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Monday, February 27, 2017

The Greatest of Cities...




Aside from a well rounded and interesting NPC, nothing makes me happier as a DM or Player than a good city.  From the Free City of Greyhawk, to Waterdeep and Menzoberranzen...from Tanelorn to Amber to Shadizar and all of the fictional cities we have journeyed to in fiction and role-playing, these places have become familiar and friendly, dark and dangerous though they might be.

Places such as these enter our shared cultural conscious and if you're like me, they seem as real as New York or L.A., London or Moscow.  Some time ago, as I began to build my Nth hombrew world for a game of Castles & Crusades, I decided to take a closer look at the villages, towns, and most importantly the cities that I was placing on the map as my game  started to take shape.

What is it about these places that make them sit so firmly in our memories, dig their roots so deeply into our psyche?  I'd be lying if I said I was 100% sure of the answer, but my best guess is this... the People.  The NPC's who inhabit these spaces and the interaction with characters we know (like our PC's or the lead characters in a novel or short story) lead to momentous events, and these events leave us with deep impressions of the place.  There are other factors to be sure, such as the narrative description of the architecture, the history and events surrounding the place in question, and a host of other factors but it is through its people that we really learn about a place and decide if it will take up permanent residence in our personal atlas.

It was with this focus, the people, that I came to begin my personal exploration of an important, if not prominent, city in the land my players would be inhabiting.

I'm no artist, so I usually let the Fantasy World Generator handle the work for me.  It's pretty robust and while it may not be the look/feel I really want, it more than makes up for it in time spent fiddling about and ultimately being unhappy with the end product.  I prefer to focus more on the contents of the world itself.  But this time I didn't allow the software to pregen my populated areas.  Instead I dropped the completed map into Photoshop and began to plan myself the starting point and potential trajectories of my players and game.

The world grew organically as we played, starting from a small rural village along a river to a port city on an inland sea, but time and time again my attention shifted far to the north and west, towards a range of mountains where I knew the focal point of my game would rest.  After a few months of gaming, the party finally arrived at the gates to my new mountain city, one I had been focusing most of my time and attention upon.  They had come to a city of mages, sages, thieves, artists, cooks, mercenaries, and not least of all, an ancient order of monks with a dark and terrible secret.

They had arrived at Elbion.

If you have a copy of my module, A Baker's Denizen, you'll know that Elbion appears early on in the descriptive text for the start of that adventure.  By the time of its writing, quite a bit of the City of Elbion supplement I had been working on before the module had been completed, but I wanted to take a bit of a break and decided that writing an adventure module would be a nice change of pace.  Initially I was going to release the larger work, a city supplement focused on the work I had done writing about the City of Elbion and its people, places, spaces and most importantly, its secrets, as a polished .pdf on RPGnow.

Then I decided...screw that!  What I really wanted was to start putting it up here, in installments, and for free.

I have no art for Elbion.  If you read these posts and decide you'd like to contribute to the project with some art, that would be great!  I would love for someone to bring the city fully to life with some illustration.  If the project is ever released in its entirety, it will likely be free or PWYW and in either case I would never use the art in any way to profit without direct permission from the artist.

It has been too much fun writing about Elbion to keep it locked up, incomplete and languishing on my hard drive as I constantly add, edit, and tweak the thing to death before dropping it into inDesign to spend even more time being endlessly adjusted to my liking.  I think the project is far better served by being free and available for folks to use, change, or ignore in their own games. I may still release the work as a whole, but for now you can drop by every now and again to check and see if new pieces have been added, and all will be tagged with ELBION.

In the coming weeks and months, I will be releasing snippets of Elbion, from city locations to deeper histories and mysteries, but primarily the bulk of the work remains NPC's.  What I hope I have created is a place that is the sum of its people, and that these interesting, colorful, and oftentimes dangerous folk will somehow find a place in your game world.  Everything in Elbion is currently system agnostic, though I may stat-block the NPC's for general OSR usage.

So just what is The City of Elbion all about?  Read on...

THE CITY OF ELBION


Elbion, some say, is as old as the Mountains that cradle it, safe in their stony embrace from outside attack or interference from any king, lord, or chieftain.  Set atop an expansive plateau, it is a bastion of learning, a strange and unsettling place that houses the Library of Antiquity.  It is the oldest and densest collection of books, scrolls, atlases, and codices ever assembled.  The Citadel and the Library it houses is the Jewel in the crown of Elbion, sitting atop a large hill central to the city.  It can be seen rising above the city walls from well below, reaching for the clouds from the mountain pass that is the only road in, or out.

Not surprisingly, Elbion houses a community as odd and diverse as the contents of the library that it surrounds.  The Librarians, essentially the governing body of Elbion, have a very liberal outlook on the state of affairs in the city below.  A collective of librarians, arcanists, and artisans has many eclectic tastes, and plenty of strange and uncommon folks to cater to those who care to indulge.  

With a varied and unique population comes benefits, as well as dangers.  Together, we will explore them.  Welcome to the City of Elbion and to the Library of Antiquity!

City History

Like most places, Elbion didn’t start its life as a city.  Instead, and more unusually, atop the hill where the Library of Antiquity now stands was a small stone monastery. This was the secluded home of the Brothers of Implacable Thirst, who paid homage to the deity Faros, Lord of all knowledge and Learning.

