I’ve talked about my personal history with the ‘Old School Renaissance’ or ‘Old School Revival’ (OSR) in the past at this blog (e.g., see this post from 2022). But some reflection on the games that I’ve been playing in recent years has prompted me to scribble some further thoughts. (My apologies for being a bit self-indulgent here …)
28 February 2026
There and Back Again: My Circular Role-playing Journey
27 December 2025
An Old School Warhammer Against the Darkmaster in 2026
I thought I would mention here that the guys at Open Ended Games have posted a short (~23 minutes) end-of-year "Questions & Answers" video on Youtube.
The most noteworthy piece of news to come out of the Q&A, in my opinion, is that in 2026 we will see a VsD city adventure -- Trouble in Greyport -- from legendary game designer Graeme Davis (who is most famous for his work on Warhammer Fantasy Roleplay, but has written for many other systems as well). I'm really looking forward to reading this module and hope that it will have a little of that old school "grim and perilous" Warhammer flavour!
Also coming out is an adventure set in some "badlands" or wastes for higher level characters (levels 7-10) by Gabe Dybing (whose previous VsD module is The Crown of Castle Cynehelm). I look forward to checking this out as well, especially given that there is not much available for VsD in this level range (probably only the latter part of the epic Secrets of the Golden Throne campaign).
Some kind of supplement for higher-level (10+) characters is in the works but is unlikely to come out in 2026.
Overall, the wheels keep turning for VsD. I liked both of the adventures that came out in 2025: The Crown of Castle Cynehelm and the dwarf-focused The Mines of Kor-Khazan. Both have a (more or less) "sandbox" (or "setting" + "situation") structure to them, with the course of action very much in the hands of the players. But I do wish that the maps in OEG's adventures would include proper scales!
19 October 2025
To Do List: Middle-earth and Greyhawk campaign notes; a new Lyonesse character
I’ve sadly neglected this blog over the past two months. But I have not been (entirely) idle – indeed, I’ve been quite busy running my two campaigns.
One of them – Against the Witch-King – wrapped up two weeks ago. Or more precisely, it’s now on hiatus. A suitably epic conclusion – an audience with King Arvedui of Arthedain, following the completion of many important tasks – has brought things to an end for the time being. But the campaign will resume nine years later in “game time” – after a (hopefully not as long) break in “real time.” The final session of the current part of the campaign took place in the spring of 1965 of the Third Age; the campaign will resume (after the break) in early 1974. The characters all accomplished what they set out to do (a year earlier in game time; over two years ago in real time). But, as those of you familiar with the history of Middle-earth likely know, things become a bit “intense” in Eriador in 1974! So, while I need a rest from running this campaign, I’m determined to resume it at some point to see how Angmar’s final assault plays out.
Depressingly, I’ve fallen far behind in my campaign logs for both of the campaigns that I’ve been running over the past two-plus years, and especially for my Middle-earth one. Instead of writing entries as detailed as the first two for the Against the Witch-King campaign (1 and 2), I’ll try to write a brief overview of what happened, something like what I did when I encountered a similar problem (falling hopelessly behind) in my earlier Middle-earth campaign.
I really don’t like leaving my campaign logs unfinished! Even a truncated summary of what happened in the adventures is better than just leaving it incomplete – for my own future recollection, if nothing else, although I hope that at least a few other people might find the logs interesting.
This thought reminds me that I never finished the log for the Greyhawk Classics campaign that I ran a few years ago. While running that campaign made me realize that I rather dislike the 5th edition Dungeons & Dragons system, the role-playing aspects of the campaign were nonetheless a lot of fun, and I really should explain how everything wrapped up – including why ultimately the characters never actually went into the Temple of Elemental Evil.
[A modified portion of Darlene's famous World of Greyhawk map.]
The Against the Witch-King group will soon be starting a new campaign, using the Lyonesse system and setting (the system is an adaptation of Mythras). I’m quite excited about this – not only because it’ll be nice to have the opportunity to be a player again (while still running my other campaign), but also because Jack Vance’s Lyonesse trilogy is one of my all-time favourites. I’m presently putting the final touches on a rather fun and intriguing character – a former apprentice of the dreadful wizard Tamurello. If you’re curious about the game, here is a brief interview with one of the authors (and my GM) Lawrence Whitaker.Vancian times ahead!
