31 December 2025

Year in Review 2025 - Endies Edition

Since the Endies were kicked off by Lady Tabletop, I am going to include those bits in my usual end of year. I am stealing Luck Roll's format as it speaks to me most.

This year in stats:
Live sessions ran as a GM: 56
Live sessions as a player in a group: 14
Games read: 13 close read enough to review, est. double that again skimmed
Number of systems played: 5 (3.5e, 5e, Salvage Union, Fabula Ultima, Levity)
Hours played: 328 hours
Number of groups played with: 8
Number of games purchased: Not tracked for sanity's sake. Est. I filled 1 meter additional shelving.

All told a top-3 year, mostly driven by running the Hexcrawl on Friday nights, underpinned by running Ducal House and a bit of Lizard Kings 2d20, and playing the completion of Rime of the Frostmaiden and homebrew Nirealis campaign. Fewer little opportunistic bits than last year, driven by a huge amount of energy in the early year going into implementing code of conduct for RPGVienna and all the cat-herding involved there.

Most played / least surprising inclusion: D&D 5e .
Funniest game: Hexcrawl25 game - the flying lizard session.
Best personal achievement: Getting the Hexcrawling mechanisms down, seeing the players working with the map without my input.
Most memorable ending: Finishing Rime of the Frostmaiden - squeaky fight to the finish, big feels choice at the end, our DM pulled together a great epilogue.
Most satisfying crunch: Starting to get the hang of the Conan 2d20 system.

On running games

Ducal House - slowed this year, 21 sessions, ~3/4 the time we have spent on it post-pandemic, which was effectively a strong start through to summer and then it has slowed dramatically since - pratically becoming a monthly game. A big 'arc' got resolved in June, tracking down an artefact and slaying the last emissary of a dead god. There was some good old fashioned wilderness bashing, stirring and avoiding entanglements in a whole cats-cradle of fighting factions, and a big aerial fight. An adversary encountered in session three in 2020 was finally slain. Things calmed after that, with some self-contained sessions and an impromptu trip to the moon. We shall continue into year seven, see which big threads get reeled in next.

The Dukes Last Stand, by the Bard


Hexcrawl Dual Mode - a standout success - 30 sessions, 136 hours in the Friday night slot - what I switched from open tables to. The Hexcrawl25 challenge serendipitously crossed my radar just at the point I was looking for something new, I pulled in a roster of vibe-matched regulars and got to kill three birds with one stone - motivating myself to build the hexcrawl, running a back-to-basics sandbox campaign and giving myself an easy way to run stand-alone adventures for 'off-cycle' weeks. Overall, solid success, have to work out some squeak where players split up and then do not proactively regroup but 30 sessions says the formula is generally working.

Lizard Kings 2d20 - an attempt to spin up a second 'online after-hours' campaign, modelled off the successful Southern Reaches game. A lumpy start so far, very high drop-out and cancellations, much, much higher than predicted. Paused in Nov with a view to rebuilding the roster and restarting in 2026. Those sessions that ran were not bad and it did succeed in one primary aim to bring some great commissioned art into play. Ran with Conan 2d20 but one has to ask - all the D&D games go ok, the one non-D&D game I've got, the wheels fall off. To be pondered.

On games played during the year

Rime of the Frostmaiden - we wrapped our campaign - this our monthly online game, the core group I started D&D with in the 90s + the in-house test team + one of our college gaming comrades. We took ~169 hours over 28 sessions to save the Ten Towns and Icewind Dale, our second 5e official campaign to get done in cover-to-cover. Great times, always a treat saving overcoming obstacles with such seasoned, goal-focussed adventurers. I liked Rime quite a lot - we did a lot of thundering around the tundra, uncovered a couple of big mysteries, some of which were tied masterfully into randomly rolled character backstories by our DM, and then rushed about saving the Ten Towns from threats. I played a budding megalomaniac evoker, a danger-close fire-ball slinger who was a Reghed tribesman by background - and being a wizard faithful of Tempus - "never back down from a fight" led to me getting downed 22 times in 28 sessions, including one dead-dead and wish resurrection. Good times, good times.

