<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/">
  <channel>
    <title>Trollish Delver</title>
    <link>https://trollish-delver.writeas.com/</link>
    <description>A quite nice TTRPG blog by Scott Malthouse</description>
    <pubDate>Sun, 10 May 2026 15:45:04 +0000</pubDate>
    <item>
      <title>What if all TTRPGs used OD&amp;D&#39;s template?</title>
      <link>https://trollish-delver.writeas.com/what-if-all-ttrpgs-used-odandds-template?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[In a relatively short time TTRPGs have evolved and blossomed from a dungeon and wilderness procedural coin-nicking game to, well, almost anything really. So I was thinking: what would happen if, rather than evolving, every TTRPG was just a variation of OD&amp;D? I’ve conjured some answers from my sick mind for three of the biggies.&#xA;&#xA;Vampire: The Masquerade&#xA;&#xA;Storyteller system? Blech. This wouldn’t be about the melodramatics that goes with being a hot vampire. No, this is a game of territorial warfare, with the city as a megadungeon. Various clans would be represented as classes: Brujah for fighter, Tremere for wizard, and maybe Nosferatu as a thief type thing.&#xA;&#xA;Rather than torches burning down you’d have blood points. Gotta keep feeding otherwise you save vs frenzy. But feeding on the gen pop increases the chance of being discovered. Save vs masquerade.&#xA;&#xA;It’s blood for xp and influence instead of gold. The more influence, the more territory you can get.&#xA;&#xA;Cyberpunk Red&#xA;&#xA;Like Vampire Night City is a megadungeon or hexcrawl. This is gritty corpo espionage, baby! Rather than wandering monsters you’d have patrol alerts based on how you’re approaching the heist. Going in guns blazing is upping those patrol chances considerably.&#xA;&#xA;Obviously the netrunner would be a wizard type, with programs instead of spells. The solo would be a fighter and techie the thief. &#xA;&#xA;Torches would be swapped for battery power and signal range, the latter to keep the techie in the dungeon crawl. &#xA;&#xA;No minigame for netrunning. Just a save vs brain getting fried up. And rather than rolling abilities success is based on your upgrades and tech. &#xA;&#xA;Call of Cthulhu&#xA;&#xA;So now we have an investigation crawl where sanity is impacted by the place you’re investigating and the wandering monsters. Roll vs sanity of reduce it like HP. &#xA;&#xA;Classes are soldier (fighter), occultist (wizard), and investigator (thief). Only an occultist can read from magic tomes without losing sanity, or perhaps losing less.&#xA;&#xA;Rather than looking for clues and solving a mystery this would be more about finding ancient secrets and getting them to a safe place (e.g. Miskatonic). The more mythos relics gained the more xp. &#xA;&#xA;Torches would simply be flashlights and eldritch terrors would be like ten times as strong as a red dragon.]]&gt;</description>
      <content:encoded><![CDATA[<p>In a relatively short time TTRPGs have evolved and blossomed from a dungeon and wilderness procedural coin-nicking game to, well, almost anything really. So I was thinking: what would happen if, rather than evolving, every TTRPG was just a variation of OD&amp;D? I’ve conjured some answers from my sick mind for three of the biggies.</p>

<p><strong>Vampire: The Masquerade</strong></p>

<p>Storyteller system? Blech. This wouldn’t be about the melodramatics that goes with being a hot vampire. No, this is a game of territorial warfare, with the city as a megadungeon. Various clans would be represented as classes: Brujah for fighter, Tremere for wizard, and maybe Nosferatu as a thief type thing.</p>

<p>Rather than torches burning down you’d have blood points. Gotta keep feeding otherwise you save vs frenzy. But feeding on the gen pop increases the chance of being discovered. Save vs masquerade.</p>

<p>It’s blood for xp and influence instead of gold. The more influence, the more territory you can get.</p>

<p><strong>Cyberpunk Red</strong></p>

<p>Like Vampire Night City is a megadungeon or hexcrawl. This is gritty corpo espionage, baby! Rather than wandering monsters you’d have patrol alerts based on how you’re approaching the heist. Going in guns blazing is upping those patrol chances considerably.</p>

<p>Obviously the netrunner would be a wizard type, with programs instead of spells. The solo would be a fighter and techie the thief.</p>

<p>Torches would be swapped for battery power and signal range, the latter to keep the techie in the dungeon crawl.</p>

<p>No minigame for netrunning. Just a save vs brain getting fried up. And rather than rolling abilities success is based on your upgrades and tech.</p>

<p><strong>Call of Cthulhu</strong></p>

<p>So now we have an investigation crawl where sanity is impacted by the place you’re investigating and the wandering monsters. Roll vs sanity of reduce it like HP.</p>

<p>Classes are soldier (fighter), occultist (wizard), and investigator (thief). Only an occultist can read from magic tomes without losing sanity, or perhaps losing less.</p>

<p>Rather than looking for clues and solving a mystery this would be more about finding ancient secrets and getting them to a safe place (e.g. Miskatonic). The more mythos relics gained the more xp.</p>

<p>Torches would simply be flashlights and eldritch terrors would be like ten times as strong as a red dragon.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/what-if-all-ttrpgs-used-odandds-template</guid>
      <pubDate>Sat, 17 Jan 2026 22:32:46 +0000</pubDate>
    </item>
    <item>
      <title>Heartseeker is back!</title>
      <link>https://trollish-delver.writeas.com/heartseeker-is-back?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I’m very pleased to release a big update for Heartseeker, my very tiny old school adventure game. &#xA;&#xA;Heartseeker is now five years old and I figured it was time for a refresh. Rather than overhauling it as a new edition I’ve added the following updates:&#xA;&#xA;All new cover and logo&#xA;Fresh new layout&#xA;Bloodlines now have a choice of abilities - a bump in stat or something else. I’ve removed a couple of bloodlines (orc and kobold).&#xA;Slight changes to ability bonuses.&#xA;More spells!&#xA;Big list of gear&#xA;Random encounter tables&#xA;More monsters! Monsters have a single universal save&#xA;&#xA;Ultimately you have everything you need for an old school campaign that’s easily compatible with other OSR games.]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/w39b6Fhj.png" alt=""/>I’m very pleased to release a big update for Heartseeker, my very tiny old school adventure game.</p>

