Wednesday, August 26, 2026

The Tiny Producing the Infinite

I play classic games the way some people read classical literature: not because the new stuff is bad, but because I want to get back to the basics.

If we want to understand literature more deeply, we go back to Shakespeare or Homer. If we want to understand poetry, we return to the classics. In religion, we read the source texts. In philosophy, we read the greats. The same impulse applies here. In this hobby there’s a quiet pressure to stay current. New systems drop constantly. Even “new editions” of old games often arrive loaded with ideas borrowed from everywhere else. Cross-pollination is real, and after a while it starts to feel like the hobby is eating its own dog food. Designers pull from the same pool of proven techniques, the same assumptions about what a session should feel like, the same standards and practices that have calcified over decades. The result is a lot of games that deliver very similar experiences with slightly different dice, slightly different procedure names, and slightly different branding.

I get why that happens. Modern design is highly tuned. It knows how to produce a specific kind of fun with remarkable efficiency. But when too many games are tuned toward the same frequencies, the original signals get harder to hear.

Going back to the early games cuts through that. You’re not dealing with a carefully refined product that has already absorbed thirty years of other people’s solutions. You’re dealing with the unfiltered source ideas as they first appeared: the weird assumptions, the gaps, the strange procedures that later designers smoothed over or abandoned. Those rough edges are valuable. They force you to confront the original inspirations on their own terms instead of through layers of later interpretation.

That confrontation is where new ideas start to germinate for me. Once you’ve sat with the original text and felt how it actually plays—not the modern reconstruction, not the OSR distillation, not the “this is how we fixed it” version—you have a cleaner foundation. From there you can decide what still works, what was always awkward, and what possibilities got left on the table when the hobby moved on.

I’m not interested in purity for its own sake. I’m interested in having the original materials available as living tools again, not as historical artifacts that only exist inside someone else’s revision.

Even the OSR, for all its stated fidelity, still adds an interpretive layer. An implementation such as Swords & Wizardry or Old School Essentials may stay completely true to the original rules text, yet it is always flavored by the designer’s own experience with the game. That experience shapes the method of play, the tone, and the implicit assumptions about how the game is “supposed” to feel at the table. The result is a version of the original, already filtered through one person’s (or one design team’s) long history with it.

Consider a simple historical possibility. Suppose one group’s way of playing D&D in the late 1970s was to draw a map of points and lines: each point a town, dungeon, or other location, each line a measured travel time. Play consisted of traversing that point map. Nothing in the original booklets forbids it. The rules are open enough that such a method could arise naturally from the text and the table’s own habits. Yet that style of play does not sound like any modern OSR presentation. Modern OSR materials, however carefully they reproduce the rules, tend to carry forward a set of shared assumptions about how the game was “always” played by the majority of groups—hex crawls of a certain density, dungeon procedures of a certain rhythm, wilderness travel of a certain texture. Those assumptions are useful, and they produce excellent games. They are still assumptions.

When you play someone else’s interpretation, even a scrupulously faithful one, you inherit those common assumptions. You lose the quirky, local, possibly hobby-altering ideas that could only have emerged from a particular table working directly with the sparse original text. The original games left room for those divergences. Later presentations, including many OSR ones, quietly close some of that room by folding in the methods that became standard.

The same pattern appears in Traveller. The original Little Black Books were small enough to fit in a coat pocket. In those books, the Imperium was not a finished setting. Players generated it at the table through random tables and dice rolls. Every group’s stars, worlds, and trade routes were different because every group’s dice told a different story. A few thin volumes could produce an infinite, personal universe. That is the part that still moves me: the tiny producing the infinite. Modern Traveller offers a fully realized, multi-shelf catalog—rich, supported, and highly playable. It is a different and valuable proposition. But once every star and planet has been mapped and filled out, the galaxy becomes a known commodity. The sense that this particular group is still discovering the universe fades. The generative toolkit becomes a finished product.

Both the OSR reconstructions and the modern lines of classic games are achievements. They make the material accessible and often improve the experience in practical ways. Yet each adds a layer of interpretation that the original text did not contain. If the goal is to hear the source signal before those layers settled into place, the early booklets remain the place to go. They are still the only versions that leave the most possibilities open—including the strange, local, and potentially transformative ones that never became the majority practice.

The point is not to reject the modern lines or the OSR reconstructions. Both have made these games more accessible and, in many ways, more playable. The point is simply that the original texts still offer something those later versions cannot fully replace: the largest open space.

