Sunday, September 6, 2026

One Book on the Table

I did not feel like sorting the collection today.

That is usually how these weekends start. I walk past the shelves, think about pulling three books “just in case,” and then I am an hour in before anyone has a character. I have been there with 5E. I have been there with DCC, when the zines and modules piled up so high I didn't even have room for the dice. I still like all of that stuff. I just do not always want to negotiate with it on a Sunday.

What I wanted today was one book that would stay out and do the whole job.

I get why people drift toward those one-book games. Dragonslayer was the example I used last year, but it is the same feeling with a lot of the older cores. You can make someone in a few minutes, put them in a place that already has a problem, and if they don't make it, the next one doesn't take the rest of the afternoon. The big libraries are still here. Pathfinder 1e was the last one that really worked as a library for me. The 5E cousins are either in storage, on a drive, or down to the one version I still enjoy sitting with. GURPS never left. Palladium is coming back out in pieces because I missed having it in the room. DCC takes a wall now, and I am fine with that wall because most of it is places to go, not a second Player’s Handbook I have to flip through before we start.

None of that needed a decision today.

Today I left one complete game on the table and used it. Character, fight, magic, implied world, all in the same spine. I did not rebuild anything. I did not compare two versions of the same class. I did not open a VTT because the sheet was being difficult. I made a person, gave them a door, and wrote a few lines when we stopped.

I still buy the rest. I still like the rest. I just do not owe the rest every free afternoon. When a game gets larger than I can use in one sitting, I stop playing it for a while, even if I love it. That is not a review of the hobby. That is just how my table works.

The other books can wait on the shelf. They are not going anywhere.

Saturday, September 5, 2026

Game Pitch: Gaslamps & Lessers

Look at the cover. Nobody is wearing a helmet. Nobody is wearing a full set of anything. There is a corset, a top hat, a trench coat that has never met mud, and a sword held like a cigarette. This is not a warband. This is a photoshoot that escaped the studio and demanded hit points.

Newer games have decided that “adventurer” means Victorian cosplay with better lighting. The party is a row of haute-tote Betters who refuse head protection because it would ruin the silhouette. Armor is a fashion faux pas. A breastplate is what the help wears. You are here to be seen descending the club steps, not to be seen taking a morningstar to the temple.

Gaslamps & Lessers is the game those covers already think they are playing. You do start at 1st level. Of course you do. Someone has to stand in the rain. First through nineteenth are the years in trade: dungeons, marching order, people who still own helmets. The club does not take your coat until 20th. That is not the end of the campaign. That is arrival. Level 20 is when your name is in the book. Everything before it is the servants’ entrance — and you are walking it on purpose, in the outfit, daring the world to notice.

The Lessers are everyone who never gets the coat. Provincial knights. Parties that pack rope. Anyone who thinks a +3 weapon is a personality. You will be them for a long time. Then you will send a card.


Optional rule: the Privilege Die

At the start of any encounter, social scene, or declared combat, the player of the highest-level character present rolls 1d20 in the open.

If the result is lower than that character’s level, the scene does not happen. It is resolved offstage, in the party’s favor. Constables, cousins, groundskeepers, or “a man who owes the family a favor” finish it before the tea cools. When even that would be gauche, magic itself kneels. The spell, the curse, the haunted stair — it steps in and resolves the issue so as not to inconvenience them. Reality would rather tidy itself than ask a Better to draw steel.

That player may then talk down to the encounter and, if they wish, to everyone else at the table who still had their miniature in a fighting stance. One remark. Then the next invitation.

If the result is equal to or higher than the character’s level, you actually have to play. No speech. The coat failed. A natural 20 always plays. Even a duke is occasionally forced to look at a thing. Even magic sometimes forgets its manners.

At 1st level, the die almost never saves you. You are the Lesser. At 10th, half the street moves. At 20th, nineteen scenes in twenty never reach the foyer. You do not earn experience for work the household — or the weave — already completed. Privilege is insulation, not practice.