27 July 2025
Against the Court of Urdor – Part 5
Misty Vale, Queen Blàithnaid’s Elfstone, and the Warden’s Pendant
Our heroes – Einar Quicksilver, the Green Elf rogue of Koronande, and Kiren Hammerstone, the Dwarf animist from the Halls of Pale Steel – have endured many things over the past month. They have travelled from the fair tree city of Tauronde to the Cursed Lands that lie between the realms of Tantûrak, Koronande, and Taaliraan. And in the Cursed Lands they have escaped capture and have journeyed to a number of places, from isolated havens of civilization to terrible dwellings of redcaps, trolls, and bandits. These adventures are related in the earlier installments of this log (parts 1, 2, 3, and 4).
We rejoin the adventuring duo as they break their fast in the Blazing Hearth Inn in the town of Soggy Fields on the 22nd day of February, in the 1000th year of the Second Age of Humanity. They aim to fulfil their promise to the ghost of Prince Berethil by returning the crown of white branches to the prince’s sister Queen Blàithnaid. The queen once ruled northern Taaliraan but disappeared following the terrible battle at the end of the First Age of Humanity, after which most of the Green Elves of the land departed for either Koronande or southern Taaliraan, and the region became known as the “Cursed Lands.” Prince Berethil’s ghost assured the adventurers that his sister lingers still on this mortal plane somewhere within the Lake of Mists.
February 1000 2AH (Second Age of Humanity) 22nd:
Einar, Kiren, and Kiren’s loyal falcon Miranda, travel from Soggy Fields to the village of Misty Vale. While marching near the Lake of Mists, Kiren discerns a mystical “defensive will” emanating from the lake. Moreover, the water of the lake seems unnaturally cool. The clash between the lake’s cool water and the land’s warm air create the mists for which the region is named. There is something distinctly odd about the place. Perhaps it is a “fragment” from the plane of Faerie?
[Map of Misty Vale in the northeastern Cursed Lands]
- Notice that the crown of Queen Blàithnaid has sprouted white flowers upon nearing the lake.
- Inform Blarth’s father and sister – Balic and Belwyn – of Blarth’s tragic death. The bard’s magical silver harp – “Songbird” – is also returned to his family.
- Learn that a number of villagers recently have gone missing, including: Nevynn “the Wise,” a friend of the Company of the Morning Star (missing for two weeks); Eamon the Warden of the Vale (missing for thirteen days); and Archibold the halfling farmer (missing for one day.) (The adventurers are informed of the last disappearance by Archibold’s weeping wife, Mirabella, while staying at the village’s only inn).
- Learn that the disappearances are widely blamed on the “Beast of the Lake,” as large monstrous footprints have been found near the lakeshore.
- Learn that the new thane of the village – a man of mixed Hathorian and Tantûraki heritage named Wulfric – is popular, even though his claim to the position seems tenuous. Wulfric is accompanied by a company of Tantûraki mercenaries and promises to make the valley safe.
- Are informed by the town crier that there is an award of 100 gold bars for anyone who kills the “Beast of the Lake” and brings peace to the village.
Kiren and Einar avoid Wulfric and his minions. Instead, they visit with Eileen the herbwife, who turns out to have been romantically involved with Eamon (the missing warden) and is deeply suspicious of Wulfric. The adventurers tell Eileen that they eventually must travel to the island on the Lake of Mists. Since Kiren greatly fears drowning – like most dwarves, he is unable to swim – the herbwife offers to prepare a concoction that will enable him to hold his breath for long periods of time. However, it will take her a couple of days to create the complex mixtures. In return, the adventurers agree to investigate the footprints of the “Beast of the Lake” and try to discover what is happening in the Vale.
February 1000 2AH 23rd:
The adventurers leave the village and travel to the cottages near the eastern edges of the lake. There they discuss the recent disappearances with Padraig, who was Eamon’s best friend. Padraig fears that his dear friend is likely dead. And like Eileen, Padraig is deeply suspicious of Wulfric.