Niraelis - a new campaign - homebrew from a local DM, play in person with some luxurious pre-game rituals like pot-luck meals beforehand. More character-led and world-exploration driven, we are still in the early phase of unravelling mysteries in this one.

Fabula Ultima - a con-game at the Indie RPG Con organised by the Vienna DM Supergroup. Bufo Bufo, one of the veteran GM's from the Friday night sessions ran Fabula Ultima. It was fun to play the system, rolling with the archetypes, and it was a nice change to do a one-shot of a new system at a con, it has been a while.

Levity - a playtest session with the Vienna GM Supergroup, fun, sort of reminiscent of Royal Blood but a more universal-ised system.

Review of gaming goals

Decent gaming - top 3 year by session count and hours - though I definitely felt the drag of scheduling static more this year than previous - Ducal House, Lizard Kings and Niraelis both suffering from slow patches.

From about April you can see my playcount dropping below what might be expected from previous years as my energy got sapped away by all the nonsense that drove us to stand up the code of conduct for RPGVienna and then dealing with the pushback from it. It seems to have had the desired scarecrow effect as there has been not so much trouble since it was instituted.

Looking back at the goals I set last year to see how things went, it looks pretty good.
"Continue Ducal House - year six!" - that big arc got closed out, things slowed but continued so success.
"Continue Spelljammer Academy at the Friday night drop in games - or pull the plug and try something else by end first quarter." - The answer to this was "pull the plug and do the Hexcrawl" - pulling in a roster of vibe-matched regulars.
"If a new Friday night drop in game is required, maybe something using Ultraviolet Grasslands?" - see above.
"Run more DM'ing 101 to get more new folk happy to try and DM their first game." - only got in one at the start of the year.
"Play more Rime" - done, to great success.
"Try and organise more DM Supergroup" - less done than I might have like but not bad - there was a burst of energy leading up to the Indie RPG con, with a pulse inspired by a false-alarm of Quinns possibly visiting Vienna. After the con, folk relaxed a bit and we did not really pick back up from there.

Blogging has also been more entertaining this year than others - catalysed by Elmcats big project; I think it gave us all a bit more of a sense that there are multiple communities out there, we are not just screaming into the void.

Gaming goals for 2026
Weather the coming of another small householder and return to gaming within the year
Running up to that, conclude Hexcrawl campaign, dismount from Niraelis cleanly
Decide whether to pause Ducal House on a cliff-hanger or some manner of resolution
Try to run more 2d20 Lizard Kings in the New Year, decide if worth maintaining
Do more GM Supergroup, where possible
Hack Your Sector, Your Problem into some form to test at table

29 December 2025

Shiny TTRPG links #257

End the year with more shiny links. For yet more, see last weeks collection or the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch, delinked by request.

Alone in the Labyrinth launches City '26 Megapost

Ben Hollingum on Guinness World Records gives us Inside a Canadian professor's 43-year-old Dungeons & Dragons campaign

Save vs Total Party Kill writes Advice for Running a Hexcrawl, A Decade Too Late

Revivify Games shares How to Run a Sandbox Adventure

Wacky Weasel gives us Universal Character Sheet

Newt Young writes Lions, Foxes, Wolves – A Set of Procedures for Political Play

Seraphim Seraphina asks What do we mean when we say a game “supports” play?

Dragon Peak Publishing Newsletter gives us Hexcrawling non-geographical landscapes

Habeeb shares the infrastructure of magical convenience

Diceless gives us Embracing Colonialist Dungeons

The Madman's Menagerie gives us PEOPLE TO KILL AND HOW THEY WILL KILL YOU (Bandits)

27 December 2025

Hexcrawl '25 Retrospective

tl;dr: finalising my hexcrawl25 run; I enjoyed it a lot, this more structured full-year challenge suited me.

