See P. XX: What’s in that Cumdach?

A column about roleplaying By Robin D. Laws   After a four decade restoration project, a book shrine found in a lake has gone on display at the National Museum of Ireland. Only seven others of its kind survive. Known as cumdachs, these elaborately decorated cases of metal-shod wood were fashioned to contain precious devotional […]

Alternative Rules for Psychics in The Fall of Delta Green

By Jason Kraus What follows are alternative rules for psychics in Fall of Delta Green that strain Health instead of Stability. Psychics use Paranormal Ability Points, which are a General Ability that can be improved and refreshed the same way. Using Paranormal Powers does not damage Stability when used, though the outcome of their effect […]

Living Dungeons of the Dragon Empire

When I first started playing 13th Age, the living dungeon concept didn’t really click with me. Having spent over two decades in the world’s most popular tabletop roleplaying game, I was used to dungeons as static, trap-filled architecture: dead places built by someone, looted by someone else, and left behind. Dungeons that live, move, and […]

View from the Pelgrane’s Nest July 2025

Hey everybody, it’s writer and game designer Robin D. Laws. Now that I am also Creative Director here at Pelgrane Press custody of this column has been turned over to me. This is my first time stepping into the Pelgrane’s nest and I have to confess to feeling somewhat overwhelmed. The miscellaneous bones and bits […]

Swords of the Serpentine as High Fantasy

By Kevin Kulp High Concept Want to adapt Swords of the Serpentine to play a high fantasy game instead of swords and sorcery? Use these guidelines and house rules to capture a classic fantasy feel that features non-human heroes, classic magic, and gods who grant prayers and provide miracles. Character Generation Professions If you’re coming […]

Constraints in Page Turners

Page Turners, the forthcoming game of dramatic interaction for one player and one GM, enables you to create a story that feels like a novel or a play. To help get you there, each scenario provides Constraints, a set of ground rules both participants absorb in advance. These storytelling guide rails ensure that you jointly […]

See Page XX: Take the Ball

Ball in air, hands upraised to take it

A column about roleplaying By Robin D. Laws When asked what one can do to be a better player, the first thing I always say is: the mere fact that you’re concerned about this suggests that you’re probably already most of the way there. The second thing I say is: see where the ball is, […]

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