<p>Heartseeker is now five years old and I figured it was time for a refresh. Rather than overhauling it as a new edition I’ve added the following updates:</p>
<ul><li>All new cover and logo</li>
<li>Fresh new layout</li>
<li>Bloodlines now have a choice of abilities – a bump in stat or something else. I’ve removed a couple of bloodlines (orc and kobold).</li>
<li>Slight changes to ability bonuses.</li>
<li>More spells!</li>
<li>Big list of gear</li>
<li>Random encounter tables</li>
<li>More monsters! Monsters have a single universal save</li></ul>

<p>Ultimately you have everything you need for an old school campaign that’s easily compatible with other OSR games.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/heartseeker-is-back</guid>
      <pubDate>Sat, 14 Jun 2025 20:05:29 +0000</pubDate>
    </item>
    <item>
      <title>War Axe - What Is It?</title>
      <link>https://trollish-delver.writeas.com/war-axe-what-is-it?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[War Axe is my upcoming fantasy skirmish wargame. Note that it’s now a skirmish game. I’ve reduced the model count to 5-10 per side. &#xA;&#xA;War Axe is a single-stat game, using Battle for all rolls including fighting, wounds and morale. It started with 3 stats but I changed the dice system which meant I no longer needed armour and wounds. As a unit takes wounds its Battle also reduces, making it less effective so players should think about how best to use wounded models.&#xA;&#xA;It’s also an anti-lore game (wild for me considering I love lore). There are four main factions but their background, vibe and faction abilities are rolled randomly. One player’s Goblin Court may be out to destroy civilisation while another may believe the world needs an etiquette lesson. Your Empire of Lamarque may be a burgeoning force while mine may be diminishing and rotting. &#xA;&#xA;Many faction abilities are affected by the Winds of War mechanic central to the game. Any time a unit takes a wound that player gains a point of favour. If one has more favour than the other the winds currently favour them. This can trigger additional benefits like more dice or new abilities for every unit. In addition, a point of fortune can be spent to reroll dice. Do you spend to reroll, knowing that a wound could turn the winds against you?&#xA;&#xA;Of course, units have their own abilities. The points system is simple and allows you to easily craft your own units and even factions, with rules for doing so outlined in the book. For instance, if I wanted an undead dragon I might spend 5 points to give it Battle 5, 2 points for the Flying ability and 2 points for Immortal. Overall my dragon costs 9pts. I could give it a ranged attack and bring it to 11pts to make a formidable unit.]]&gt;</description>
      <content:encoded><![CDATA[<p>War Axe is my upcoming fantasy skirmish wargame. Note that it’s now a skirmish game. I’ve reduced the model count to 5-10 per side.</p>

<p>War Axe is a single-stat game, using Battle for all rolls including fighting, wounds and morale. It started with 3 stats but I changed the dice system which meant I no longer needed armour and wounds. As a unit takes wounds its Battle also reduces, making it less effective so players should think about how best to use wounded models.</p>

<p>It’s also an anti-lore game (wild for me considering I love lore). There are four main factions but their background, vibe and faction abilities are rolled randomly. One player’s Goblin Court may be out to destroy civilisation while another may believe the world needs an etiquette lesson. Your Empire of Lamarque may be a burgeoning force while mine may be diminishing and rotting.</p>

<p>Many faction abilities are affected by the Winds of War mechanic central to the game. Any time a unit takes a wound that player gains a point of favour. If one has more favour than the other the winds currently favour them. This can trigger additional benefits like more dice or new abilities for every unit. In addition, a point of fortune can be spent to reroll dice. Do you spend to reroll, knowing that a wound could turn the winds against you?</p>

<p>Of course, units have their own abilities. The points system is simple and allows you to easily craft your own units and even factions, with rules for doing so outlined in the book. For instance, if I wanted an undead dragon I might spend 5 points to give it Battle 5, 2 points for the Flying ability and 2 points for Immortal. Overall my dragon costs 9pts. I could give it a ranged attack and bring it to 11pts to make a formidable unit.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/war-axe-what-is-it</guid>
      <pubDate>Fri, 13 Jun 2025 19:07:35 +0000</pubDate>
    </item>
    <item>
      <title>Tatters of Carcosa</title>
      <link>https://trollish-delver.writeas.com/tatters-of-carcosa?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;“For I knew that the King in Yellow had opened his tattered mantle and there was only God to cry to now.”&#xA;&#xA;You are investigating the impact of The King in Yellow on Parisian society. You have read the play. Carcosa will eventually reveal itself to you. Reality isn’t as it seems.&#xA;&#xA;!--more--&#xA;&#xA;It’s the Belle Epoque. You are part of a secret government agency called Le Bureau de Nuit (The Night Office).&#xA;&#xA;Give your agent a name and description. Choose three skills they’re good at. Write down an interest and the obsession it could become. You have 5 stamina.&#xA;&#xA;You always find the clue if you’re looking for it. If you need to know how well you do something roll a d6. If you’re good at it roll 2d6 and take the highest. High is good and low is not so good.&#xA;&#xA;When you encounter a Reality Anomaly take a Carcosa token and roll a d6. If the result is under the number of tokens you currently have, you catch a glimpse beyond the veil of reality.&#xA;&#xA;If you have at least 3 tokens you may choose to Disbelieve by rolling again. If the result is equal or over your Carcosa tokens remove a token. Otherwise add a token. As you add tokens your interest slowly becomes obsession. Roleplay how this manifests.&#xA;&#xA;If you ever have 6 Carcosa tokens you are under the influence of the King in Yellow. You can no longer Disbelieve for you know the great truth. Describe how your interest becomes obsession. Your character becomes an NPC at the end of the session.&#xA;&#xA;When a fight breaks out both the players and GM describe what they’re doing. Assume when a character attacks a normal person they win the struggle but reduce their own stamina by 1 point. At 0 Stamina they are dead or incapacited.&#xA;&#xA;Denizens of Carcosa can’t be defeated by fighting. Perhaps they need to be banished or, more likely, fled from.&#xA;&#xA;Le Bureau de Nuit furnishes you with the resources you need. The beginning of each investigation outlines the effect of a Reality Anomaly that leads them deeper into a plot for the King in Yellow to influence the world.&#xA;&#xA;Research the Belle Epoque. Find the horror. Bring in themes of decadence, decay, artistic movements, bohemianism, and unreality. Some ideas:&#xA;&#xA;A new art exhibition seems to be turning visitors violent.&#xA;Members of the aristocracy are disappearing, each leaving behind a coded letter.&#xA;A secret society who share dreams. The dreams are slowly becoming the domain of the King in Yellow.&#xA;Statues in the garden of a manse are reportedly whispering a strange language&#xA;A message in a bottle washes up on the shore. Someone is trapped in Carcosa and needs to find a way back.&#xA;&#xA;Inspired by Cthulhu Dark by Graham Walmsley. Based on The King in Yellow by Robert W Chambers.]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/nI5eUcO9.jpg" alt=""/></p>