For Hexcrawl25, taking the challenge on I settled on the whole super-hex = 40-mile, hexes are 10-mile, sub-hexes 2.5 mile as my working scale. 10-mile was my restriction as that is what all my existing campaign stuff was done in. I cookie-cut a chunk out of an existing block of the world that exists from Azgaars Fantasy Map Generator and initially dropped a 40-mile grid on it.

This turned out to be *way* too large so the rest of the effort was done using just 'super-hex' A for the challenge - and indeed the campaign I ran.

I used the existing culture, religion, nation and biome maps and then zoomed down on those to generate the many sub-hexes within super-hex A.

Last Mile

24 December 2025

Nominations for GLoGgies 2025

Vivanter of Mediums and Messages is collating the GLoGgies and so I make my nominations below for the best of the GLoGosphere 2025. Deadline for nominations is Jan 5th if you want to make yours.

The Categories
* Best Dungeon Post
* Best Class Post
* Best Monster Post
* Best Rules Post
* Best Lore Post
* Best Theory Post
* Best Other Post

Adapted from Vivanters original

The big theme I have this year is 'tilling the blog-soil' - things that let us get even more use from blogposts past or draw out community participation through blogwagons.

Best Dungeon Post

Converting GLoG Classes into Dungeons by Mediums and Messages.

I like this as a converter that takes one font of creativity (the many, many classes of GLoG) and allows it to serve another purpose, the unending need for dungeons!

Best Class Post

2023 - GLOG classes recap by Salty Goo

For sheer elbow grease, this has to deserve recognition - compiling all the GLoG classes of 2023. Also, gets my thumbs up for helping to bring gems of the past back to the surface - a theme, I support.

Best Monster Post

A Beholder for your Setting - Lantern Heads by Garamondia

A post so good it kicked off a bandwagon, plus a genius monster that has massive potential to make fascinating campaigns and feel eerie but manageable once you figure out their schtick. Top notch stuff, if you give one of my recommendations weight, make it this one.

Best Rules Post

GLoGhack: Masters of the Strait 🏴‍☠️ by Phlox

Comes in both setting-integrated and neutral version.

Best Lore Post

Beyond Iskander’s Gate: Mothership Hack for 923 A.D Central Asia Campaign by Silverarm Press

Strictly Mothership, not GLoG but lots of good stuff here.

Best Theory Post

Pillaging 2016 GLOG by Tabletop Curiosity Cabinet

I wholeheartedly support tilling up the good ideas of earlier years and putting them back into service. Shape and replace thereafter, but at least hasten your progress with the good ideas of before.

Best Other Post

G L Å U G U S T 2 0 2 5 by The Nothic's Eye

Reenergised the GLoGtober event by recognising calendar congestion and shifting it up to the quiet months of summer.

22 December 2025

Shiny TTRPG links #256

Links to some serious thinking as people purge their draft folders before the end of the year. For yet more, see last weeks collection or the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch End of Week links.

Alone in the Labyrinth launches #City26 challenge for next year and also gives us City of 100 Gods, Traders Wake: They Who Store The Grain (35); The Deep One (36).

Viridian Void Productions shares Die Hard is OSR

Binary Star Games gives us Conflict as Motivation and Resolution

Billhook Blog writes In Praise of the Pit

Gorgon Bones shares “Boring” Combat is Fine Actually

Methods & Madness gives us Old school swarms/minions (B/X, OSE, AD&D, etc.)

dungeon doll shares Elves

Kill It With Fire! gives us Rotating Players, Stable PCs Campaign Plan

Habeeb (@beeboobubie) writes the default dungeon is colonial

Afraid of Encounters gives us Anti-colonial Dungeon

The Dododecahedron shares Crossing the Dungeon Rubicon

Patchwork Paladin asks Why Go Hexcrawling?

Old Men Running The World gives us How to get better at improvising

Connecting the Fictional Dots shares The Grand Table of Settings – and a Christmas Game

MurkMail gives us The Stakes of Grimdark

20 December 2025

Apocalypse for thee, but not for us (RPG Blog Carnival )

This month the RPG blog carnival is hosted by Advantage on Arcana and has the topic of The End Times And After - which is an interesting one.

