an open-ended, mega-campaign, I'd really like it to be my own baby.

The original Arduin Trilogy - the biggest influence on my DIY RPG ideas


To try and explain what I'm going for with my bundle of house rules (that build off of Newt Newport's Crypts & Things and Matt Finch's Swords & Wizardry), I want to point you towards the main influences and inspirations for Tekralh:

  • Dave Hargrave's Arduin - my very first 'postal purchase', from a small advert in the back of White Dwarf, paid for with postal orders (!!!). I have no recollection what drove me to buy this (had I already read the introductory article by Dave in Different Worlds magazine?). But I've never looked back since those original three little booklets arrived at my parents' house. Over the years I went on to buy all the original booklets... and quite a lot of the later material (there's even a new edition on the horizon), but it's the original trilogy I keep returning to for ideas.
  • Dave Arneson's Blackmoor - another first for me. After I'd purchased my Holmes' Basic Dungeons & Dragons booklet, the first actual gaming supplement I remember picking up from the Dark Tower in Tunbridge Wells was, appropriately, Judges Guild's The First Fantasy Campaign, a delightfully rough and ready collection of notes from Arneson's ur-campaign, the foundation upon which ALL campaigns that followed were built.
  • Gary Gygax's Greyhawk - I've always had an interest in this campaign, for similar reasons to my love of Blackmoor: it was a campaign formulated before the rest of the gaming world knew what "fantasy roleplaying campaigns" were. Sadly, while there are early editions of the rules books that grew out of this available, there isn't the random notes and unfiltered enthusiasm of my first two choices. And, the deepest sorrow is the lack of a true rendition of the legendary Castle Greyhawk. I've seen - and own replicas - of some material, largely courtesy of Gary's co-DM Robert Kuntz
  • Robert A. Wardhaugh's The Game 

I'm not looking for replicate these games and settings, but I definitely aspire to emulate them... because I want to play in a version of them.

It explains why I've always found myself at a loss when it comes to dreaming up scenarios. I can picture odd set-pieces (which are MOMENTS I'd love to be a part of in a never-ending old school campaign), but creating an actual scenario whole cloth always leaves me at a loss.

And this is why: I can see how a story could start, but I want to be part of the group that discovers how events unfold from there. I ant to be an integral part of the developing story rather than the gamesmaster setting out all the pieces on the board for us to play with.

If you've made it this far you're probably wondering what this all means?

Honestly, I don't know. Even after a year away from blogging I'm still no closer to reaching any definitive conclusions on the gaming front.

I want to play in a game like the ones that have inspired me, like the one I've tried to create, but nothing on the Tuesday Knights docket comes to close to this "aspirational holy grail".

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