This is why the art dropped the helmet. If the die is working, nothing will hit you in the head. Society is the armor. When society is late, the universe puts on the apron. The trench coat is not protection. It is a statement that protection would be vulgar. Full plate is what you put on the footman you send into the cellar. The Betters stay in the foyer and explain, at length, why this was never going to be their problem.

“Have the groundskeeper put it with the others.”
“We don’t do cellars.”
“If it had been important, it would have written first.”
“The ward can see itself out.”

When the die fails, the lowest-level character at the table goes downstairs. The coat stays on the peg. That is the entire class system. The cover already told you who was going to stay pretty. You just have to survive nineteen levels of looking like that before the world agrees.

Modern design treats 20th level like a victory lap and a second binder of options. Gaslamps & Lessers treats it like a membership card you spend the whole game earning while dressed for the portrait. The dungeon is still under the parish. Early on, you go. Later, you simply stop. The owlbear can wait. Someone in a helmet will take care of it. If not, the magic will.

It knows better than to keep you waiting.

Friday, September 4, 2026

Game Pitch: Grimdark Cozy

The gnomes decided they had enough.

Not enough grain. Not enough tithe. Enough of the story that said the Cozy Lands were a place you lived. Dark magic took the warrens first — not as a thunderclap, but as a ledger that started balancing in blood. They took the Chaos Gods the way a miller takes a better stone: because the old gods paid in seasons and the new ones paid in endings. Black hoods. Black iron. A theology with no harvest festival left in it. They did not conquer the meadows so much as close the book on them.

They rule the Cozy Lands with an iron fist. Every mouse-kin, mole-kin, sparrow-kin, and hedgehog with a sewing-needle spear lives in that shadow. The cottages still look like the picture books. The smoke still smells like bread. That is the joke the gnomes allow. Cute is a costume the parish leaves on the livestock so the livestock keep reporting to market.

You play an animal-kin of your choosing. Fighter is the one who gets better at hitting. Specialist is the skill kit. Magic is a loaded acorn — someone will regret the season it was planted. You are small, armed like a folk tale, and visible. The gnomes are not a class. They are the state. They watch the holes, the fords, the chapel steps, the path that used to be a picnic. A pass for the road. A fine for unlicensed burrowing. Stocks for a word said wrong in the square. Witchcraft charges for anyone who found a ring and was foolish enough to wear it.

The wolves are not a random encounter. They are the forest’s tax collectors, and they do not take coin. When an animal-kin vanishes between the hedge and the burrow, the gnomes write it down as weather. When the gnomes want a lesson, they do not need wolves. They have wood, iron, and a crowd that would rather see a stranger in the stocks than a cousin.

This is not a game about saving the Cozy Lands. The Cozy Lands already lost and kept the paint. You are what still moves underneath the postcard — hungry, armed, and one bad night from the parish deciding you were never people.

The night does not start with a tavern speech. It starts like a crime scene that still has bunting on it.

Thistleford looks like a stitch-sampler. Round doors. Window-boxes. A painted sign of a smiling hare holding a pie. Lanterns the color of butterscotch. If you only saw the square at noon, you would swear the world had kept its promise. Night takes the same square and turns the lanterns into interrogation lamps. The pie on the sign is still there. So are the stocks. Someone small is in them. Dew on the wood. A little coat hangs on the post so it won't get mud on the embroidery. Something else wearing it could be hanging in the town square.

The gnomes do not raise their voices. That is the noir of it. A reeve in a black hood, iron polished like a church shoe, reads from a board as if he were announcing a bake sale. Tithe-cart late. Chapel bell since Tuesday. Volunteer required. Paws small enough for the grate. He smiles when he says, volunteer. The smile is the worst object in the square.

You are already in the picture. Animal-kin in travel cloaks that would be darling in a catalog. A hedgehog’s spear no longer than a knitting needle. A sparrow-kin counting seeds in a matchbox like they were rounds. Across the green, a window still has a paper heart stuck to the glass. Behind it, someone closes the shutter. Cute is what the parish leaves in the frame so the ledger can work in peace.