<p><em>“For I knew that the King in Yellow had opened his tattered mantle and there was only God to cry to now.”</em></p>

<p>You are investigating the impact of The King in Yellow on Parisian society. You have read the play. Carcosa will eventually reveal itself to you. Reality isn’t as it seems.</p>



<p>It’s the Belle Epoque. You are part of a secret government agency called Le Bureau de Nuit (The Night Office).</p>

<p>Give your agent a name and description. Choose three skills they’re good at. Write down an interest and the obsession it could become. You have 5 stamina.</p>

<p>You always find the clue if you’re looking for it. If you need to know how well you do something roll a d6. If you’re good at it roll 2d6 and take the highest. High is good and low is not so good.</p>

<p>When you encounter a Reality Anomaly take a Carcosa token and roll a d6. If the result is under the number of tokens you currently have, you catch a glimpse beyond the veil of reality.</p>

<p>If you have at least 3 tokens you may choose to Disbelieve by rolling again. If the result is equal or over your Carcosa tokens remove a token. Otherwise add a token. As you add tokens your interest slowly becomes obsession. Roleplay how this manifests.</p>

<p>If you ever have 6 Carcosa tokens you are under the influence of the King in Yellow. You can no longer Disbelieve for you know the great truth. Describe how your interest becomes obsession. Your character becomes an NPC at the end of the session.</p>

<p>When a fight breaks out both the players and GM describe what they’re doing. Assume when a character attacks a normal person they win the struggle but reduce their own stamina by 1 point. At 0 Stamina they are dead or incapacited.</p>

<p>Denizens of Carcosa can’t be defeated by fighting. Perhaps they need to be banished or, more likely, fled from.</p>

<p>Le Bureau de Nuit furnishes you with the resources you need. The beginning of each investigation outlines the effect of a Reality Anomaly that leads them deeper into a plot for the King in Yellow to influence the world.</p>

<p>Research the Belle Epoque. Find the horror. Bring in themes of decadence, decay, artistic movements, bohemianism, and unreality. Some ideas:</p>
<ul><li>A new art exhibition seems to be turning visitors violent.</li>
<li>Members of the aristocracy are disappearing, each leaving behind a coded letter.</li>
<li>A secret society who share dreams. The dreams are slowly becoming the domain of the King in Yellow.</li>
<li>Statues in the garden of a manse are reportedly whispering a strange language</li>
<li>A message in a bottle washes up on the shore. Someone is trapped in Carcosa and needs to find a way back.</li></ul>

<p>Inspired by Cthulhu Dark by Graham Walmsley. Based on The King in Yellow by Robert W Chambers.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/tatters-of-carcosa</guid>
      <pubDate>Sat, 07 Jun 2025 08:21:02 +0000</pubDate>
    </item>
    <item>
      <title>War Axe: Simple Fantasy Wargaming</title>
      <link>https://trollish-delver.writeas.com/war-axe-simple-fantasy-wargaming?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;It is a time of war in the world of Yore. The fields of battle are bathed in the blood and gristle. Spears shine in the dawn as armies clash - the noble Knights of Lamarque against the mind-addled Goblin Horde. Shambling Gravespawn colliding with the Dwarven Warbeards of the Craglands.&#xA;&#xA;!--more--&#xA;&#xA;Welcome to War Axe, a simple fantasy wargame for two players each with between 15 and 30 models. I’ll be writing about War Axe over the next week as you meet the battle hosts and learn the (very easy) rules of the game.&#xA;&#xA;Art: Copyright Luigi Castellani]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/CBXj7iTh.jpg" alt=""/></p>

<p>It is a time of war in the world of Yore. The fields of battle are bathed in the blood and gristle. Spears shine in the dawn as armies clash – the noble Knights of Lamarque against the mind-addled Goblin Horde. Shambling Gravespawn colliding with the Dwarven Warbeards of the Craglands.</p>



<p>Welcome to <strong>War Axe</strong>, a simple fantasy wargame for two players each with between 15 and 30 models. I’ll be writing about War Axe over the next week as you meet the battle hosts and learn the (very easy) rules of the game.</p>