When you sit down with the early booklets, you are not inheriting a finished method of play, a settled tone, or a pre-mapped universe. You are inheriting a sparse set of procedures and the permission to fill the rest yourself. That permission is what allowed the quirky, local solutions—the point maps, the personal Imperiums, the odd procedures that never became standard—to appear in the first place. Those solutions are still available. They just require returning to the source before the interpretive layers settled into place.

I keep going back to the classics for the same reason people keep going back to Homer, to the early philosophical texts, to the original scriptures. Not because later commentary is worthless, but because the source still has the power to surprise. In the gaps and the rough edges, new ideas can still take root. The tiny books can still produce the infinite. All they need is a table willing to roll the dice and find out what kind of universe appears this time.

Monday, August 24, 2026

And the Truck Keeps Rolling

But we will get new toys! But I have already spent so much money! Who cares? The caster-martial divide is a mile wide at this point, and who plays martials? I want more power gaming!

There comes a point in the hobby when the rolling ball of junk is so heavy and loud that it sustains itself just on momentum and greed. Official D&D no longer has to be good, coherent, or even honest about its own settings. It only has to keep moving. New subclasses, new feats, another limited-edition PHB - that’s enough to keep the people who have already spent the money from walking away. Momentum and sunk cost do the rest.

The state of 5.5E is sad. It feels like a late-stage game. The designers know the next edition is coming, so they stopped caring how much power creep they throw in and decided to ride this one out for as much money as possible. The whole thing is an out-of-control garbage truck, filled to the brim, rolling downhill.

I like 5E. The rules were never the problem. D&D and its settings are beginning to become nauseating to me, and I don’t even recognize them anymore. Greyhawk, the Realms, Planescape, Spelljammer, and every other one? They deserve better than they got today. Just go away.

I’ll pick up a discarded 3.5-era setting book and just play that. Scarred Lands. Kingdoms of Kalamar. Freeport. Something like Savage Thule. The kind of book that still assumes the world is allowed to be ugly, specific, and a little embarrassing. A setting that didn’t need a committee to decide whether the city could be rotten, whether the elves could be treacherous, or whether the map was allowed to have a wound in it. Those books still have an identity. They still have an edge. They still sound like someone actually wanted to say something about the world instead of just selling the next subclass.

Why is everything so censored in a hobby built to simulate difficult topics? Death. Loss. The unknown. The myth of the monster. The acquisition of wealth by going outside the system and into the dungeon. Taking risks. Becoming a hero and fighting evil.

That is the version of the hobby I miss. Not the rules. The voice. The stretch when you could still open a setting and recognize it, before every classic world got sanded down and sold back as an update. I would rather run one of those old books at my table than keep paying for the official version of a place I no longer recognize.

These days alignment and evil itself are gone. The game has become a “me me me” story simulator—hollow, empty, lifeless, an introspective ego-masturbation identity simulator. Good and evil mean nothing. Wealth means nothing. Heaven and Hell mean nothing. Do what you want and get away with it all. Power and identity are everything. And now the worlds are being built around the same stupid “nothing is important except you” ego-stroking mentality.

The problem is what the name is now attached to: updates that no longer sound like themselves, books that exist to keep the truck moving, the smell of a company that would rather sand a world down than risk saying what it used to say. I would rather take the 5E chassis and get away from that entirely. Tales of the Valiant will do it. Level Up Advanced 5E does it better. Same math, same table, none of the official voice I no longer want in the room.

Here’s the rub. If I am already giving up the official books, the official settings, and the official smell, why stop halfway? Why not go the rest of the way and play Shadowdark, or something out of the OSR, or Castles & Crusades? Dungeon Crawl Classics will do the whole job with more fun per hour and a lot less complexity. Once you start giving things up, giving it all up becomes a real option. The only reason to stay is the rules you actually want to keep.

If I am still in that neighborhood, I will go to the best version I can find. Shadowdark when I want speed and ease of play - it is not a 5E clone, but it is close enough to the same instincts that it belongs in the conversation. Level Up Advanced 5E when I want depth. Depth can be deceptive, though. A thicker book is not always a better game. Sometimes it is just more weight to carry down the same hill.

Level Up A5E gets close to the point where the complexity stops paying you back. You are already carrying a heavy book, already making more decisions at the table, already spending the kind of prep time that used to belong to a different kind of game. Once you are that far down the big-and-heavy path, GURPS is only a few steps farther, and it gives you more for the same investment. It is an acquired taste. Most people bounce off it. When you can make it sing, though, it is better than another thick 5E variant trying to be everything at once. If I am going to accept that much weight, I would rather accept the game that was built for it.