How the night actually begins is a choice the table makes with their feet, not their backstory.

If you go to the stocks, you get a face and a whisper and a reason that will not survive contact with a gnome court. If you go to the ford, you get the cart: painted mushrooms on the side-boards, chains under the canvas, a smell that is not jam. If you go to the chapel, you get the bell, which is still ringing, and a nave full of tiny pews, and a grate that was built for things the hymnals do not mention. If you do nothing, the square keeps being pretty, and the pretty becomes a witness statement against you by morning.

The wolves stay offstage. You may smell them on the path. The gnomes will still call it weather. The postcard will not include that part.

Noir rule for the referee: never let the cute be flavor. Let it be evidence. The ribbon on the stocks is a clue. The smiling hare on the sign is an alibi. The butterscotch lantern is how they see your hands. Every darling thing in Thistleford is either a lure, a record, or a lid. When the animal-kin pick it up, they leave prints.

You do not get a bestiary page. You get a situation that will not hold still. The gnomes watch from the steps with the patience of people who already know how the story is classified. Compliance is the dark order’s only sacrament. Curiosity is how the parish fills the next set of holes in the wood.

That is the start. Not “you all meet in a burrow.” You all meet in a crime that still thinks it is a village fete. The paint is dry. The bell is not. Someone has to move, and the moment they do, the Cozy Lands remember what the gnomes decided they had enough of.

The cottages were always going to be this sharp. We just agreed not to look at the stocks.

Wednesday, September 2, 2026

Solo, and Still Surprised

I play Dungeon Crawl Classics solo, and it is an amazing game. It has just enough crunch, table-induced madness, and randomness to make me happy, and the emergent play that randomness creates keeps it from becoming a boring exercise in running something solo, going through the motions, and never being surprised.

That last part is the whole argument. Solo play dies when you already know what the next ten minutes will feel like. You open the binder, push the party down the hall, narrate the obvious success, and mark the box. DCC refuses to let the box stay marked. A Mighty Deed is not a feat paragraph you pre-solved at chargen. A wizard does not fire a known payload. Occupations hand you a weaver and a pair of scissors and call it a character. Luck sits on the sheet like a second Judge. The tables are not garnish. They are how the game talks back.

I do not need the book to be thin for that to work. The core is a fat book. A lot of those pages are results: crits, fumbles, mercurial magic, corruption, disapproval, patrons, the long weird tail of a spell that actually happens. That is a different kind of page than a catalog of who you get to be. I am not flipping six volumes to see whether this subclass interaction still functions. I am rolling to find out what the universe just did to a peasant who was a gong farmer yesterday.

Solo makes that louder. There is no table to perform for and no Judge to paper over a dull room. If the system is only a resolution engine, you will feel yourself acting both parts and get bored. DCC was already halfway to an oracle. The funnel is the cleanest version of the trick. You do not design a protagonist. You generate a village, you walk them into a hole, and the campaign is whoever crawls out. The deaths are plot. The survivors are premise. I do not have to protect a precious concept I spent a Sunday building. The dice already spent that Sunday without me.

A sixteen-peasant funnel looks like bookkeeping. In practice it collapses. You do not need a novel for every name. You need a line: occupation, the one stat that matters, hit points, what they are holding. When the herd thins, the game gets quieter and stranger, which is the opposite of most solo loops, where the sheet only ever gets louder. If the mob is too much on a given night, the culture around the game already knows how to shrink it. The point is not the headcount. The point is that the first level you play is a level you did not choose.

I have two and a half shelves of Dungeon Crawl Classics, and I do not feel shelf-obese. Most of that wood is adventures, megadungeons, and places. When the game puts on a different jacket — XCrawl, Mutant Crawl Classics — it is still one book talking. Some of the games live in zines that riff the main rulebook instead of replacing it. StarCrawl does not ask me to learn a second language. Some of the spines are settings. Some are art books and odd covers. The dice sit in clear boxes because looking at them is part of owning them. That shelf is not a problem I have to solve. It is the hobby, visible.

