Saturday, June 27, 2026

300 AD: The everflowing River Po and its Playful People

Well, Runequestish

 So this session is going to be set in a city spread over the banks of the Po River known as Cataulado. To the historians in the crowd, I'm talking about Cremona, Italy. 

You as Players can play whatever you like. Try me fuckers, I'll work it in.

What I suggest, as only the GM for the session, are the folks that lived in and around the Exarchate of Ravenna in 600 AD, human or not.

For fun let's call them:

Natives- Did you know that Rome never actually conquered all of Italy? Just ask the Veneti and their swamp hub known as Venice. Let alone the Ravenners, that have spit at all the Imperials giving them money for centuries. The Cremonani have a nice touch of pagan as well as torch-holders for this Chrtistdom fad.
   Speaks: Cremonmani , or Ravenner, or Veniti (Latin 3, Italia 1)  then roll D4 per 6 on the PC's INT score.  Vulgate (Italia 2, Latin 2), Lombard (German 4), Romas (Latin 1, Italia 1), Latin (Italia 2, German 5) Illyrian (Italia 3 , Greek 3, Slav 3),  Greek (just Greek), Frank (German 2), Sicilian (Italia 2, Latin 3), or Western (Latin 2, Iberian 3, Frank 1, Arabi 9) 
   Skills: +10 points

Lombardi- Look, you're only teaching the damn Romans how to be people after they forgot how to be civilized. This is regardless, even irregardless, of all the money that they have been holding on to for way too long. 
   Speaks: Lombard (German 4, Italia 2)  then roll D4 per 6 on the PC's INT score.  Vulgate (Latin 2), , Romas (Latin 1), Latin, Greek, Frank (German 2), Sicilian (Latin 3)
   Skills: Nil bonus

Greek-Peakers- Home is so far away. You're only re-teaching this "civilization thing" to people that forgot how to be civilized.
   Speaks: GREEK  and Latin,  then roll D4 per 6 on the PC's INT score.  Vulgate (Italia 2, Latin 2), Syrian (Arabi 2),  Lombard (German 4), Romas (Latin 1, Italia 1), Latin, Illyrian (Italia 3 , Greek 3, Slav 3),  Greek (just Greek), Frank (German 2), Sicilian (Italia 2, Latin 3), or Western (Latin 2, Iberian 3, Frank 1, Arabi 9)
   Skills: +45 

Romaners- As soon as all these Italians, Greeks, and Germans realize that the peninsula belongs to Rome the easier things will go.
 Speaks: Romas (Italia 1, Latin 2)  then roll D4 per 6 on the PC's INT score.  Vulgate (Latin 2), Latin , Sicilian (Italia 1, Greek 1,Latin 1), Latin, Greek, Frank (German 2), Sicilian (Latin 3) 
   Skills: +5 

Catholic- Does anyone on the Peninsula follow the will of Jesus and Saint Peter?
   Speaks: Latin and Vulgate  then roll D8 per 6 on the PC's INT score.  Vulgate (Latin 2), , Romas (Latin 1), Greek, Frank (German 1), Sicilian (Italia 3)
   Skills: +40

Far Off Franks- Does anyone on the Peninsula follow the will of Jesus accepting our Nestorian faith and our King? Home is so far away.
   Speaks: Frank (German 1)  and Latin,  then roll D6 per 6 on the PC's INT score.  Vulgate (Italia 2, Latin 2), Syrian (Arabi 2),  Lombard (German 4), Romas (Latin 1, Italia 1), Latin,  Illyrian (Italia 3 , Greek 3, Slav 3),  Greek (just Greek), Frank (German 2), Sicilian (Italia 3, Latin 3), or Western (Latin 2, Iberian 3, Arabi 9) 
   Skills: +15 



The Language Mechanic

When a PC speaks a certain Language, out in the wider world, miles from where they were born, the other character that they are talking to might not have their background. Whatever is (the root) means that have a lot of linguistic speaking in common. Failing that the number after the root language can bring their idioms closer to an understanding. It goes the other way, Characters having a root language in common will have difficulties because of their dialects indicated by the number score.