I am not going to keep buying the official thing just to protect the money I already spent, or because the next book has another toy in it. The truck can keep rolling. I don’t have to be on it.

Sunday, August 23, 2026

Aftermath Archives: Dice Before the Chain

Aftermath Archives: Dice Before the Chain

A fun little observation on my Aftermath! blog, the DCC dice are directly compatible with the Saving Throw system in the Aftermath! game. The concept of dice chains started 32 years before DCC's release, but, to be honest, some of the DCC dice never formally existed back in 1980.

Using the d30 (and other dice) was mentioned for Saving Throws in Aftermath!, instead of modifying the target number. This technically extends to any dice, including DCC's d14, d16, and d24 - and others.

The two systems are dice-compatible. Goodman Games needs to reach out to FGU, work on a new edition, and write the Zochi dice into the game. This is a classic system that theoretically uses the same dice and was written 46 years ago. It would be amazing to have another game that uses the super-fun Zochi dice to collect and play with.

Thursday, August 20, 2026

There Is No Ethical Brain Donation

https://www.polygon.com/dnd-baldurs-gate-3-mind-flayer-tabletop-transformation/

I hate to be the spoilsport, but there is no way around it.

Vampires can live on animal blood or willing donors. You can write a tragic, even sympathetic vampire if you want. The hunger is a problem you can negotiate.

Mind flayers do not have that option. Their food is the entire mind of an intelligent creature. Their colonies do not function without a steady supply of thinking beings kept as livestock. That is not flavor you can file off. That is the creature.

Wizards has spent years scrubbing slavery and “people-owning” out of every other culture they print. Then they release a feat path that lets a player become one of the few monsters whose entire society is built on exactly that. They will give you the tentacles and the Mind Blast. They will not give you an honest accounting of dinner.

As a story option that mimics the BG3 struggle, it is fine. The tadpole, the slow loss of self, the choice to stop or go further - that can be a good character arc. But if the transformation ever completes, you should lose the character. What remains is an evil NPC. That is the traditional take, and it is the honest one. Ceremorphosis is not a prestige class. It should not end up as a power-gaming feat chain you take because Mind Blast looks fun.

D&D has spent years making sure you never lose control of your character. So of course they won’t take the sheet away when the transformation finishes. They’ll just let you keep playing the thing whose society they refuse to describe.

They want to sell you the squid. They just don’t want to talk about the farm.

Wednesday, August 19, 2026

Games as Media

Getting five people together for a game night is a lot harder than sitting on the couch and consuming games as media. Look at the D&D YouTube audience, the actual-play shows, Critical Role, the $13 million Dungeon Crawler Carl crowdfunding campaign, and the trailer-driven announcements that now drop like video-game reveals. That is a real market. It is just not the same market as a weekly table.

There is a parallel collector market, games as objects, limited editions, shelf pieces that may never hit the table. Set that aside for now. The bigger money and the louder noise are in media.

I like fiddly games. The ones meant to live on a table: math, lore, numbers, figures, dungeon tiles, rulers, a calculator, dried paint on the wood, dice hitting the tray. That is one way the hobby-as-game still looks. It is not the only way. A rules-light story game that a group actually runs every Thursday is still the game layer. The point is not complexity. The point is that the product is built to be used.

Games-as-media can be played on a tabletop. Plenty will be. The difference is what the launch is optimized for. A big IP campaign, a cinematic trailer, an actual-play flagship, those succeed if they are watched, shared, backed, and argued about. Table time is a hoped-for aftereffect, not the thing the machine is built to measure. Attention is the product. Play is a possible use.

You can see it in the artifacts. A game built for the table expects worn books and missing minis. A game built for media expects a clean unboxing, a clip, and a discourse cycle.

Every publisher wants hype. That is just the social-media world we live in. The question is whether the game can bank cash without a table.

A store-level game that nobody plays dies. The books sit. The next order does not come. The FLGS cannot sell atmosphere. Something built for the games-as-media market can live in the licensed-IP sphere instead: a Netflix-pilot energy, a comic-book drop, a pretty coffee-table book meant for casual flipping more than for a campaign. Plastic miniatures. A trailer. The sale happens when the object is desired, not when the session starts.

That is the split. Hype is common. Getting paid before play is not.

