Friday, July 1, 2022

Blood Red Pinups

I've been on a bit of a pinup art kick lately. Just in case you're into pinup art, check out my other blog Blood Red Pinups, my Twitter of a similar name, and my Instagram also of a similar name. I don't have a Facebook just for pinups. I figure this is enough. I seem to get the most engagement on the Insta account, but the Twitter one is not nearly as old. Plus I only do this sporadically and only for fun.

Then again I do everything related to art and games for fun.

Saturday, June 18, 2022

Weird Tales NRA

This is really interesting. I never noticed that some issues of Weird Tales had an NRA logo. So I looked it up and I ran across this blog post where a woman had done the same thing a few years ago.

Long story short, it looks like the NRA being represented on Weird Tales is the National Recovery Administration, not the rifle people. This other NRA was an organization created during FDR's administration to help facilitate negotiations between workers and employers and to set prices and fair practices, and so forth. Ostensibly, an organization meant to mitigate the worst instincts of capitalism with relation to workers and bosses. Not exactly the kind of thing the rifle people are interested in.

This cover is from 1934. The NRA (not the gun one) was created in 1933. I don't know much more about it, I just found it very interesting. One of those "Well HUH" moments for me since I do love looking at Weird Tales covers but I never paid attention to this.

Thursday, June 16, 2022

Hunter Ravn

I did a few comic panels recently. Started out as a guide to my fantasy world of Yria. I have no idea where this is heading now.

The character Hunter Ravn was formerly Hunter Raven... but I left out the "e" on the inked version and didn't want to adjust digitally. So now he's officially Hunter Ravn. Maybe that's why I took the whole thing in a slightly different direction. Is this God of the North a frat dude?

Anyway, I've just been having fun with my old traditional art tools and these panels were an excuse to use them. Digital colors to follow...

Sunday, June 5, 2022


Here's a sketch and a monster block for Doomslakers B/X.


Armor Class: 5 [14]

No. Enc: 2d6

Hit Dice: 3 (14 hp)

Save: F3

Move: 50’

Morale: 9

Attacks: 1 x beak or kick

Treasure Type: Nil

Damage: 1d8 or 1d6

Alignment: Neutral

XP: 65

These tall creatures walk on long, thin legs, their bulbous eyes keeping constant watch for danger (they can only be surprised on a roll of 1 on 1d6). They navigate swamps and ponds and leap over small walls or obstacles with ease, even when carrying a rider. They will kick to defend themselves, reaching as far as a polearm. But once the threat is closer they will strike with their savage, sharp beak. If a beakadon scores a natural 20 on a beak attack, something on the target will be broken (helmet, shield, armor, weapon, etc.). In the case where the target has no items other than clothing, they will lose the use of a random limb for 1 day (roll 1d4 to determine).

Beakadons are easily trained to carry riders or gear and cost twice as much as a horse. Even wild beakadons can be quickly trained to carry a mount. But when attempting to ride one for the first time, the PC must make a Charisma check. If the check fails, the creature will attack the PC. This will continue until the check is made.

The meat of this animal is delicious and sweet. It is highly valued in regions where the creature is not native. But in lands where beakadons roam wild, it is considered to be bad luck to eat them.

Monday, May 30, 2022

The Paint Job

No, this post is not about painting or art. It's about old school gaming, house rules, and hacks. It's a bit meandering. Apologies.

I've been thinking about the many, many ways I've hacked B/X to make it play closer to my ideal way. This is no more evident than in all the different posts I've made about fixing the broken Thief class.

I've been working on various ways to alter the standard rules for my upcoming Doomslakers B/X project. I have wrestled with lots of ideas and found them all too fiddly, too trivial, or just too much.

Lately I've hit upon an idea that seems promising, though. It's a simple one, nothing rocket-science about it.

Instead of hacking the rules, maybe I'll just present my "meta rules" as an option, then keep the rest of the content more-or-less defaulting to the standard rules. For my own games, I use the meta rules, But you don't have to.

Most obvious example is luck. I always include some kind of luck mechanic in my games because I feel like without some degree of direct player-facing mechanic other than mechanics tied explicitly to character action, players often feel frustrated by game play. I know I do, and this is why I include such mechanics.

But luck doesn't modify existing rules, it just goes on top of them like a nice paint job.

What other kinds of rules could function in this way?

Well, Death or Debasement is definitely going to be part of the project. This comes from GOZR. It basically says when your PC dies, you get to decide if they are actually dead or not. I mean, why not? It's your character, after all.