Tabletop Tales: Wobble 2026, "The Nu-World Chronicle"

Over the course of eight sessions played from January through May this year, the saga of Rudolph Viago, Wobbler Extraordinaire, continued.

  

Prof. Vi
 The professor from the Prime Earth (Prime-H) universe of the Mu Continuum had been residing in a between-dimensions spot known as the Groovy Grove ran by transdimensionally-traveling vegetation known as Clock Trees. While great wobbling scientists, the "C-Tree" are on flora time, so he was getting bored. His lover, Alejandro, was screwing some satyrs and hikers at the other end of the woods around their cottage, so domestic bliss was not his lot. When Xver, Primrose Corporation Executive-4 operative,  Xavier Handspand, showed up asking the Wobbler to come to work for the Explorations Division, it was not a hard sell.
The specific mission was to get some specifics as to what the progress on multidimensional traveling hacks of Apple-55 (our Earth, still in the Mu Continuum). Rumors had it that those barbarians, especially the fearsome Canadians, were conquering the main Earth spot of the Nu Continuum.  
Meanwhile, on Lost Earth, the main Earth spot of the Kappa Continuum, the accomplished warrior, Praetorus, had been selected to try to get his species, the Kardaz,  doing this thing called transdimensional travel again. Armed with a sword as well a holder of many micro-level technologies known as a Sera Monee Ol Stick, he wobbled into the multiverse. His picture is below.



His mission assigned by the Vissu Order, Lost Earth's would-be Wobbler officials, to re-establish ways to get to Juxta. That between-dimensions spot being a key connection between the Lambda to Zeta Continuums. The Kappa connections having been severed during the Glorp Blort 4 specie's crusades against Infernal influences from the Omicron Continuum some six centuries before. 

While Viago meant to show up over the skies of Baffin Island, Earth-Apple 55, in his jacked-out wobbleship, the Gypsy Drifter, Praetorus did not in his man-sized and egg-shaped environmental-protection apparatus. Two Wobblers showing up at the same time over and on Apple-55's only Multinational Transdimensional Applications Portal Region, "Map Spot", caused some alarm. Frankly the two arrivals happening almost at once, triggered every developed military in the world to be ready for an invasion.
   It was not a warm welcom to start things off. The Gypsy Drifter was hit by anti-aircraft missiles by Map Spot's forces. Praetorus would emerge from his egg shell to have tanks and a brigade of infantry aiming at him. Viago was ready for a fistfight when he almost crash landed, but eight hundred and sixteen rifles and a couple tanks for good measure pointed at him, calmed his rage.

Next time: "Captivity." 

Friday, May 29, 2026

T&T-is Rules Drafts

 If you need outside ideas for your own creative process, feel free to actually type mine up. By the way "T&T-ish" is a campaign name for a high (higher) fantasy feel not the concept behind the rules being developed. 





Saturday, May 23, 2026

The T7T-ish Campaign: the Piltdowner

When Cyclops demanded that the world is HIS, the World responded with less than enthusiastic response. Thereupon, Cyclops not only endowed onto that planet the cyclpsi and trolls, but included many lesser (in statistical measures) beings. Piltdown man, also know as the Piltodowners, are one of those species.Already at war with the humans, dwarves, and elves, things were getting tight. So the one-eyed god in his failed claim to to all around him, let this particular instance rest. He, Cyclops, might be wrong.
  Regardless of how things might turn out, Cyclops made sure to leave his imprint on the World. First came the Ogres, along with the angle's mortal off-spring, they were called seraphim. They and Cyclops, himself would see the mortals around them and covet them. This, of course, would lead to more off-spring. While everybody knows of the connection of the Og to Cyclops, few know that the Piltdowners species are his grand children. 

 




The Piltdowner

  Physically-speaking they are only the size of a human child. They as strong as a grown adult of that mentioned species. Hair grows in all the nooks and crannies of their bodies, it isn't common, though,  on the heads and faces. Like most human-like species, they like to build cover to shelter them when they don't have a shallow cave-- they are wary of deeper ones as well they should be. Like their grandfather god, they are not subterranean beings.
   The "downers," as they are often called, are not exactly dimwitted or stupid. They are though challenged when it comes to figuring out stuff that the rest of the world around them have already figured out. For various reasions, they would rather not adapt to figure out the rest of the world.
   They are genetically predisposed towards obeying any ogre that is near them (MEN at 30 to resist).