A hobby shelf is a map. A rules shelf is a filing cabinet. DCC keeps stacking rooms onto one conversation. The book on the table is still the game. The rest is more dungeon, more weather, more Appendix N texture. That is why the physical pile does not argue with the solo night. I am not maintaining a rules stack so the next session can resolve an edge case. I am surrounding an engine that still generates pressure.

It is not a complete solo product out of the box, and pretending otherwise would turn this into a review with a shopping list. Modules assume a Judge who can smell stalling. Spell tables want flipping, or a companion app, or patience. A lone wizard at level two is a different animal than a funnel mob. When the book shrugs I ask a cheap yes or no, I spend luck, I let two stray lines from some dog-eared fantasy paperback color the room. The game does not vanish if I do that. It was built to be interrupted by results.

What DCC thinks a character is: a person the tables have not finished with. Occupation before class. Luck as a resource and a tell. Magic as a negotiation you can lose. A first level that had to be earned by not dying in someone else’s story. That is why playing one of them alone still feels like discovery. The pages describe what the dice just did to you. They do not spend themselves describing you in advance.

I can admire the shelf and then take one book to the table and still be surprised. That is the hobby I actually wanted.

Tuesday, September 1, 2026

Is There Room for Optimism in the Hobby?

Is there room for optimism in the hobby, or only in parts of it?

Dungeons & Dragons already feels like the long middle of a half-edition. Narrative games have a second center, not a boutique. Shadowdark owns the “this still plays like D&D on a Tuesday” slot. The OSR will keep doing what it does. And yet the hobby feels like a slump if you live where the last decade taught us to look: streams, DungeonTube, and the assumption that the default game would keep handing you a world.

The slump is real. It is also narrower than it sounds.


Two years in

3.5 had five years as the official text and, by year two, the posture of a library. The 2014 rules lasted ten years, which is why 5.5 feels both late and early. Wizards spent two years insisting 2024 was not a new edition, then agreed in 2026 to call it 5.5e anyway.

The Player’s Handbook is two years old this month. That is the date that matters. The name is new. The books are not. Two years in, a half-edition either grows a setting or starts looking like a bridge.


Buy the books, learn the rules, and…?

We were owed a home the year after 2024 shipped. Not another rules appendix. A place.

2025 was not a blank year. February finished the buy-in with a new Monster Manual. July was Dragon Delves: ten dragon one-shots, and the first adventure book written to the 2024 stat blocks. August was Eberron: Forge of the Artificer, which Jeremy Crawford framed as an Eberron-specific Xanathar’s — Artificer update, airships, three sample adventures, and the assumption you still own Rising from the Last War (2019). September was a starter set. November was the closest thing to a setting drop: Heroes of Faerûn and Adventures in Faerûn, subclasses and factions on one side, five regions and a pile of short hooks on the other. Marketing will call those hooks adventures. You will still be writing the campaign.

That is a year of components after a revision sold as a new era. A gazetteer plus character options is not what people meant when they bought the three cores. They meant a place with a campaign attached, and a reason to believe a second book would exist.

The first full adventure that exists because of the new rules is Arcana Unleashed: Deadfall, mid-September 2026, starting at 11th level in Thay. Dark Sun and Greyhawk are 2027. Warcraft is November. Star Wars is later. The major worlds are a slide deck.


The announcement is the support

The feeling that Dark Sun or Greyhawk will still be a line after the first books is hope, not a pattern.

Fifth edition trained us to treat a setting hardcover as a complete visit. Spelljammer was three thin books in a slipcase, then silence. Planescape wore the same costume. Dragonlance was an adventure and a minis game. Ravnica, Theros, Strixhaven: one and done. Eberron waited six years for a companion that still is not Rising 2. Greyhawk sat in the 2024 Dungeon Master’s Guide as an appendix until a season could be sold around it.

The 2024 pitch was that settings would no longer be one-shots. Gen Con 2026 is that promise arriving as seasons and Universes Beyond. A better slide than Spelljammer’s box. Not proof of a second year on Athas. The record is: the announcement is the support. The follow-up is a different IP.