The End Times for a given world are not 'the End of all things' and things continue thereafter - see the weird time epochs collected on Coins and Scrolls or last summers Blog Carnival topic "It Came From Beyond Time" where I went into some of the ways that things can survive through 'deep time'. We also see that 'the end times' of a given people may be little to nothing for their neighbours (d6 Sites of the Long Wars) and also that adventure can be found in the immediate aftermath of the end-times: d12 post-apocalyptic worlds (GLoGtober '22).

Things eventually bounce back - especially when we are dealing with a multiverse teeming with life - even a world burnt to a cinder is briefly a paradise for fire-elementals before turning into a rock suitable for dao, xorn and other rock-creatures.

All this assumes your apocalypse hit hard enough to disrupt the underdark and the oceans, both of which provide vast reservoirs of hardy life which can re-seed a devastated land.

Menagerieworld has four great extinction events - where "the fate lines pinched out" - running back to the distant past. Multiple devastating conflicts and continent shaking events barely register on such a scale.

One can have truly global 'end times' with nuclear winters, the fading of life and the long wait for re-seeding from the seas, underdark, wildspace of the planes - but one can get most of the same adventurable bang-for-buck from a continental apocalypse; sufficiently large that it is practically beyond escaping but still leaving the possibility of remnants out there.

One kind of 'post apocalypse as we don't generally understand them' is something unique to our fantasy realms - where a thriving civilization can essentially be cut down while its neighbours or even some of its citizens carry on.

d6 possible 'post-apocalyptic' games
1. The elves of this world all just withered away - their soul-tree in Arvandor died. What is found in their forest holds? What treasures slipped from their fingers? What gates they held barred now fall open?
2. An illithid invasion swept this world, nautiloids hang in the skies and subterranean cities are being constructed. You are one of the inedible races - warforged, plasmoids, dhampir - carve out a niche in the new order
3. The seas rose, much has drowned - you are in one of the few remaining spots of protruding land - adapt to this new water world and its now pre-eminent aquatic masters
4. Princes of Undeath - you and your peers have out-lasted the mortals, as was always the plan. They had some ragnarok, all souls went on and now, finally, the gameboard is clear and long-held grand ambitions can be pursued
5. The great chill - volcanic plumes have darkened the skies, sufficient to hold off the baleful sun - forests spread, the deserts shrink, the claw-locked grip of the lizard-folk empire are loosened. As they skulk off into hibernation or away to warmer climes, what to do?
6. The great migration - everyone just up and left, reasons unknown. Rumours of strange heralds beckoning and driving all through portals that opened everywhere. Are they gone for good? If not, when will they return?

The broad theme here is a massive shake to the system that opens a window for outsiders to potentially forge a new destiny in the abandoned palaces or ruins of the old.

17 December 2025

Review: Green Corridor

tl;dr: an eco-restoration-themed map-crawler pamphlet game with some interesting resouce balancing mechanics.

I looked at this as a part of Capsule Reviews #9: HELLO//GOODBYE Charity Bundle but a chance draw from a review round-robin has geas-ed me to take another look - so let us delve deeper.

GREEN CORRIDOR has up to five players be agents of REWIND, a group of survivors of the climate catastrophe and corporatism that has ravaged the world. Agents seek out pockets of The Green, habitable regions where people and wildlife can flourish, aiming to reconnect them by exploring a hex-map and rebuild the world one ecological pathway at a time.

A punchy tri-fold pamphlet game, print it out and fold it, works well - good contrast, clear layout, nice piece of art for the front cover. So what do you actually get?

15 December 2025

Shiny TTRPG links #255

Links from around the web. For yet more, see last weeks collection or the weekly r/OSR blogroll or check the RPG Blog Carnival. Originally inspired by weaver.skepti.ch End of Week links.

Grackle Court gave me a most generous GLoGmas 2025 post: EXTRA Shiny TTRPG links - delve into the best links of all previous 254 collections!