They can be very stealthy.
     +5 to PHYS when sneaking.

Their perception is amazing. 
     +5 to LUCK when awareness matters.

The problem is their constitution.
   -10 the any health check. 



Saturday, May 9, 2026

The T&T-ish Campaign: Player-Character Origins Outlined Starting Point

 My Summer through Fall Swords and Sorcery campaign is going to be awesome. So of course, my rules system is going to be first fast, then descriptive-- that means that I am going to be using my T&T-derived (REV Bat) rules instead of D&D plod along using whatever edition.

Here's the "races" available to PCs:

Balds:
As old as the sky, but prone to habits.
   Gnomes- Garden keepers gone wild. You also know a thing or three.
   Kobalds- Live in that cave already, the sun is not your friend. You're tough even when burning into a reptile. 
   Pecks- Goblin out with your looks, you can cook-- err um, "cook" means "skills."

Elves
    As a species they are older than the sky. As Player-Characters you aren't so shabby either.

Humans
    Whatever. You know you're going to be the greatest at whatever already.

Leprechauns
    On other worlds you're a king. Step off if you want, at least one hundred paces away at that.

Og
    You're not a Neanderthal, you are the off-spring of Ogres. 

Piltdowners
    You're the grandchildren of Ogres. That is whether or not you want to be. 
    

Friday, February 20, 2026

State of the Hobby For Me


 Say what you will about that picture, but you can be pretty sure that it's not AI-generated. It took me less time to draw this as it would take an AI user to prompt something in this style-- the folded paper and blue lines would be problematic to say the least. Given there are tools where I can produce about a dozen pages of text per day and a passable images for about 30$ a month, this crappy drawing is me showing my Players that I haven't gone "meta" with crafting the scenarios that we will share. Since we do something about every three weeks I could have a whole paperback novel ready to go every time there's a session. Frankly two to three paragraphs, a couple Stat blocks, and maybe a hand-drawn piece is enough for the standard sit-down these days with the regular games. Weirdly enough, I feel my creative energies are being better maintained than otherwise. 

In the background, I am still adding paragraphs at a time to various projects. Spacers: 180° (that means using multiple dice not just 2D6), scribbles to do with Atlantis, and then something about goblins and fairies. As March approaches, I have to get in gear for my GenCon scenarios. May even get serious about revising Crawlspace for a more complete feel and try them on folks at the convention. BUT first, I have to organize the dinner for pre-Con Wednesday night. 

As you see, my priorities just aren't industrial enough for the hobby these days. 


Friday, December 19, 2025

Star Tracks 2025

 For Spacer: 180 we've been trying styles of space-based campaigns. Of the three tried so far, the homage to Star Trek has been best suited for the group's norms. 



Session 1: Diversion to Drejj
Players-Characters:
Brett- Chief Syiak, Science Staff, Vulcan ( Kaalish)
Curtis- Tactical Captain (3rd in Command), Zorro "Captain Hawk" Halcon, Human
Robin- Rebel Sluggon, 2nd Sphere Psychic, Skit, yung-Sluggon
Summary:
On a routine patrol to Memphis Star in the Concord Federation, the USS Pacific was diverted to a desolate section of interstellar space by a distress call from a registered United Space (registered) star-freighter, GuppyWolf. The Pacific's Captain, Wilbur Q. Proust, led a Response Team, after objections by his Tactical Officer Captain Hawk, to save the vessel. Proust and his away group, all NPC cutaway scenes, would actually be dealing sluggon mind-pirates making them think that they were dealing with an omnipotent entity known as K leading them down various moral dilemmas of Earth history.
Meanwhile aboard the Pacific, the space marine and Syiak would be dealing with mun-Sluggon raiders boarding the ship, while a yung-Sluggon agent disguised as an Andorian sabotaged their endeavors. 
Skit, a Sluggon rejecting its species misuse of psychic abilities, making its livings as a black-market smuggler, its cruise-skiff Sittleblurr, seeing the Pacific  under attack by several small vessels but not responding, would attempt to contact the other PCs. Results would be marginal.