The adventurers investigate the strange footprints near the lake. This involves a lot of tracking, marching about, and the like. Eventually they follow the tracks to an old dwarf hold in a hill to the north. The hold’s doors are unopenable, but the tracks end there. The elf’s keen eyes notice that they are replaced by human-sized footprints. The party follows these new prints into the jungle to the east. After many hours, they come upon an isolated hunting cabin. Within the cabin Einar and Kiren discover a trio of ne’er-do-wells: a Tantûraki warrior and two half-orc henchmen. At the side of the cabin are a pair of very large wooden “feet” with straps on them. It turns out that the Tantûraki had been using them to create the fake footprints of the “Beast of the Lake”!
The adventurers light the outhouse on fire, which draws one of the half-orcs out of the cabin to investigate. The half-orc is slain, and the others surrender. Kiren tries to interrogate the other half-orc, fails miserably, and, in his frustration, kills the prisoner in cold blood. The Tantûraki is horrified by the dwarf’s savagery, and offers to tell all that he can to the two adventures it they take an oath to let him go afterwards. Reluctantly the adventurers agree.
From their Tantûraki prisoner, Einar and Kiren learn:
- His name is Ivarr.
- He works for Zepheus the necromancer!
- Wulfric also works for Zepheus, and is in the Vale to obtain the “Stone of Queen Blàithnaid,” also known simply as the “Elfstone,” which the foul necromancer seeks.
- Wulfric slew Eamon in order to obtain the Warden’s pendant, which Wulfric believes will enable him to travel to the island on the Lake of Mists and find the Elfstone.
- Ivarr and his half-orc henchmen slew Archibold, as the halfling had discovered them creating the false footprints. The halfling’s remains were left at the Broken Monolith.
Ivarr vows to leave Zepheus’s service and begin a new life in Dûshera. The party lets him leave, but Kiren instructs his falcon Miranda to follow the Tantûraki blackguard for a day to ensure that he does not turn around and attempt to warn either Wulfric or Zepheus. It would seem that Ivarr took his vow seriously, as he disappears into the northeast, towards Dûshera and away from Misty Vale.
February 1000 2AH 24th:
This day the duo notices that they are being tracked by a cloud of bats while in the jungle and a murder of gorcrows as soon as they return to the valley. Worried that they are being spied upon, Kiren writes a note for Eileen, informing her of all that they have learned. He then uses his magic to speak with Miranda, and instructs the falcon to deliver the message to the herbwife. Hours later Miranda returns with a note from Eileen, informing them that she hasn’t completed the breath-holding concoction yet, and will meet the adventurers the next day at Padraig’s cabin. The adventurers then return to the jungle and manage to evade the dark birds and bats following them. They rest for the night.
February 1000 2AH 25th:
The adventurers travel to Padraig’s cabin. There they wait anxiously for Eileen, who eventually arrives with flasks of her “breath-holding” potion. Padraig provides the duo with a rough map of the outer regions of the island within the Lake of Mists – like all the folk of the Vale, he has never been able to land upon it and so does now know what lies within the isle’s inner reaches. But he notes a steep black rocky hill upon it.
Einar and Kiren row one of Padraig’s boats onto the lake. It is covered in cool mists – clearly, it has an eldritch nature and is out of place in the southlands of Urdor. The mists and waters resist the efforts of the adventurers to approach the isle. Einar makes a plea to the lake, explaining in the Green Elvish tongue that he and his companion desire to return the white branch crown to Queen Blàithnaid. Water spirits of the lake seem to seize the boat and beach it on the northern edge of the island.
The duo begins exploring the island. It is covered in strange trees. Kiren, drawing upon his considerable knowledge of flora, recognize them as “pine trees” not native to the southlands (save the higher regions of the Skyclaw Mountains). Once again, the lake and its isle seem profoundly out of place.