<p><img src="https://i.snap.as/XIka0gS3.png" alt=""/></p>

<p>Art: Copyright Luigi Castellani</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/war-axe-simple-fantasy-wargaming</guid>
      <pubDate>Wed, 04 Jun 2025 21:13:41 +0000</pubDate>
    </item>
    <item>
      <title> Refining YAG D&amp;D</title>
      <link>https://trollish-delver.writeas.com/refining-yag-dandd?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[A couple of weeks ago I posted about the best D&amp;D edition that isn’t a D&amp;D edition. I know THAT game sucks all the air out of the room, but YAG D&amp;D (Young Adventurer’s Guide) has wormed its way into my psyche.&#xA;&#xA;I set out some initial rules for YAG but I wanted to spend some time here revising them as I wasn’t totally happy with the initial draft.&#xA;&#xA;!--more--&#xA;&#xA;It needs to be super simple, leaning on the YAG library for fiction-based specifics. For me the d20 isn’t a great die, sorry. D6 supremacy and all that.&#xA;&#xA;HOW TO PLAY&#xA;&#xA;Checks: Simply roll a d6. A 4+ is usually a success. 5+ if more difficult or 3+ if easier. Failure may mean you achieve the thing but with a complication.&#xA;&#xA;Critical Success: A 6 means you do something incredibly well.&#xA;&#xA;Advantage: If your class/ species / background would be good at something roll 2d6 and take the highest die. For instance a Fighter would be good at kicking down doors. A Ranger would be good at tracking.&#xA;&#xA;Disadvantage: if your class/species/ background wouldn’t be good at something roll 2d6 and take the lowest.&#xA;&#xA;Don’t have the answer? Just roll a d6. 1-3 it’s a no, 4-6 is a yes.&#xA;&#xA;COMBAT&#xA;&#xA;Turns &amp; Actions: Heroes act first unless surprised. They take it in turns to take an action. Assume they’re moving around and trying to avoid enemies. An action could be casting a spell, striking with a sword, shooting an arrow, opening a door etc.&#xA;&#xA;Attacks: With a weapon roll a d6 and add your character level. The DM rolls a d6 and adds the monster danger level. If you get equal to above the monster’s total you hit them. Well done! Deal 1 damage by reducing their danger level by 1. This means a monster gets weaker the more damage you do. If you’re not using a weapon make the attack with disadvantage.&#xA;&#xA;When a monster attacks the DM rolls a d6 and adds the monster’s danger rating and the character rolls a d6, adding their level. If the DM’s roll is equal or higher than the character, the character loses 1 hit point.&#xA;&#xA;Epic monsters: these are more difficult than most monsters. They count as danger level 5 but get as many actions as there are players. That means against three characters an epic monster gets 3 attacks.&#xA;&#xA;Monsters will 1/3 danger level: some monsters have a fraction as their danger. They don’t add their danger rating to their attack roll.&#xA;&#xA;Hit points: Characters have 5 hit points at 1st level, increasing by 1 each level. For example, a 5th level character will have 10 hit points.&#xA;&#xA;Regaining hit points: You can take a number of short rests per day equal to your level. Regain hit points equal to your level. By sleeping the night you regain all hit points.&#xA;&#xA;Out of Action: When a monster reaches 0 danger rating they’re no longer a threat. They run away, try to parlay, get knocked out etc. This is YAG so no violent deaths.&#xA;&#xA;When a character reaches 0 hit points they fall unconscious and are very likely taken prisoner.&#xA;&#xA;Critical success: If a character rolls a 6 they deal 2 damage instead of 1.&#xA;&#xA;SPELLS&#xA;&#xA;Casting spells: choose a spell you know and make a check. On a success you cast the spell. On a failure you still cast the spell but you are unable to use it until you’ve had a good night’s sleep.&#xA;&#xA;Spell levels: spells go from cantrip to 9th level. 1st level casters can use cantrips and 1st level. 2nd level can use 2nd/3rd. 3rd level can use 4th/5th. 4th level can use 6th/7th. 5th level can use 8th/9th.&#xA;&#xA;CREATING A CHARACTER&#xA;&#xA;Species/Race: Choose one from the relevant YAG book and note down what it’s good at.&#xA;&#xA;Class: Choose one from the relevant YAG book, following the rules for making that character as outlined in the book. Note down anything they’re good at and any abilities they gain.&#xA;&#xA;Starting spells: The YAG generally tells you how many spells to start with. If it doesn’t, begin with 3 that match the class.&#xA;&#xA;Choose a background: Choose one and note what they’re good at.&#xA;&#xA;Name and describe your character based on all the above.&#xA;&#xA;Start with 3d6 x 10 gold pieces amd buy some starting equipment. The DM usually determines the item’s value if not present in the YAG.&#xA;&#xA;CHARACTER ADVANCEMENT&#xA;&#xA;After each adventure roll a D6 once for all characters. If it’s above their current level they increase by one level up. The maximum level is 5.&#xA;&#xA;When you level up, increase your hit points by 1. Spellcasters gain a new spell based on the level they can cast and their class.]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i5.walmartimages.com/asr/a36bf891-5414-40de-ac2f-d29796b5c98b.328ed0c38b70cf2206edb87ae64b37f2.jpeg?odnHeight=768&amp;odnWidth=768&amp;odnBg=FFFFFF" alt=""/>A couple of weeks ago I posted about the best D&amp;D edition that isn’t a D&amp;D edition. I know THAT game sucks all the air out of the room, but YAG D&amp;D (Young Adventurer’s Guide) has wormed its way into my psyche.</p>

<p>I set out some initial rules for YAG but I wanted to spend some time here revising them as I wasn’t totally happy with the initial draft.</p>



<p>It needs to be super simple, leaning on the YAG library for fiction-based specifics. For me the d20 isn’t a great die, sorry. D6 supremacy and all that.</p>

<p><strong>HOW TO PLAY</strong></p>

<p>Checks: Simply roll a d6. A 4+ is usually a success. 5+ if more difficult or 3+ if easier. Failure may mean you achieve the thing but with a complication.</p>

<p>Critical Success: A 6 means you do something incredibly well.</p>

<p>Advantage: If your class/ species / background would be good at something roll 2d6 and take the highest die. For instance a Fighter would be good at kicking down doors. A Ranger would be good at tracking.</p>

<p>Disadvantage: if your class/species/ background wouldn’t be good at something roll 2d6 and take the lowest.</p>

<p>Don’t have the answer? Just roll a d6. 1-3 it’s a no, 4-6 is a yes.</p>

<p><img src="https://i5.walmartimages.com/asr/c950ef90-c617-414b-a2d8-ff85bd86778b.2871efb156236b3a983db05ab91881d7.jpeg?odnHeight=768&amp;odnWidth=768&amp;odnBg=FFFFFF" alt=""/></p>