Choosing Debasement means your PC is miraculously alive, has 1 hit point, and will be down for 1d6 rounds (probably out of the fight). Alternatively, perhaps they need to pass a Death save to recover and act.

Choosing Death means they are dead and you get some minor perk for your next PC, such as a bonus to an ability score or something.

Meaningful choices. More interesting that flat out death at zero hp.

EDIT: Choosing Debasement also means you randomly roll (or maybe choose) one permanent effect, such as losing some HP, dropping in an ability score, or something more in-world, such as losing a hand or whatever. Surviving death isn't free.

Another meta rule concept isn't so much a meta rule as a setting rule. Not unlike the old AD&D 2e "kits", the setting itself will modify character classes and PCs with choices the player can make, such as rolling on random character traits tables.

Here's where the Thief gets a lot of love, too. Because in Yria, the world of Doomslakers and Black Pudding, all Thieves are trained by a guild and there are five guilds, one for each city. And each guild's training impacts a Thief's skills and abilities in specific ways. The player who chooses Darkmirth as their guild (and perhaps home city) will be much better at stealth while the Thief of Kanebok may be more acrobatic and better at stunts. For example.

The net result of all this is that to play games set in Yria or to just mine Yria for ideas and adventures you don't have to adopt any of the meta rules if you don't wanna. It's fine. My feelings will be hurt but that's ok.

I'll ramble more later.

GOZR Kickstarter Finished!

Well, the GOZR Kickstarter is over and it was very successful. Thank you to everyone who jumped in, shared, commented, liked, etc. My gratitude is eternal! You are truly the ugly ones.

Peter said he is going to offer a pre-order option for late backers, in case you missed out. Just keep your eyes on the link above.

Up From Hell

Zasto Filistian, wizard of Seapath, returns from a trip to Hell, emerging from a sewer well. His mind struggles to contain the lost spell of immortality, the object of his quest. His imps offer him a special book in which to transcribe the spell (and a towel).

The city of Seapath is one of the five cities of Yria. It is perhaps the most accessible city, especially for the low-minded and adventure-ready. It is sprawled across a mountain pass leading to the western seas and you can see it in all its glory on the cover of Black Pudding #5. Note the angry assault by Url'Armagog, one of the Children of the Worm Witch, his slumber disturbed from the depths of Lake Drowning.

Ah, Yria.

You know how every Dungeon Master worth their salt has a world of their own? It's true. Mine started the day I learned about the existence of D&D. I spent my first few years as a gamer gaming alone. I spent countless hours in my room making D&D characters, writing elaborate histories, drawing them, making ornate character sheets for them, and running them through solo adventures. Eventually I compiled all my notes and ideas into a three ring binder labeled "Midaka", my campaign world.

This morphed over time. Much of the juvenility of Midaka was left by the side of the road on my journey into proper adult elfgamehood. But much of the DNA is still there, along with all the other stuff I've added over the many years.

Sometime around the mid-2000s I had an explosion of ideas that lead to the Pan-Gea comic book and the creation of Yria - my fantasy RPG "campaign setting".

Sometime soon, perhaps in 2022, I hope to create an iteration of the setting for proper use in fantasy TTRPGs. A reference work, a user's manual, a tome of inspiration (or two). Working title has been "Doomslakers B/X" for a while, but I'm not sure what will stick. What makes the most sense is to just call it Yria. Not a D&D Gazetteer style work full of epic levels of detail, but more of a art-before-function work of inspirational material very lightly sketching out a fantasy world. The imagery will do most of the talking. Random tables will fill in most of the detail. The actual prose bits will be more akin to what you see in X1: Isle of Dread... short and high level, more a collection of descriptors than a fleshed out narrative.

But we'll see how it goes.

Thursday, May 26, 2022

On the Hunt

Hmmm... something big has passed this way, just before the rains.

I'm considering this for the cover of Black Pudding 7. Yes, I am working on the new issue again.

Wednesday, May 18, 2022

Space Time?

While the GOZR Kickstarter is still going, of course I'm working on entirely other stuff. Namely, my space game.

Working title is ZSF, Zoa Space Fantasy. This is the setting from Supercalla and Cozmic Metal Heads, but instead of going with Troika! (much love) I'm going to make it another original game system. I'm having fun making original games, might as well ride that high.

This time I don't plan to hand letter the thing. It'll probably be a more traditionally laid out book. But the visual inspirations are 70s era art albums and art books... so the plan is for every page to be art. Lots of full page pieces, lots of small pieces. Not so much density of text per page. Something like 50/50 art book/RPG guide.