Did you game at all this year? Have you a blog? Share how your year went with The Endie Awards from Lady Tabletop. Some examples so far from MixUpPixels with A Landmark Year - The Endies 2025, Luck Roll and Indie RPG Newsletter

Sam Seer's Blog proposes JOIN THE BLOGWAGON: Your Rule of Three!

The greatest poster in the world launches Gloggies 2025 nominations

13 December 2025

Pressure-points for domain-level faction (GLoGmas 25 for Dom)

I got Dom of 'Infernal Pact' for GLoGmas; taking their own understanding of it as "writing something inspired by [someones blogpost] I think" I found something inspiring tucked on the back of their "adding in domain play after the fact" posts (parts 1 and 2).

The conclusions on Infernal Pact - that adding in a 'Domain play' layer has benefits and you can do that by thinking about factions - had a couple of questions that boil down to a checklist for gameable domain-scale factions:
- what factions?
- what resources are they using, where are their military assets deployed
- what are they worrying about?
- where are their weak-spots for a group of ne'er-do-wells to cause maximum damage

You can combine this with lots of other generators to help create the faction but you then need to confirm that you have those points of interaction clear as those are the handles on which the players will grab. Even if you do not nail them down to the map using An Echo, Resounding or Birthright or similar, you can get a good sense of who and what is in play.

This is also a good tool to re-tension a setting after maybe players have been off doing things for a while, checking who remains active, who may have been harmed or helped by the players actions and taking it from there. After the players have been in action for a while, they will have attention of some factions, have moved away from the spheres of concern of others, so an exercise like this is good for a mid-campaign check for where the adventures ahead might lie.

Another really good point made is how to see PC's - as a powerful asset across most of the spectrum who is much quicker than most other domain level actors - so they can stick their fingers in a lot of pies and put their thumbs on lots of scales.

Test Case

Using my Hexcrawl25 campaign as a template, let us run the slide-rule over that. I have been using 'dweller faction' as the hook for each hex, so let us see if these can be batched up along the lines of who gets

First we have some distant, stronger actors influencing the locality through a small fraction of their force, and then groups with local strength; the list below is first three 'big, far' factions and then three locals:
- the loyalist goliaths of the Hissing Valley
- the kirianshalee goliaths of the Meandering Mountains
- marchlords
- goblins
- nascent kingdom of Ashley
- harpy coven and their swamp-magician allies

The two goliath groups are head-to-head with each other and the Kingdom of Ashley is the players own faction so the three players in the region that are 'rivals/threats' are the goblins, the harpy coven and the marchlords.

Looking at these three big and small factions as a test of the Dom's questions;

10 December 2025

Grave of a Thousand Heads (Onegeon Jam)

For the Onegeon jam in accordance with The Onegeon Manifesto by Cats Have No Lord

Guidelines for the ideal Onegeon:
Make it system neutral as much as possible
Make it small
Make it either bland or entirely unique.
Make it weird

This site is either a room in a forgotten corner of a dungeon or in a barrow in the middle of an icefield.

The Grave of a Thousand Heads

A frozen stone door, carved with dragonshead, with signs of panelling long pried away. Behind the door a large staircase descends 20' into a 180' diameter hexagonal chamber. The walls glimmer, light reflect from black marble, the floor has mounds and scattered detreitus.

To one side, a pile of frozen headless bodies, hundreds of them, battle-marked and frozen beneath a sheet of ice. Draw close and see someone tried to burn them once before.

Ahead, a cairn of skulls, the missing hundreds, topped with a sword standing to show its hilt. Behind it a tipped altar, a shattered icon.

All across the floor signs a packed camp was destroyed in fighting.

Stepping from the stairs starts the skulls clattering and chittering, pin-pricks of blue light their frozen sockets. The bodies beneath the ice begin to struggle free.

A few skeletons will work themselves free continuously while intruders remain and lurch to attack. Destroying the skulls quiets them all.

Touring the perimeter finds black marble slabs making the hexagonal room, smashed through in places to reveal an older cavern behind. The marble is carved with the tale of a great ritual, strongly featuring undead dragons. The walls behind the slabs are daubed with ancient lore. The altar oozes evil, the smashed icon that of a forgotten murder cult.

