by Tristan Zimmerman ‘My boy was scarcely ten years oldWhen he went to an eerie landWhere wind never blew, nor cocks ever crewWoe for my son, Leesome Brand!’– Leesome Brand, Child Ballad 15 Britain, 1813. You are amateur folklorists working as agents of the Crown. Across the island, the folk ballads of the common people […]
In the latest edition of their accurately branded podcast, Ken and Robin talk player characters who aren’t who they think, cattle rustler Rufus “Climax Jim” Nephew, postwar fantasy films, and occult immortality methods.
In the latest episode of their conch-listening podcast, Ken and Robin talk campaign frames, the Margate Shell Grotto, wartime fantasy films, and the Michigan Dogman.
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 […]
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 […]
In the latest episode of their arrow-deflecting podcast, Ken and Robin talk research librarian listserv campaigns, St. Cuthbert, early 40s fantasy films, and a longer-lived Attila the Hun.
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 […]
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 […]
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 […]