Einar and Kiren head south along a path through the woods. The mists and strange vegetation cause them to become lost. Einar hears the voice of their former pixie companion Neriss calling out to him for help. She tells him that her foot has been caught in the roots of a tree. The two adventures are confused but suspect that the pixie’s voice must be some kind of trick. Eventually Kiren becomes separated from his elvish friend and loses his way. He blows his falcon whistle – and while Einar hears it, he cannot tell where it is from. Nervously, the elf blows the faerie whistle that Neriss gave to him before their separation. The elf continues to hear the pixie pleading for help but is wary of leaving the trail, and so returns to the beach to rest for the night. Kiren and Miranda also rest for the night, lost in the unearthly woods. They are afflicted by an unnatural cold and so relocate. Eventually the cold air subsides.
- Solved the mystery of the “Beast of the Lake.”
- Completed the quest given to them a month ago by the ghost of Prince Berethil.
- Recovered the Elfstone of Queen Blàithnaid.
- Recovered the true Warden’s pendant.
- Obtained the powerful magical sword “the Queen’s Thorn.”
- As always, all posts relevant to this campaign and setting are available at this master page.
- The map of the "Cursed Lands" is from the larger map of "Ardor" by Peter Fenlon (produced for the old ICE campaign module, The Court of Ardor). I've added some locations to the map.
- I drew the map of "Misty Vale" but most of the locations on it are taken from the adventure in the Against the Darkmaster core rulebook.
- The adventure described in this post is based on the "Shadows of the Northern Woods" mini-campaign in the core VsD rulebook. It was heavily modified to fit with my campaign and setting.
- All of the pictures in this post are taken from the core VsD rulebook.
17 June 2025
Reflections on Middle-earth Roleplaying, Rolemaster, Against the Darkmaster, and Art
Back when I was a young lad and able to devote much of my time to role-playing games (late middle-school and high-school), I tried out a wide variety of different systems. Naturally, Dungeons and Dragons – and especially first edition AD&D – was a primary focus, given that it was the great colossus in the hobby during the 1980s, and everyone was familiar with it. But my friends and I also explored other games. We used our allowance money to try out alternatives like Dragonquest, Runequest, Thieves’ Guild, Traveller, Star Frontiers, and others. But our focus remained AD&D; it was the game with which we actually tried to play proper “campaigns” – usually failing for one reason or another, often with “total party kills” consciously or subconsciously engineered by tired or frustrated DMs. In contrast, we typically drifted away from the other systems after a couple of sessions.
About halfway through high-school, though, my group – and especially me in my capacity as Game Master – shifted to Middle-earth Roleplaying (“MERP”). We still played other games – such as Call of Cthulhu and GURPS – but MERP became our main focus. My first “proper” campaign was one that I ran over a summer using MERP. The characters successfully completed a major quest and did some interesting things before my immaturity sadly led me to make some bad decisions that eventually caused the end of the campaign. Nonetheless, I remember it fondly, and parts of it vividly, even after all these years (almost four decades!).
Eventually we tried out Rolemaster as well. And although there were things about it that we liked, it proved less easy to use in play than the comparatively streamlined MERP. Sometimes we ‘mixed-and-matched’ things from the two systems, which was easy to do since MERP was a simplified “Tolkien-ized” version of Rolemaster (the relation between the two systems resembled that of Basic/Expert D&D and AD&D). In particular, the players used the individual weapon charts from Arms Law and spell charts from Spell Law, whereas I relied on the more general charts from MERP as GM.
I continued to occasionally buy MERP and Rolemaster books even when I went to university and stopped playing RPGs regularly for a while. The Shadow World setting, by the highly creative Terry Amthor, especially intrigued me, although I never ran a campaign set in it. I bought the Rolemaster Companions as they were published and spent many hours daydreaming about the numerous options they provided (many of which, I recognized even at the time, were ill-conceived). However, the Middle-earth material remained my favourite.
Given my longstanding interest in Rolemaster, I had known for many years that a new edition was in the works. This new version was ambitiously entitled “Rolemaster Unified” (“RMU”). It promised to “unite” elements of second edition Rolemaster (“RM2e”), the version that was dominant throughout the 1980s and into the early 1990s (later fixed up slightly and republished as Rolemaster Classic [“RMC”] around 2007) and Rolemaster the Standard System (“RMSS”), the even-more-complicated version that was published in the 1990s (a truncated version of which was later published in a single hardcover book, Rolemaster Fantasy Role-playing, with expansion books to cover the rest of system). I won’t delve into the edition differences here, most of which I have forgotten over the years. My perception is the RM2e/RMC remained more popular overall, but that RMSS had (and perhaps still has) strong advocates. Personally, after trying to GM some RMSS sessions about 25 years ago, I concluded that I preferred RM2e/RMC, and preferred MERP to both.