<p><strong>COMBAT</strong></p>

<p>Turns &amp; Actions: Heroes act first unless surprised. They take it in turns to take an action. Assume they’re moving around and trying to avoid enemies. An action could be casting a spell, striking with a sword, shooting an arrow, opening a door etc.</p>

<p>Attacks: With a weapon roll a d6 and add your character level. The DM rolls a d6 and adds the monster danger level. If you get equal to above the monster’s total you hit them. Well done! Deal 1 damage by reducing their danger level by 1. This means a monster gets weaker the more damage you do. If you’re not using a weapon make the attack with disadvantage.</p>

<p>When a monster attacks the DM rolls a d6 and adds the monster’s danger rating and the character rolls a d6, adding their level. If the DM’s roll is equal or higher than the character, the character loses 1 hit point.</p>

<p>Epic monsters: these are more difficult than most monsters. They count as danger level 5 but get as many actions as there are players. That means against three characters an epic monster gets 3 attacks.</p>

<p>Monsters will 1/3 danger level: some monsters have a fraction as their danger. They don’t add their danger rating to their attack roll.</p>

<p>Hit points: Characters have 5 hit points at 1st level, increasing by 1 each level. For example, a 5th level character will have 10 hit points.</p>

<p>Regaining hit points: You can take a number of short rests per day equal to your level. Regain hit points equal to your level. By sleeping the night you regain all hit points.</p>

<p>Out of Action: When a monster reaches 0 danger rating they’re no longer a threat. They run away, try to parlay, get knocked out etc. This is YAG so no violent deaths.</p>

<p>When a character reaches 0 hit points they fall unconscious and are very likely taken prisoner.</p>

<p>Critical success: If a character rolls a 6 they deal 2 damage instead of 1.</p>

<p><strong>SPELLS</strong></p>

<p>Casting spells: choose a spell you know and make a check. On a success you cast the spell. On a failure you still cast the spell but you are unable to use it until you’ve had a good night’s sleep.</p>

<p>Spell levels: spells go from cantrip to 9th level. 1st level casters can use cantrips and 1st level. 2nd level can use 2nd/3rd. 3rd level can use 4th/5th. 4th level can use 6th/7th. 5th level can use 8th/9th.</p>

<p><img src="https://www.pcmarket.com.au/assets/alt_3/9781984856463.jpg?20200703034417" alt=""/></p>

<p><strong>CREATING A CHARACTER</strong></p>

<p>Species/Race: Choose one from the relevant YAG book and note down what it’s good at.</p>

<p>Class: Choose one from the relevant YAG book, following the rules for making that character as outlined in the book. Note down anything they’re good at and any abilities they gain.</p>

<p>Starting spells: The YAG generally tells you how many spells to start with. If it doesn’t, begin with 3 that match the class.</p>

<p>Choose a background: Choose one and note what they’re good at.</p>

<p>Name and describe your character based on all the above.</p>

<p>Start with 3d6 x 10 gold pieces amd buy some starting equipment. The DM usually determines the item’s value if not present in the YAG.</p>

<p><strong>CHARACTER ADVANCEMENT</strong></p>

<p>After each adventure roll a D6 once for all characters. If it’s above their current level they increase by one level up. The maximum level is 5.</p>

<p>When you level up, increase your hit points by 1. Spellcasters gain a new spell based on the level they can cast and their class.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/refining-yag-dandd</guid>
      <pubDate>Wed, 04 Jun 2025 05:43:35 +0000</pubDate>
    </item>
    <item>
      <title>Defining the Mythic Retro </title>
      <link>https://trollish-delver.writeas.com/defining-the-mythic-retro?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I cry out for magic&#xA;I feel it dancing in the light&#xA;It was cold&#xA;Lost my hold to the shadows of the night&#xA;&#xA;I’ve had this fleeting thought in the back of my mind for the best part of a decade. It’s a specific fantasy aesthetic that I’m calling Mythic Retro.&#xA;&#xA;!--more--&#xA;&#xA;Mythic retro is a vibe that includes the following:&#xA;&#xA;Pewter statues of dragons, wizards, unicorns and fairies&#xA;70s fantasy book art, particularly Michael Whelan’s Pern.&#xA;Dragonlance art by Larry Elmore&#xA;Burning incense&#xA;Large silver rings shaped like dragons with big gems in them&#xA;Early Rainbow and Dio songs, particularly Stargazer.&#xA;Crystals, stones and tarot cards&#xA;&#xA;It’s iconic, even tropey. Dragons, knights, wizards, unicorns, witches. It’s not orcs, but it is goblins. It’s not beholders but it is skeletons. It’s stop-motion but not CGI.&#xA;&#xA;High noon, oh I&#39;d sell my soul for water&#xA;Nine years worth of breakin&#39; my back&#xA;There&#39;s no sun in the shadow of the wizard&#xA;See how he glides, why he&#39;s lighter than air&#xA;&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p><em>I cry out for magic
I feel it dancing in the light
It was cold
Lost my hold to the shadows of the night</em></p>

<p>I’ve had this fleeting thought in the back of my mind for the best part of a decade. It’s a specific fantasy aesthetic that I’m calling Mythic Retro.</p>



<p>Mythic retro is a vibe that includes the following:</p>
<ul><li>Pewter statues of dragons, wizards, unicorns and fairies</li>
<li>70s fantasy book art, particularly Michael Whelan’s Pern.</li>
<li>Dragonlance art by Larry Elmore</li>
<li>Burning incense</li>
<li>Large silver rings shaped like dragons with big gems in them</li>
<li>Early Rainbow and Dio songs, particularly Stargazer.</li>
<li>Crystals, stones and tarot cards</li></ul>

<p>It’s iconic, even tropey. Dragons, knights, wizards, unicorns, witches. It’s not orcs, but it is goblins. It’s not beholders but it is skeletons. It’s stop-motion but not CGI.</p>

<p><em>High noon, oh I&#39;d sell my soul for water
Nine years worth of breakin&#39; my back
There&#39;s no sun in the shadow of the wizard
See how he glides, why he&#39;s lighter than air</em></p>