Is the Dark Sun trailer selling a physical game, or is it shopping a look? In a games-as-media market, that is a fair question. The footage has to work as a clip, a vibe, a possible Fallout-style show. The books can still be real, and the trailer can still be doing Hollywood work.

In the FLGS and OSR world, this barely comes up. Those games are not built to be pitched. They are built to be run. In the hybrid market, one foot is on the table, and the other is in the pitch room.

Not every launch is like this. Plenty of games still arrive as a book, a PDF, and a hope that a store or a Discord will pick them up. The ones that dominate the feed are different. They land like trailers for the next franchise installment. That layer is loud, and it is easy to mistake the volume for the whole hobby.

The hobby can feel like noise because hype is what travels. A session does not.

I can’t play a trailer.

I can play a game.

Saturday, August 15, 2026

Anti-Energy and the Hobby

Anti-energy can be a dangerous thing. Let me define it.

This happened to me. My disappointment with Star Wars built up over years and finally peaked with this year’s lackluster movie release. So I dove in, collecting Star Wars RPG books and telling myself, “I can do better than them.” My goal was to tell classic Star Wars stories at the table the way they were supposed to feel.

The concept of “proving them wrong” is the crux of anti-energy. When that moment fades, the anti-energy fades with it, and you are left holding empty feelings and piles of useless books. Anti-energy is best redirected: create your own sci-fi universe and stories instead. Refuse to “fix theirs” out of spite.

Whatever actually appeals to you about science fiction—low-level free traders scraping by on payroll runs, explorers in barely spaceworthy junk craft, space mercenaries on the fringe, or the classic hard sci-fi stories you love—do those things. Do them instead of channeling anti-energy into fixing someone else’s pile of broken junk that no longer even knows what it is supposed to be.

Then the anti-energy starts to wane. You feel the riptide pulling your creative urges into the abyss. That is when you realize what this feeling actually is.

Anti-energy is a destructive force. It feeds on schadenfreude and the false-positive rush of “I can fix this.” You move on to the next thing. I can fix Dark Sun. I can fix D&D. I can fix Star Trek. You buy more books. You fall into the next trap. The anti-energy fades again, and you are left more drained and empty than before. Time wasted when new stories could have been told.

Look at where the official material is going. Dark Sun is turning into Splatterpunk meets WWE for the new D&D 5.5E version. Star Trek’s shows are crashing and burning—no longer exploring strange new worlds, but turning inward into Gen Z feelings and emotions, the kind of show better suited for the CW on those fringe syndicated budget networks. D&D itself is becoming a fantasy superhero game, and everyone by default accepts it like D&D is the new fantasy MCU. The original had those deep-rooted feelings of myth, heroism, savage survival, crawling into the unknown, crossing into the mirror, the dungeon funhouse of death, and personal struggles where you were not invincible and immortal.

Parts of the OSR are based on anti-energy for D&D. I feel that if D&D were ever to disappear, a good portion of that scene would retract and recede into a much smaller niche audience.

I’m not saying the OSR is artificial. But why you love it may be.

If you are in the OSR primarily to “correct D&D,” you are setting yourself up for disappointment the day modern D&D dies or stops mattering. That corrective drive is still anti-energy. It needs the thing it’s pushing against in order to keep its heat.

If you are in the OSR out of genuine love for the old ways—the resource tension, the real danger, the mythic grit, the dungeon as a place that does not care about your story—and you refuse the toxic anti-energy, you are in a far more creative and better place. That version does not need modern D&D to exist as a foil. It can keep generating new material and new tables even if the official line vanished tomorrow.

The same distinction applies to everything else. Star Wars, Dark Sun, Trek, whatever. When the urge is “I will fix their broken thing,” the energy is finite and extractive. When the urge is “this is the specific feeling and structure I actually want at my table,” the energy becomes self-sustaining. That is the difference between ending up with another stack of unused books and ending up with campaigns that actually happened.

Anti-energy is finite and extractive. Positive love of the play experience itself is generative.

The practical move is simple. Notice when the urge to collect, redesign, or “restore” is coming from opposition rather than appetite. Isolate the actual texture you want—mythic vulnerability, desperate scarcity, outward exploration, low-level free-trader grind, whatever it is—and feed that directly. Build the stories that only exist at your table. Refuse the invitation to fix someone else’s pile of broken junk that no longer even knows what it is supposed to be.

When the spite runs out, that is what remains: the campaigns that actually happened, instead of the books that never got used.