In any case, given my gaming history, I was curious to see what the new version of Rolemaster – RMU – looked like. So, I recently checked out the products at DrivethruRPG. Alas, my curiosity was quickly extinguished. One reason was the price. Four PDFs are needed for the complete game, each of which is quite expensive. Given that I currently am quite happy with Against the Darkmaster (“VsD”) for this kind of game, and was simply curious about the new edition, my reaction was “no thanks.” (The complete rulebook for VsD in PDF is only one quarter the price of the four PDFs needed to play RMU.)
But just as much of a turn off as the price for RMU was the cover art. I would much prefer blank covers than ones graced with those pictures. I sincerely hope that the artist never reads this post, since I may come across as a bit mean here, but those covers are not ones that I would want to have to look at on a regular basis while playing a game every week.
This made me reflect on the high quality of the art that characterized the main ICE (Iron Crown Enterprises) fantasy role-playing games – MERP and Rolemaster – during the company’s heyday from the mid-1980s to the early 1990s. That quality, for the most part, was due to the singular work of Angus McBride, whom I’ve praised many times at this blog in the past, including ranking him as one of the all-time greatest FRPG artists.
That’s not to say that only McBride’s covers were excellent. The cover for the early UK edition of MERP was by Chris Achilleos and expressed a “metal” vision of Middle-earth better than anything else I’ve ever seen. (I remember seeing this cover in an advertisement in the UK gaming magazine White Dwarf back in the day and being bitter that I couldn’t purchase that version of the game in Canada.)
Also with respect to ICE’s Middle-earth line, the map artwork of Peter Fenlon was very important to me (and Fenlon is another artist whom I’ve praised here). Indeed, I spent hours just looking at Fenlon’s maps, thinking about how to detail the various locations on them (at least those that were not already described in the relevant Middle-earth setting books). I continue to cherish and use them to this day.
I’ve mentioned before at this blog that I regard Against the Darkmaster (VsD) to be a worthy successor to MERP. It is not a “clone” – it changes too many things for it to be classified as such. But it is close enough to be readily compatible with MERP. I have had no difficulty in using elements of my MERP collection in both of my current VsD campaigns.
In addition to its rules, VsD is also a worthy successor to MERP with respect to its art. The cover art for the core rulebook by Andrea Piparo is beautiful.
The interior art for VsD is also of a very high quality. And I noticed an homage to one of my favourite McBride covers. (Unfortunately, I do not know which artist is responsible for the black and white picture below. The artists credited for the interior art are: Francesco Saverio Ferrara, Tommaso Galmacci, Rich Longmore, Heraldo Mussolini, Andrea Piparo, and Marcin Ściolny. The McBride picture was originally used for the Lost Realm of Cardolan module, and later used for the large Arnor book, which combined material from several earlier modules, including Cardolan.)
Well, this has been something of a rambling post. I guess that if I were to try to summarize my “key points” they would be:
- I liked MERP and Rolemaster (2nd edition) back in the day.
- Both MERP and Rolemaster, at least after the early days of ICE, benefitted from excellent cover art (primarily by Angus McBride). MERP also benefitted from amazing maps by Peter Fenlon. (The official RM setting, Shadow World, unfortunately did not enjoy as impressive cover or map art.)
- The cover art for the new version of Rolemaster (RMU) is not that great, in my view. The core rules also are quite expensive (even as PDFs). So I’m passing on RMU, at least for the time being.
- The rules for VsD are inspired heavily by MERP – and hence rock. The art for VsD is excellent as well. So I’m quite happy with the game overall – mechanically and aesthetically.
Namárië!
06 May 2025
Bundle of Holding – Against the Darkmaster
28 March 2025
My 2 Campaigns in 2 Paragraphs
06 December 2024
Against the Court of Urdor - Part 4
Blog Archive
About Me
- Akrasia
- I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).