<p><img src="https://i.snap.as/OQvbg2H5.jpg" alt=""/></p>

<p><img src="https://i.snap.as/9fXrR3Mw.jpg" alt=""/></p>

<p><img src="https://i.snap.as/WeuUy1Bj.jpg" alt=""/></p>

<p><img src="https://i.snap.as/KT7VZhm6.jpg" alt=""/></p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/defining-the-mythic-retro</guid>
      <pubDate>Mon, 26 May 2025 18:16:42 +0000</pubDate>
    </item>
    <item>
      <title>Escape the Goblin Realm</title>
      <link>https://trollish-delver.writeas.com/escape-the-goblin-realm?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[&#xA;&#xA;You and your friends have been transported to a fantastic realm. How did you get there?&#xA;&#xA;!--more--&#xA;&#xA;Mysterious rollercoaster&#xA;&#xA;Lost in a bazaar&#xA;&#xA;Through the back of the garage&#xA;&#xA;Pulled into a lake&#xA;&#xA;Sucked into a book&#xA;&#xA;Through a dark forest&#xA;&#xA;You were gifted a special item from a strange wizard.&#xA;&#xA;Sword of Light: burns away evil darkness&#xA;&#xA;Titan Shield: nothing can break it except magic.&#xA;&#xA;Circlet of Transformation: turns your face into one you’ve previously seen.&#xA;&#xA;Spider Boots: you can climb sheer surfaces.&#xA;&#xA;Cloak of Phasing: you melt through non-magical barriers.&#xA;&#xA;Dagger of Cloning: you create an illusory duplicate of yourself.&#xA;&#xA;What kind of kid were you in the real world?&#xA;&#xA;Preppy&#xA;&#xA;Nerdy&#xA;&#xA;Athlete&#xA;&#xA;Popular&#xA;&#xA;Suck-up&#xA;&#xA;Aloof&#xA;&#xA;What’s your party sidekick?&#xA;&#xA;Baby unicorn: can heal harm.&#xA;&#xA;Fire elemental: sets fire to stuff&#xA;&#xA;Little griffin: can pick up a teen in its claws&#xA;&#xA;Shadow: can stay out of sight&#xA;&#xA;Mechanical owl: can sense magic&#xA;&#xA;Witch cat: creates clouds of darkness.&#xA;&#xA;You have 2 stats: Mental &amp; Physical. Split 4 points between them.&#xA;&#xA;When you want to do sonething where failure is interesting roll d6 + stat. On a 6+ you succeed.&#xA;&#xA;If you get hit, lose a stat point. At 0 points you’re out of action. Heal 2 points per night rest.&#xA;&#xA;Monsters have stats like you. Goblins have Physical 1 and Mental 0. Dragons have Physical 4 and Mental 4.&#xA;&#xA;It’s nigh impossible to escape the goblin realm.]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fwww.grunge.com%2Fimg%2Fgallery%2Fthe-dungeons-dragons-panic-of-the-1980s-explained%2Fin-the-middle-of-the-controversy-there-was-a-dd-saturday-morning-cartoon-1656042784.jpg&amp;f=1&amp;ipt=d747d1bb22f79e86d4db25d3594531268c4dddd4ec30f274afea11fa46b13b48" alt=""/></p>

<p>You and your friends have been transported to a fantastic realm. How did you get there?</p>


<ol><li><p>Mysterious rollercoaster</p></li>

<li><p>Lost in a bazaar</p></li>

<li><p>Through the back of the garage</p></li>

<li><p>Pulled into a lake</p></li>

<li><p>Sucked into a book</p></li>

<li><p>Through a dark forest</p></li></ol>

<p>You were gifted a special item from a strange wizard.</p>
<ol><li><p>Sword of Light: burns away evil darkness</p></li>

<li><p>Titan Shield: nothing can break it except magic.</p></li>

<li><p>Circlet of Transformation: turns your face into one you’ve previously seen.</p></li>

<li><p>Spider Boots: you can climb sheer surfaces.</p></li>

<li><p>Cloak of Phasing: you melt through non-magical barriers.</p></li>

<li><p>Dagger of Cloning: you create an illusory duplicate of yourself.</p></li></ol>

<p>What kind of kid were you in the real world?</p>
<ol><li><p>Preppy</p></li>

<li><p>Nerdy</p></li>

<li><p>Athlete</p></li>

<li><p>Popular</p></li>

<li><p>Suck-up</p></li>

<li><p>Aloof</p></li></ol>

<p>What’s your party sidekick?</p>
<ol><li><p>Baby unicorn: can heal harm.</p></li>

<li><p>Fire elemental: sets fire to stuff</p></li>

<li><p>Little griffin: can pick up a teen in its claws</p></li>

<li><p>Shadow: can stay out of sight</p></li>

<li><p>Mechanical owl: can sense magic</p></li>

<li><p>Witch cat: creates clouds of darkness.</p></li></ol>

<p>You have 2 stats: Mental &amp; Physical. Split 4 points between them.</p>

<p>When you want to do sonething where failure is interesting roll d6 + stat. On a 6+ you succeed.</p>

<p>If you get hit, lose a stat point. At 0 points you’re out of action. Heal 2 points per night rest.</p>

<p>Monsters have stats like you. Goblins have Physical 1 and Mental 0. Dragons have Physical 4 and Mental 4.</p>