The camera cooled first

The other half of the slump is the layer that needed an audience.

The big actual-play shows are still huge. That is not extinction. What faded is the sense that watching other people play is how you participate. Luster is not view count. Conversion from viewer to player got weaker, and a hobby that spent a decade confusing those two things now feels empty when the stream is on, and nobody at the table is mid-campaign in the new rules.

DungeonTube is the cleaner fact. Channels that treated 5E as a content vertical have gone quiet, pivoted off Wizards news, or said the algorithm walked them off the stage. Saturation, burnout, a platform that does not want the same class-guide thumbnail. Not “people stopped playing.” The spectacle economy around the default game is contracting. The tables are a different dataset.


Where the motion is

Daggerheart is not a footnote. The core is a year old, Hope & Fear is on shelves, and there is a multi-year schedule. Call it a rival. It is not a side path.

Shadowdark is not a vibe. It is the game tables picked when they still wanted a dungeon, a torch, and a Tuesday that ends on time. A setting Kickstarter in the millions and a third-party pile measured in four figures: that is a lane with a landlord.

The OSR does not need a weather report. It never needed the camera. A one-book core that can change hats is the opposite of a half-edition waiting on Athas.


The sorting hat

The hobby is not slumping. The default game is slumping, and for once that might be useful.

Optimism is not “D&D will be fine.” Wizards will print the 2027 books. Someone will play Dark Sun. Universes Beyond will sell to the people it is for. That is a company doing company things. It is not 2015, when the new book on the table still felt like a door.

The better question is what still works when the camera is off, and the next setting is a year away. Some games shipped the world in the same object as the rules. They did not wait for a season of survival.

The slump is the library-as-subscription dying. You did not need forty subclass books this time. You needed a year of anticipation after three cores, and then a roadmap. That takes up space in the year, not just the bookcase.

There is room for optimism. It is just not in the middle of 5.5, waiting for the slide to become a place. It is in the games that already are one.

Monday, August 31, 2026

The Myth of D&D is Dead

Not the game.

Not the books. 

Not the streams, the VTT, or the fifty million people who have touched it. The myth - the specific story the hobby told itself about what it meant to sit down, light a torch, and go into the dark.

The myth is dead.

That myth was never “we make a story together.” Every RPG does that. The D&D myth was a crossing. You stepped through a threshold into a place that did not care about your character’s tragic backstory or the campaign’s planned ending. The dungeon (or the wilderness, or the mythic underworld) was indifferent and slightly hostile. Doors slammed. Light ran out. Time cost wandering monsters. A rust monster, a save-or-die, or a 4 hp magic-user meeting the wrong corridor could end the expedition. You came back changed because you might not come back. The gold, the levels, and the stories felt taken from the other side, not awarded. That was the alchemy: heat, pressure, and the chance the vessel cracks.

The official game no longer performs that procedure.

Characters can’t die in the way the myth required.

Fifth Edition and the 2024 revision built a machine that treats death as an exception. Death saves, short rests that refill hit points, abundant healing, cheap resurrection, and encounter math tuned so the party is expected to win turn failure into a narrative beat the table can choose to allow. People still lose characters. That is not the point. The system no longer generates death - or even lasting loss - as a structural feature of play. It is optional, often socially costly, and frequently walked back because the story “needs” these protagonists. When the vessel almost never cracks, the alchemy does not fire. You are no longer crossing into Wonderland. You are looking at yourself in the glass.

Every expansion then adds power creep on top of that safety.

New subclasses, origin feats, revised class features, background bonuses, and later-book options keep raising the floor and the ceiling. The company has never kept the classes in a single book in a stable power band. Later material routinely outshines earlier material. The 2024 books continued the pattern: weaker classes got real buffs, the overall power level rose, and the monster and adventure math was not rebuilt to match. This is not “more interesting choices.” It is inflation. The constraints that once made the otherworld feel real - scarcity, time, the risk of permanent loss - are replaced by more buttons and more ways to succeed. When even the publisher cannot keep its own classes balanced, the last pretense of an indifferent, dangerous place is gone.