This cartoon world has lived in my head and in a couple of RPG books for years. It'll be fun to put it into yet another form, one that I can claim entirely as my own. I've been noodling and doodling this for the last week or so. Kind of excited about it. Kind of the same sort of feeling I had when I started working on GOZR.

Of course this could all change. I am a slave to my whims, after all. I might drift away from this. Hell, I really do need to get back to my OSR book and FINISH IT. But we'll see.

Let's talk about mechanics.

How do you decide what kind of mechanics a game needs? I don't know. But I have an idea about how to start.

First, what is the game about? In this case it's space opera with a strong 70s heavy metal aesthetic. What might characters in such a game be doing? Flying in space ships, fighting weird monsters, dealing with space wizards, making deals with demons, and contending with strange robots. In fact, the words "weird", "strange", and "cosmic" seem to pop up a lot when I think about this thing.

So I am starting with a list of actions. PCs in ZSF will:

Shoot (load, aim, fire, reload, and duck)
Talk (charisma, persuasion, negotiation, etc.)
Operate (machines, robots, computers, etc.)
Fight (punch, kick, tackle, bash, etc.)
Explore (perception, instinct, toughness, etc.)
Drive (ships, cars, bikes, etc.)

I think that covers the important bases. I wanted it to spell out something badass. "STOFED" is as close as I came.

What I like about this is that it strongly implies the game theme. It's a game "about" flying through space and doing action shit.

The primary mechanic (I really dislike the term "core mechanic" for some reason) is, for now, to roll d20 and add your modifiers vs. the GM's* roll. High roll wins.

So the whole hit point thing...

I have wrestled with this. I actually like hit points and damage as a mechanic (I used it in GOZR). But since I'm making an original game system, I might as well think about trying something different.

Right now I'm messing around with a mechanic from the least likely place of all... my stupid little game Lizards vs. Wizards. In that game, when you get hurt you simply roll a d100 vs. your survival trait. If you fail, you are a dead lizard. No hit point tracking at all. So I thinks to myself... why not? This is a space game, which means it is also, in some ways, a western. That is, when you get shot by a laser pistol you should probably almost certainly DIE.

Of course I don't want ZSF to be as slapstick and cartoonish as LvW. There's a trick to it. Yes, it is going to be a game where you can get shot and die with one die roll. But a Luck mechanic is also in place. Not luck points, as I usually like to do. More of a limitless luck roll. The trade off is that failing the luck roll causes instant bad luck for all the PCs.

Anyway... more on all that later.

*Ok, I'm actually planning to call the GM "Spacelord". Because fuck why not? It's a SPACE GAME. And nobody cares anyway.

Thursday, May 5, 2022

GOZR Goes Live

GOZR Kickstarter is LIVE! Funded quickly, per the dictate of Mother Gooz.

If you haven't backed this sci-fantasy romp RPG, maybe consider doing so. If you can't, that's ok too. I still love you very much.

Sunday, May 1, 2022

GOZR Print Test

I received a few copies of the GOZR print test from Squarehex. They look VERY NICE. The heavier paper and coating really makes the colors pop. It just feels good in my hand.

And a huge plus to me is that you can open it up and press it flat and it will remain open to the page you wanted. Very cool.

Kickstarter launches in a few days...

Tuesday, April 26, 2022

GOZR Pre-Launch

GOZR Kickstarter pre-launch is live. Bookmark it!

Weirdos. Guns. Wizards, Robots. Monsters. Random tables. This one has it all. Organized in a handy-dandy chaotic explosion of hand-drawn madness.

Saturday, April 23, 2022

Budda Budd!


A GOZR image. Not part of the book, but perhaps it'll go into the next one or be a poster in the Kickstarter.

Friday, April 15, 2022

GOZR Kickstarter Coming

I'm happy to say I'm working with Peter Regan of Squarehex to do a GOZR Kickstarter! I was on the fence about doing this, but Peter's experience won me over.

Details will be announced soon. The KS will offer your choice of soft or hard cover. It'll be nice. Stay tuned.

Tuesday, April 5, 2022

GOZR Lulu Copy

I got my print proof of GOZR today! It looks pretty slick. However, my main issue is that Lulu charged about three times as much for these as they cost from Ka-Blam. I am not sure why. So I've ordered some copies from Ka-Blam too. When they come in I'll compare the quality and then I'll know. In the end, unless Ka-Blam has went downhill since last time I used them, I'll probably just use them for POD.