<p>It’s nigh impossible to escape the goblin realm.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/escape-the-goblin-realm</guid>
      <pubDate>Sat, 24 May 2025 22:19:07 +0000</pubDate>
    </item>
    <item>
      <title>Are we playing old school games wrong?</title>
      <link>https://trollish-delver.writeas.com/are-we-playing-old-school-games-wrong?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I did a quick straw poll on BSky asking whether, back in the day, players of BX/Basic/OD&amp;D actually saw combat as a fail state. This is the thinking that came from Matt Finch’s Old School Primer and has become the standard for OSR games or people playing older D&amp;D.&#xA;&#xA;!--more--&#xA;&#xA;The 20+ responses almost unanimously said combat wasn’t avoided and in fact it was often relished. Now, a big trend I found was that nearly everyone who responded was 12 at the time they were playing it so that’s just kind of what they would do.&#xA;&#xA;But Basic was a game for tweens and teens, so if that’s how they played it then isn’t that the way it should be played?&#xA;&#xA;Unless I’m mistaken there’s no mention of combat being something to be avoided in older editions. In fact, so much of the rules dealt with fighting so what would be the point in avoiding it? Especially if you splash out on a bunch of hirelings.&#xA;&#xA;Wellll, that’s sort of where reaction rolls come in. The existence of this little table implies that not everything is out to kill you and talk can get you some advantages in the dungeon. Charisma is hard coded into reactions, so it seems desirable for players to try parlay or talk their way out if they can. Just like strength is the weapon of combat, charisma is equally the weapon of words.&#xA;&#xA;Ultimately OSR games are about kicking down doors, killing monsters and nicking their treasure. It’s deadly by default and it’s better to stay un-decapitated than not. While it probably wasn’t how many played games back then the notion as combat as sport makes a whole lot of sense and reveals just how a ruleset that should be dead can evolve over the decades, and that’s pretty incredible.]]&gt;</description>
      <content:encoded><![CDATA[<p>I did a quick straw poll on BSky asking whether, back in the day, players of BX/Basic/OD&amp;D actually saw combat as a fail state. This is the thinking that came from Matt Finch’s Old School Primer and has become the standard for OSR games or people playing older D&amp;D.</p>



<p>The 20+ responses almost unanimously said combat wasn’t avoided and in fact it was often relished. Now, a big trend I found was that nearly everyone who responded was 12 at the time they were playing it so that’s just kind of what they would do.</p>

<p>But Basic was a game for tweens and teens, so if that’s how they played it then isn’t that the way it should be played?</p>

<p>Unless I’m mistaken there’s no mention of combat being something to be avoided in older editions. In fact, so much of the rules dealt with fighting so what would be the point in avoiding it? Especially if you splash out on a bunch of hirelings.</p>

<p>Wellll, that’s sort of where reaction rolls come in. The existence of this little table implies that not everything is out to kill you and talk can get you some advantages in the dungeon. Charisma is hard coded into reactions, so it seems desirable for players to try parlay or talk their way out if they can. Just like strength is the weapon of combat, charisma is equally the weapon of words.</p>

<p>Ultimately OSR games are about kicking down doors, killing monsters and nicking their treasure. It’s deadly by default and it’s better to stay un-decapitated than not. While it probably wasn’t how many played games back then the notion as combat as sport makes a whole lot of sense and reveals just how a ruleset that should be dead can evolve over the decades, and that’s pretty incredible.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/are-we-playing-old-school-games-wrong</guid>
      <pubDate>Sat, 17 May 2025 17:11:23 +0000</pubDate>
    </item>
    <item>
      <title>The best edition of D&amp;D isn&#39;t what you think</title>
      <link>https://trollish-delver.writeas.com/the-best-edition-of-dandd-isnt-what-you-think?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[While edition wars are the purview of a rotten mind, I’m here to convince you that the best version of Dungeons &amp; Dragons isn’t your favourite one.&#xA;&#xA;!--more--&#xA;&#xA;Back in 2019 Penguin Random House produced a line of books by Jim Zub, Stacy King and Andrew Wheeler under the banner of D&amp;D Young Adventurer’s Guide. The collection of slim volumes acted as an introduction to the world and play culture of D&amp;D without the mechanics. The books span everything from hero creation and dungeon mapping to bestiaries and spellcasting, all written diegetically. They’re ostensibly for kids, so why do I think they’re the best unofficial edition?&#xA;&#xA;Being a book series that forefronts fiction over mechanics I believe the YAG D&amp;D has a higher potential for immersion and simulation than the official game. In character creation you’re not looking at classes, races and equipment in terms of hard numbers but what you WANT to play based on flavour and what weapons and armour suit the situation.&#xA;&#xA;In fact, armour is a microcosm of the “game”. Descriptions provide pros and cons for each type along with reasons why you might want to have multiple armours depending on what you’re doing. While full plate offers unparallelled protection, it isn’t suited for long journeys. Same for clothing, which gets a couple of pages detailing what sort of clothes you might wear and when to wear them. Adventuring clothes are great for dungeoneering but you might attract unwanted attention in town. Aristocratic vestments will make an impression at a courtly gathering but will leave you liable to be robbed or pursued by treasure-hungry creatures. The 5e rulebook has none of this flavourful narrative that, ironically, makes things far more gameable than +3 AC. My favourite part of the weapons section is a box giving options for combining weaopons, like making an axe crossbow or tying a chain to a hammer and swinging it around. This is the foundation of adventure gaming here in a kids’ book.&#xA;&#xA;Monsters are detailed in terms of ecology and behaviour. Cleverly YAG uses a scale from 1-5 for how dangerous the creature is, with the highest being epic encounters fit for only the mightiest heroes. This is where you can see the potential of using 1d6 for attacks - PC hits if higher than than monster rating. Similarly the PC has its own level the monster must hit.  Double its rating for its HP. All weapons do 1 damage. This was actually a suggestion from James Haeck.&#xA;&#xA;The best part of the bestiary are the do’s and dont’s aimed squarely at player characters who find themselves up against the monster. Diegetically, how should you fight them? What should you avoid? Check out the Beholder entry below:&#xA;&#xA;These two page spreads are great for at-a-glance reading. The PC facing advice also implies how the DM should role play the monster. The beholder here should watch from the shadows, focus fire on an individual and try stay away from melee.&#xA;&#xA;We’re unencumbered by saves, modifiers, conditions and such. The beholder hits with a fear ray? The PC legs it.&#xA;&#xA;YAG has no adventures in the traditional sense, but offers some brain juice for some of the iconic locations in the D&amp;D multiverse. Snippets of rooms and encounters allows more experienced DMs a chance to build on this info and make it their own.&#xA;&#xA;YAG D&amp;D RULES&#xA;&#xA;My own version, that I’m calling the YAG edition, follows a loose set of mechanics.&#xA;&#xA;Whenever you want to do something roll a d6 per level and take the highest. On a 5+ you do it. If you’re good at that thing you succeed on an 4+.&#xA;&#xA;In a fight use the fiction. Go around in a circle and state what you’re doing and how you’re doing it. If you’re attacking roll a d6 per level. Get the monster’s danger level or above to hit it. Do 1 damage or 2-3 if the monster has a weakness. The monster attacks you in the same way, rolling a d6 per danger level and trying to beat your level. Most monsters do 1 damage, but special abilities may do 2-3.&#xA;&#xA;Character hit points are 5, increasing by 2 per level. Monster HP is twice its danger level. If the monster has armour add a few extra HP (like 3HP for heavy armour or 1HP for light). Do the same with characters. At 0HP the monster dies. At 0HP a character is unconscous and will die if not treated in an hour per level.&#xA;&#xA;Level up when it makes sense, usually after a pivotal moment.&#xA;&#xA;Magic users have 1 spell per level, usable once per day. If it deals damage the DM states how much. Spells are usually instant or don’t last more than an hour.&#xA;&#xA;If you don’t know if something’s going to happen, roll a d6. On 4+ it happens.&#xA;&#xA;That’s it really. Just play the world. The DM has the final say but will always be fair.]]&gt;</description>
      <content:encoded><![CDATA[<p>While edition wars are the purview of a rotten mind, I’m here to convince you that the best version of Dungeons &amp; Dragons isn’t your favourite one.</p>