Play shifts from adventure to consuming content.

Official adventures become products to be completed rather than places that push back. The dungeon is no longer a threshold. It is a series of balanced encounters and set-piece moments designed to make the party feel like protagonists. You move through a theme-park queue with better merch and a guaranteed exit. The brand sells the memory of danger while delivering reliability and escalation. That is the opposite of the old myth. The old myth needed the possibility that you would not get the treasure, would not get the level, would not get the story you wanted. Content consumption assumes you will.

That is why the original myth is dead inside the official product. The design no longer generates the conditions the myth required: real danger, real scarcity, and an otherworld that can reject you. What remains is a well-marketed power-fantasy loop.

The myth did not vanish. It left the books. It lives in tables that house-rule the inflation and the safety nets away, in OSR and adjacent games that never accepted the “you are the destined heroes” premise, and in the memory of people who remember when a first-level wizard had 1–4 hit points, and the dungeon itself was the antagonist.

The question is no longer whether D&D is popular. It is whether we still want the crossing over into the unknown, or whether we are content to consume the souvenir from the gift shop.

Saturday, August 29, 2026

What I Will Carry

The last game-as-a-library I owned was Pathfinder 1e. A library-game is a line you add to for years without changing religions. New books become rooms in the same house. I tried to rebuild that house with Pathfinder 2e, and it never took. I tried again with 5E — 2014, 2024, Tales of the Valiant, Level Up A5E — and got four partial collections instead of one living shelf. The only libraries I still feed are GURPS and Palladium, and half the Palladium books are in a closet because 5E is standing where they used to stand.

Buying D&D 2024 was a mistake. I get the feeling two or three years from now, all of 5.5E will be replaced in the 6E announcement. This version will be a gaming history footnote at the end of the chapter titled D&D 2014.

But my shelves will change. I may give Palladium the shelf Tales of the Valiant is using. Of the 5E-shaped games, I will keep only one. Level Up stays because it is the pile I can run without flipping through a wall. The thinner support is not a drawback. There is already enough in that stack for a decade of play, and if I need a monster, a spell, or a whole adventure, I can pull it from the other 5E libraries and bring it over. This is not a console that refuses other discs. Everything still ports. I am just choosing to live in the smaller house first, the one I will actually open.

I am happier in the older games. They were written before a handful of design theories started getting repeated as law in a hobby that does not have one. D&D and Candyland are both games. They are not the same kind of game. Candyland does not need a thousand pages or 48 subclasses, and nobody calls it incomplete. The tent is that big. A lot of those early books were not trying to win a modern market, so they leave more room to invent. Fantasy RPGs have spent a decade trying to move on from 5E and then shipping 5E again, like another superhero movie the studio expects to open at a billion.

The official D&D shelf is already in storage. That part is finished. What is left in the room is two shelves of Kobold Press and Tales of the Valiant, one shelf of Level Up, and a closet full of Palladium that got evicted so 5E could keep trying to become a library. It never did. I went around that fact a few times — keep the cousins, rank the cousins, donate the cousins — before the job got simple.

Tales of the Valiant comes off the shelf. I still have the PDFs. The game is playable. It just is not on display anymore as something core to how I game. That folder is not free. Cloud storage and the devices I read it on are a bill, same as wood and dust. Nothing in this hobby stays around at zero cost.

Palladium comes out of the closet and takes that space. Level Up stays as the one 5E I will actually run. Everything else in that family can sit in a box until I need to port a monster or an adventure over. GURPS does not move. It is already a library. I am not building a fourth 5E.

The room is simpler than the last ten years of buying tried to make it. Two libraries I still believe in — GURPS and Palladium — get to take up space because I will open them. One small 5E stack stays so I have a dialect I can run, and a box I can raid, without keeping four versions of the same game warm. Pathfinder 1e remains the last time a library game felt like a house I lived in. I am not going to rebuild that house out of every hardcover that looks like 5E.

I am going to play what I will carry.