Session 2: Battle for the Pacific
Players-Characters:
Brett- Chief Syiak, Science Staff, Vulcan ( Kaalish)
Curtis- Tactical Captain (3rd in Command), Zorro "Captain Hawk" Halcon, Human
Summary:
The Pacific was being boarded by about dozen very small vessels, but because many of the raiders were Sluggon mind-pirates, most of the Space Fleet members were unable to detect the incursions. Syiak and Captain Hawk would have to find the infiltrator in their midst to start to repel the boarders. The pillaging of the United Space Service DERP-class vessel would take a bit of time to get a handle on. Specifically, it was because of bad rolls.
Then when things were just about under control, Captain Proust and his Response Team would return to the ship with their lasors blazing under the mental hallucination that they were saving the universe from space-whale hunters. 


Session 3: The Trial
Players-Characters:
Brett- Chief Syiak, Science Staff, Vulcan ( Kaalish)
Curtis- Tactical Captain (3rd in Command), Zorro "Captain Hawk" Halcon, Human
Ben D'Tak Doctor of Dentistry, Gifted Psychic, Rigelian (Neptunian)
WilliamDr. Stuckinorbit Chief Physician (5th in Command) of the USS Pacific
Summary:
At Space-Base 36, Hammurabi, in the Gammon Sector, USS Pacific, is docked. It is at this very large, as in very, very, very large, space station the scenario took place. It is here for the trial of Captain Proust for the charge of Murder of Two United Space Fleet members, during events after the Battle for the Pacific . Despite a well stated plea on his defense by Chief Syiak before the episode playing out, the charges had to be dealt with. 
While all the players were ready for the trial, they had to deal Sluggon agents trying to set up assassination attempts on the three Judges of the proceeding. This went well.

Session 4: No Force Fields
Players-Characters:
Brett- Chief Syiak, Science Staff, Vulcan ( Kaalish)
Curtis- Tactical Captain (3rd in Command), Zorro "Captain Hawk" Halcon, Human
Ben D'Tak Doctor of Dentistry, Gifted Psychic, Rigelian (Neptunian)
Summary
Once again in the Dash-Dass system, the Pacific was there to serve a warrant on a group of USSA dissidents that were trying to provoke a war between the USSA and the Namo species-dominated Gorn Space. Suddenly the asteroid where the "Sovereign Citizens of USSA" were hanging out exploded. On the other side of the debris field was a Gorn gunboat. Our quick thinking starship crew noticed that the other vessel seemed as surprised as they were. Syiak using his science skills, notice that something moving at almost the speed of light had shot through the mass. He also noticed that his immediate boss, Lt. Janine Thurman was hot-- 'oh crap' was his thought. He was entering pahn farr.
Captain Proust would assemble a Response Team to board a shuttle and check out the debris field, he would be teleported away by aliens with heads that looked like poached-eggs onto another planetoid. There he and the reptilian-looking Namo captain were expect to fight things out. My dice rolling indicated neither NPC chose to do so. Once again Captain Hawk in charge of the ship, had to send out the Response Team, without him. D'tak would insist on coming. Of course the shuttle collided with the incredibly fast ship. Hawk  would barely get the Pacific out of the way. Syiak and Lt Thurman had slipped off into a work closet to do some biology. 
Aboard the wrecked shuttle, D'tak was the only survivor. He was able to make his way into the other ship. There he met the pilot, which we'll a roach person until I think of a better name. She could not fly the experimental vessel because of dental problems, her smart juice was mostly corn-syrup with hormones. Our space dentist made quick work of it, and was able to make it back the Pacific. Captain Proust was also returned by the Poached-Egg Heads(until I think of another name). Syiak and Thurman left the closet minutes apart from each other. Captain Hawk just sighed-- I'll have to focus on some action for him next season.


 

The game sessions are supposed to be episodic, often consisting of Characters that do not make it every time, and new people will pop in for just one time leading to "guest stars." The problem is for the GM and steady players is there each session there is a lot of administrative pauses for helping the new Characters get up to speed and whatnot. Still the Star Tracks campaign was the smoothest of our video sessions to date.