Sunday, March 20, 2022


Here we are in a new year! Well.. we're 3 months into it now, I suppose. I'm always a little behind the times. Anyway, what do I want to accomplish, creatively, in 2022? Let's explore this question.

I love to do a few things, generally:

1. Draw stuff. Whatever the fuck I want to draw. I hope to do this as much as possible in 2022.

2. Make shit up. The great magic of RPGs is their potential. Every game could be a million and one things. I want to make up a million and one things.

3. Publish stuff. I have been self-publishing books and zines and comics since 1988 (87??). It fills me with joy and pride to hold the finished book in my hands. I do not believe I published anything in 2021 so I'm really hoping to get some books out in 2022.

So far this year I've been mostly focused on design, writing, layout for a few books. At this time, there are at least 3 books I could finish and publish this year. GOZR (finished, just working on the publishing end), Doomslaker B/X (tons of work, mostly done), and Hellion Cross (my third Troika! book, probably 75% complete).

I have this crazy notion that not only might I publish those 3 books in 2022, I might also publish a 4th book... a pinup art book. But that's a distant possibility. I have the material, of course.

This all depends on my energy and focus. But I can tell you that GOZR is done and will be out in the world within a few weeks. The other books are largely finished, but still need a lot of work. So who knows? By next month I might be in a death metal band living in Spain. I dunno.

Sunday, March 13, 2022

Blue Gooz

Here's a blue gooz with their spiffy helmet.

The game is finished. Now I'm considering the ways in which to publish it. Current thinking is to get it printed through Mixam and sell via Etsy. This feels like a fairly simple way to move forward. The reason I haven't went POD, which I do prefer, is because of the lack of the ability to print inside covers.

I could go with a comic printer, like Kablam or ComiXpress. But then I'm outside of the insular TTRPG community.

Still thinking.

Friday, March 4, 2022

Basingstoke's Butterfly Knife

There was a very crucial weapon missing from GOZR. A mistake I have now corrected.

What's a sci-fantasy full of ugly gooz going to be without a god damn butterfly knife?

Thanks to Chuck Whelon, this guy has a name:


Sunday, February 27, 2022

Luck Mechanics


GOZR includes a meta-game system of GOOZ. GOOZ is luck points. Every game using luck points has its own name for the mechanic. Mörk Borg calls it Omens, DCC has the Luck ability, Top Secret had Fame and Fortune, modern D&D has Inspiration, etc. These are all different systems but the core idea of luck points is that it is a player’s resource, not embedded in the root mechanics of the game-story. Meaning this is a rule that is applied outside the story itself... thus a meta mechanic.

I love luck points. I have included them in every game design or campaign I’ve ran since probably 2008 or so. In my experience, this type of mechanic has been universally enjoyed by players. When I play a game that I’m not running, I always feel weirdly constrained if there is no luck point type of mechanic in use. For example, when playing classic D&D you have moments where your image of what's happening is epic but you roll a god damn 2. Ok, fine. It's a game. But if I have the option of expending a meta resource like a luck point and re-roll that die, I'm a much happier player. Even if I miss the second roll too.

One of the coolest things about a luck point system is that you can have one that will literally work for any game. Very simple: You have 3 Luck Points. They replenish between adventures, sessions, or at whatever cadence makes sense for the game. You spend 1 to re-roll a die of your choice. That's it. Drop it on Runequest, Warhammer, D&D, Paranoia, Star Wars, or whatever you like. It's not enough to break anything but it is enough to give players a little knob to turn... which feels pretty good, actually.

Some common arguments against luck points:

"The dice already account for luck"

This one is weird. Because luck points are necessarily meta - they are not embedded in the basic mechanics. They are a player-facing resource, not a character-facing resource. They exist on top of the normal rules. So the normal dice rolls, while they do of course have randomness and therefore you can "get lucky" are not at all the same damn thing.

"Players need to just deal with bad outcomes"

This is just bullshit nonsense. It's a game. People carve out time to sit and have a fun time. Especially if its an adventure game where the player anticipates being heroic or awesome, then why on earth would a GM want to go out of their way to make that outcome less likely? Of course you don't have to add luck to your games, but actively opposing it could be a sign that you're being a dickhead if your rationale is "suck it up buttercup".