<p>Back in 2019 Penguin Random House produced a line of books by Jim Zub, Stacy King and Andrew Wheeler under the banner of D&amp;D Young Adventurer’s Guide. The collection of slim volumes acted as an introduction to the world and play culture of D&amp;D without the mechanics. The books span everything from hero creation and dungeon mapping to bestiaries and spellcasting, all written diegetically. They’re ostensibly for kids, so why do I think they’re the best unofficial edition?</p>

<p>Being a book series that forefronts fiction over mechanics I believe the YAG D&amp;D has a higher potential for immersion and simulation than the official game. In character creation you’re not looking at classes, races and equipment in terms of hard numbers but what you WANT to play based on flavour and what weapons and armour suit the situation.</p>

<p><img src="https://i.snap.as/oVN5mNLb.jpg" alt=""/></p>

<p>In fact, armour is a microcosm of the “game”. Descriptions provide pros and cons for each type along with reasons why you might want to have multiple armours depending on what you’re doing. While full plate offers unparallelled protection, it isn’t suited for long journeys. Same for clothing, which gets a couple of pages detailing what sort of clothes you might wear and when to wear them. Adventuring clothes are great for dungeoneering but you might attract unwanted attention in town. Aristocratic vestments will make an impression at a courtly gathering but will leave you liable to be robbed or pursued by treasure-hungry creatures. The 5e rulebook has none of this flavourful narrative that, ironically, makes things far more gameable than +3 AC. My favourite part of the weapons section is a box giving options for combining weaopons, like making an axe crossbow or tying a chain to a hammer and swinging it around. This is the foundation of adventure gaming here in a kids’ book.</p>

<p>Monsters are detailed in terms of ecology and behaviour. Cleverly YAG uses a scale from 1-5 for how dangerous the creature is, with the highest being epic encounters fit for only the mightiest heroes. This is where you can see the potential of using 1d6 for attacks – PC hits if higher than than monster rating. Similarly the PC has its own level the monster must hit.  Double its rating for its HP. All weapons do 1 damage. This was actually a suggestion from <a href="https://www.dndbeyond.com/posts/554-play-d-d-with-kids-using-the-young-adventurers">James Haeck.</a></p>

<p>The best part of the bestiary are the do’s and dont’s aimed squarely at player characters who find themselves up against the monster. Diegetically, how should you fight them? What should you avoid? Check out the Beholder entry below:</p>

<p><img src="https://i.snap.as/30sza0f2.jpg" alt=""/></p>

<p>These two page spreads are great for at-a-glance reading. The PC facing advice also implies how the DM should role play the monster. The beholder here should watch from the shadows, focus fire on an individual and try stay away from melee.</p>

<p>We’re unencumbered by saves, modifiers, conditions and such. The beholder hits with a fear ray? The PC legs it.</p>

<p>YAG has no adventures in the traditional sense, but offers some brain juice for some of the iconic locations in the D&amp;D multiverse. Snippets of rooms and encounters allows more experienced DMs a chance to build on this info and make it their own.</p>

<p><img src="https://i.snap.as/n4OoUCHt.jpg" alt=""/></p>

<p><strong>YAG D&amp;D RULES</strong></p>

<p>My own version, that I’m calling the YAG edition, follows a loose set of mechanics.</p>

<p>Whenever you want to do something roll a d6 per level and take the highest. On a 5+ you do it. If you’re good at that thing you succeed on an 4+.</p>

<p>In a fight use the fiction. Go around in a circle and state what you’re doing and how you’re doing it. If you’re attacking roll a d6 per level. Get the monster’s danger level or above to hit it. Do 1 damage or 2-3 if the monster has a weakness. The monster attacks you in the same way, rolling a d6 per danger level and trying to beat your level. Most monsters do 1 damage, but special abilities may do 2-3.</p>

<p>Character hit points are 5, increasing by 2 per level. Monster HP is twice its danger level. If the monster has armour add a few extra HP (like 3HP for heavy armour or 1HP for light). Do the same with characters. At 0HP the monster dies. At 0HP a character is unconscous and will die if not treated in an hour per level.</p>

<p>Level up when it makes sense, usually after a pivotal moment.</p>

<p>Magic users have 1 spell per level, usable once per day. If it deals damage the DM states how much. Spells are usually instant or don’t last more than an hour.</p>

<p>If you don’t know if something’s going to happen, roll a d6. On 4+ it happens.</p>

<p>That’s it really. Just play the world. The DM has the final say but will always be fair.</p>
]]></content:encoded>
      <guid>https://trollish-delver.writeas.com/the-best-edition-of-dandd-isnt-what-you-think</guid>
      <pubDate>Fri, 16 May 2025 17:14:46 +0000</pubDate>
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