Time spent here to piece things together - a murder cult laired here, was raided and wiped out. A noble fell in the battle and was buried under the heads of his foes. The site itself was being studied by the cult but is of an older time, a previous dragon cult having built it, etching their most powerful ritual into the stones on the walls.

Paltry loot can be gleaned from the bodies of the skeletons. The sword has minor magics but is clearly an heirloom of the local ruling house. Beneath the cairn, buried with honors is a noble of that house, their body partially mummified in the cold. Armour long rusted, marred by the blows that killed them. A bright signet ring, the most significant prize here. Tens of gold to a nameless fence, hundreds returned to his family, the same for his sword.

Design notes

This is an 'activate the map' room - an information-trap where the damage just takes a long time coming. The remnants of the cult, the local nobles, dragon cultists, power-hungry arcanists - whisper a word that you were in this place and all of those will be after you.

Trade back the signet and sword to the nobles, they will reward you well. Give them any concern you are trying to unearth the murder cult and they will hunt you to the ends of the earth.

The true treasure here is information - the murder cult want to know where the last altar of their master is, any dragon cultists or arcanists would be very interested in the ritual carved on the walls. Most would be seek to kill rather than leaving someone else the chance to learn that knowledge.

06 December 2025

Sunshine Blogger Award

This blog has been graciously awarded a Sunshine Blogging Award by Halfway Station - "peer recognition to bloggers who bring positivity, joy and creative content to the blogging world" - my first awareness of it but greatly appreciated nonetheless. Halfway Station specifically grants this "for the analyses of gaming data" - for which I am further gratified, those 'dungeons & data' posts can be a slog at times, glad to see people like them.
As part of this I need to answer questions from the nominator and then select some nominees myself.

Courtesy of The Wonderful World of Cinema we have a recap of the steps to accept the award:
1. Include the Sunshine Blogger Awards somewhere on your blog and/or in the article
2. Thank the person who nominated you
3. Share the link to this person’s blog (it goes without saying)
4. Answer the 11 questions asked by the blogger who nominated you. In my case, it will be 22 questions.
5. Nominate 11 bloggers yourself.
6. Ask 11 questions to these bloggers.
7. Notify the bloggers by commenting on their blogs.


So should you find yourself nominated below, and you would like to accept and pass it on, this is the process.

03 December 2025

Many Faces of the OSR

tl;dr: "OSR" is a banner flown over many folk, often unalike, occasionally strongly opposed - generalisations do not come easily.

Elmcat did a thing - Mapping the Blogosphere - pulled in a lot of blog feeds, looked at who linked to who, over a good long block of time. Threw them into some network-detecting software and out pops a neat hex of communities.

Noting the caveats of link-rot, blog-deletion, loss of G+, etc. that mean this is not the complete picture of all online effort around the thing known as the OSR, we can still discern a couple of true-enough to be useful facts.

First, this lets us put some kind of shape to the unsurprising intuition that there are a number of separate communities that travel under the banner of the OSR - some overlap more or less with others.

Second, there have been pulses of activity, some of these groups within the wider blogosphere are differentiated in time more than any approach to gaming.

Adapted from original logo by Matt Jackson

I hacked together the mashup above to reflect the truth, that whatever other facts there are, there are at least six meanings someone could have when they say OSR, one for each of those communities. From that persons point of view they are correct, that was a reflection of their experience of the OSR, thought it might have been a time and a community that is no longer extant. Another person going looking for just that OSR will not find it today, only its shadow, but that does not make the first person wrong.

We have a multitude beneath the OSR umbrella - and Elmcat's work gives us a sense of which bits were/are at the foreground and when.

We can assume that brickbats will continue to be thrown at the OSR based on the behaviours of the meanest, most unwelcoming fraction of assholes and while it is true that those folk are in there, they are not a majority and to abandon the OSR to them is to hand a great victory to a puny force. Similarly, those claims made by outsiders can now be countered with something more than vibes - they are demonstrably a small bunch of bad actors, just ignore them and soak up the rest of the good stuff in here.