"Luck mechanics break the game"

Not if you account for their use. If me being able to re-roll a few dice per session breaks your game then maybe its your game that has a problem. I dunno. Of course this depends on the game. I'm thinking of a fairly narrow style of gaming (adventure gaming). I'm sure there are types of games where, perhaps, only a few dice rolls are made at all and being able to re-roll them skews the results away from the intended experience. I can understand that.

But D&D is not that kind of game. Luck points do not break D&D nor any similar kind of game.

When I designed GOZR’s GOOZ system I made decisions about the core game mechanics to lean them slightly toward the difficult/lethal side. GOOZ is on top of that, providing players with a potent way to skillfully and artfully avoid some of the pain that the system might bring. It’s a swingy system, which is why giving players a meta currency is important. The nasty assassin robot got initiative and might one-shot kill you? FUUUCK THAT. Spend a GOOZ to steal the initiative. But oops… you spent your last GOOZ a few minutes ago to do a wicked stunt. You might be fucked now.

But at least you had a god damn choice, right?

Jon Peterson has a great post about the history of luck mechanics here.


OK, time to let the Doomslakers B/X book simmer for a bit while I circle back to fuckin' GOZR!

The pages are back on my drawing board for hopefully final edits. Maybe I can put this bastard out into the wild soon. I had taken a step back from it while playtesting was happening and in order to give myself some breathing room. Now I'm feeling it again and things are looking up for the ugly gooz.

During playtesting, I would update the document with rules tweaks and clarifications and name each iteration alphabetically. I am super duper thankful that my friends Andy Solberg and Dyson Logos each ran GOZR for different groups and provided valuable feedback. I was a player in Andy's game, which as a real stress test for the system as we adventured around Andy's wonderfully silly Gooz York. I think Dyson's playtest, which I wasn't in, was more directly based on the Den sequence from Heavy Metal - probably the chief inspiration for GOZR in the first place.

Saturday, February 26, 2022

Doff Holtzwagger

This is my character, Doff Holtzwagger, from Mike Evans' DIY game. He's a real asshole. He might die, and that's probably ok. (Doff, not Mike. Mike is good.)

Thursday, February 10, 2022

Yeah But Thief Skills...

My current thinking for Doomslakers B/X Thieves is to keep to the original class but grant substantial perks based on Guild affiliation.

But I may also include an optional rule that I also quite like (and probably would use more, if I'm being honest).

Ability Check Thief Skills

All Thief skills are based on Ability checks. Each skill is linked to a particular Ability score. Dexterity is very important, but other Abilities also come into play. If two Abilities are listed, then the Thief must pass a check on both in order to be successful. If a choice is given, the player chooses which Ability to use (this decision is permanent).

Open Locks (Dex, Wis)

Remove Traps (Dex, Wis)

Pick Pockets (Dex, [Wis])*

Move Silently (Dex)

Climb Sheer Surfaces (Dex or Str)

Hide in Shadows (Dex)

Hear Noise (Wis)

Disguise (Cha, [Wis])*

Evade (Dex)

Forgery (Int)

Read Lang (Int)

Use Scrolls (Int)

Poison (Int, Con)

Mimicry (Cha)

*If the target’s level is higher than the Thief’s level, the Thief must also pass a Wisdom check to be successful.

The Thief gains +1 to one skill category per level, applicable to the Ability score for purposes of the Ability check (or just subtract it from the die roll). The Thief’s Guild also modifies Skills in particular ways.

Sunday, January 30, 2022


Working on the monster section for the upcoming Doomslakers B/X book. I have been maintaining a monster document since around 2014, coded in Labyrinth Lord. So most of the monsters going into this book are from that document, updated to my current taste.

Here's an example critter that I kinda like. It's a monster that offers no threat to the party and has no treasure. But harming it is a very bad idea. In fact, if the party harms a burer the only rational thing they can do next is find a quiet room and lay low for three days. 


Armor Class: 9 [10]

No. Enc: 1d6

Hit Dice: 1 (3 hp)

Save: F1

Move: 40’

Morale: 4

Attacks: Nil

Treasure Type: Nil

Damage: Nil

Alignment: Neutral

XP: 0

This weird little potato-shaped creature lives in dens where it snuggles with mates for weeks at a time before surfacing to find some tasty butterflies and hummingbirds. It has no real defensive capabilities, but is a creature of blessed magic.

If the burer is spoken to, it will reply in perfect local dialect. The creature will go on a bit, talking at length about local happenings and revealing 1d4 local secrets of relevance to the party. On a roll of 4, the fourth secret will be the location of a treasure horde.

Any party that harms a burer will suffer 3 days of bad luck during which all random encounters do happen and all healing rolls yield a minimum result.

Saturday, January 29, 2022

TSR Style Guides

I posted on Twitter asking for the name of a particular style guide for TSR-era D&D books. Got a few replies so I thought I'd just collect these in one post. Anyone has some other examples, let me know in the comments and I'll add them.

These guides help you figure out how to make a book look like a certain style that you love. Some folks are not keen on doing this, which is fine. I always talk a big talk about doing it but in the end I tend to go my own way. But I have much respect for people who pull it off nicely.

The best one I know of is A Brief Study of TSR Book Design from Sine Nomine Publishing. This one is fat and filled with delicious information and advice.


TSR Fonts

TSR & WotC Font FAQ

Saturday, January 22, 2022

The Original Backstabber

When I talk about fixing the B/X D&D Thief class for Doomslakers B/X I'm not really talking about changing it too much. At least that's not what I want to do. This is why I don't embrace any of the more radical changes such as gutting the entire percentile system out of it.

No, what I want is to use the original class pretty much as-is, but layer on some additional perks and options that make the class more appealing and fun to play. I know a lot of people will argue that it's fun to play the original Thief without any house rules, and that's fine if it's your jam. Personally I just don't want to play a fantasy character who has a 10% chance to do the one thing they are "good" at doing. And I am really not sure why the original designers went with such a dreadful way of thinking. Maybe they assumed very low level play would be only a tiny portion and most people would play at over 10th level? I dunno. In my experience most people play between 1 and 9.

Anyway... I've mentioned a shitload of Thief house rules, because it's fairly easy to house rule this game into the stone age. But for Doomslakers I really want to keep that class unchanged as much as possible.

So my current thinking is that the setting itself will provide the layers of perks and house rules. It is a setting book, after all, not a generic manual. So when you roll up a Doomslakers Thief you'll choose a Guild and there are only a small number of Guilds in the world. Each has its own secrets. So the Guild you pick will modify your base skill ratings and grant you certain additional perks. THIS SHIT IS FUN.

Why do I want to avoid changing the original classes? Particularly the class tables...

Because Doomslakers B/X is a love letter, if I'm being completely saccharine. It is meant to be a 64 page saddle stitched book you can use in direct conjunction with the original game books (or OSE, Lab Lord, etc... you know the drill). It is a resource for that game not an altogether new game. It stems from the B/X 64 Challenge from the G+ days where I suggested that people should try to create a B/X supplement in 64 pages within 6 months (or something like that).

Saturday, January 15, 2022

Alternate Ability Rolling Method

Here's something for Black Pudding 7. I haven't used this in play, but of course I played around with it myself and kinda dig it. Maybe it's not new, I'm not sure. I hadn't seen it.

This method does not get you a nice bell curve. For example, it's far easier to get an 18 since it is a 1 in 8 chance. If I was "gaming the system" with this, I'd just always roll that d8. Which, of course, is totally valid. It's your choice. You aren't breaking anything

Just rolling the d4 all the way gives you an average PC that has no negative and three +1 stats... which is pretty nice too.

EDIT: I posted this in haste from an old thing I forgot about and it has shitty formatting so you should ignore it. I didn't proofread bc nobody got time for that.

Friday, January 14, 2022

Doomslakers Elf

For the Doomslakers B/X book, my Elf class tweaks are kind of like this.

1. Lawful Elves are the keepers of tradition and knowledge, very concerned with preservation of history and continuity of the world. They are very tall, often lean. Like creepy long and alien in some ways. Maybe called "high elves".

2. Chaotic Elfs (not spelled "elves") are absolutely not concerned with that shit. They are very short and have a preference for the physical pleasures. Maybe called "low elfs".

3. Neutral Elves don't have a dog in the fight and tend to be slightly shorter than humans.

Lawfuls and Chaotics also have minor tweaks to ability scores but otherwise the class is unchanged.

This is in contrast to the Magic-User, which is significantly changed. Current plan is to replace it with the Wizard class but honestly that's just semantics. We'll see.

Saturday, January 8, 2022

Doom Gong Dungeon sketch

 I'm working on an image for the DCC RPG Doom Gong Dungeon which should show up in a future Goodman Games Gazette.

DCC is actually the game that drew me back into gaming and into the OSR scene back in 2012-2013 (I can't remember the exact year to be honest). I played the hell out of DCC for a number of years, running a handful of wild and fun campaigns that always seems to end up in space and/or with a giant ape or dinosaur. Fun times.

Thursday, January 6, 2022