Deep in their mountain retreat, the monks amassed a wealth of knowledge, and through their prayers Faros gained in power.  Pairs of monks were sent into the world, armed only with their intellect and the power of prayer, to collect scraps of legend and pieces of forgotten lore and return with them to monastery.  Soon, this collection of rare and often arcane wisdom was sought after by wizards, sorcerers, and other practitioners of the art.  The library grew, as did the monastery.


Faros reveled in the prosperity of his priesthood, and he protected his flock from the many dangers of the world.  The monks became powerful clerics who also understood and practiced the arcane arts, but such power came at a terrible cost.  Faros demanded both abeyance and abstinence in all mortal pleasure, instead demanding that his clerics seek the truth of pain, and his priests obeyed lest they lose their connection to his grace and power.  In doing so they lost their humanity and in some cases, their sanity.  Mutilated and misshapen by their self-induced torture, they hid from the world and sought refuge deep within the heart of the monastery, surrounding the structure with a grand citadel, a fortress to house the ever growing Library of Antiquity.








Thursday, February 23, 2017

My Favored Enemy: SJW Gamers



A recent post by a twitter-bud got me thinking...maybe you should read his post first here.

I think the post can be boiled down to this: A new player had a moral/ethical problem choosing a 'favored enemy'.

Pardon me, what?

I'm really confused.  I remember (vaguely) my first foray into D&D-land, and at no time did I have an issue killing the monsters, sentient or otherwise.  I was never, ever concerned that I might be 'ruining a family' or 'killing someones mom' or 'terrorizing a community' when it came to orcs, goblins, kobolds, giants, ogres, or any other sentient race of creatures who would eat me as soon as look at me.

Is this a generational reaction to the game?  Maybe.  I grew up playing Cops-n-Robbers, Cowboys-n-Indians, and hide the belt (if you don't know this one, ask me).  There were good guys, there were bad guys, and there was a belt...and everyone knew who the bad guys (and belt) were.  Robbers were bad, and we didn't question the morality of shooting them dead on the spot.  It was a game.  We all knew it was a game, and we knew our roles.

I am in no way advocating that in the real world, or at least the world most of us agree is the real one, that we shouldn't evaluate a situation and use our moral compass to guide us in making the correct decision (which is not, BTW, the same for everyone).  D&D and other role playing games are not, in any way, shape, or form the real world.  We are, as young people and as adults, playing a game in a mythical, made-up, fairy-tale land where the roles are once again very clear cut with regard to monsters.  Sure, there are plenty of times where the DM uses enemies/opponents that are not so simple to discern, but that's not what i'm talking about here.

Now I know that some person reading this is thinking, "Nope! Wrong!!  Many times I've negotiated with a sentient creature of evil alignment to come to a reasonable agreement where both parties were satisfied.  Learning to cooperate and find alternate, less violent resolution to problems is a big part of TTRPGs."  I know, I know.  I get it, I've been there, and I've done that, but in NO WAY is that, or should that be, the norm.  If it was, I would have thrown my dice at some annoying DM who wanted me to broker a deal with every ogre and troll my character met, and I would have found some other hobby to enjoy.

What does it say about folks who are just starting to play, right now learning the game, rolling up new characters when a question like the one in the blog post linked above becomes the focus of the session?  Are these the people who got 'participation trophies' just for showing up at soccer?  In games, there are winners and losers.  In D&D you've essentially 'lost' the game if your character dies.  Did you still have fun? Yep.  The game isn't over, you can roll up another character and keep playing, but that character that died, he lost.  If there is no PC death, then there is no risk...and without risk it's no longer a game, it's a story.

...and without enemies to defeat, there is no opponent.

Why the fuck does anyone, ANYONE, care about the feelings of a fictional orc?  This seems absurd.  If you have such a concern I think you may have chosen the wrong game to play.  No one dies in Tiddlywinks (except for my cousin Steve, who caught one in the eye...it was a horrible day I'll not soon forget), maybe that is the game for you.



"Pardon me Mr. Goblin, but I really would like that pile of gems and gold you have.  Perhaps you'd like to share some, or all, of it with me?  In return I promise to leave you and your very nice family live in peace.  I know I've chosen you as a favored enemy, but there's no reason we can't get along as long as you're willing to give up all that loot you stole from the surrounding villagers.  What's that?  You'd like share some of that fresh human stew your lovely wife prepared for dinner?  That's so kind of you, but I'm Vegan you see..no flesh for me, human or otherwise.  Pardon?  Yes, I do miss bacon.  I appreciate that she's using only organic human flesh but I really must refuse."

The initial blog post makes a good point about exploring alternative moralities, and that these sort of games are good for that.  I agree, 100%.  There are many opportunities to enjoy role-playing behavior that would never be acceptable in the real world.  Also, there are no orcs in the real world, though arguably there do seem to be some monsters.

So yeah, pick a favored enemy.  It's ok to hate (and attack) some foul, fetid, cave-dwelling creature whose only desires are driven by greed, hatred, and the extinction of any species not its own.  They are fictional monsters...MONSTERS.  Historically their lot in life is to be slain, so pick up your sword, axe, or bow and get to killin'!

Don't forget the loot...burning is optional...






Monday, February 20, 2017

Living in the Past: Monday Edition





Great game on Fantasy Grounds Sunday night with Deron and the crew.  It's always good to play or run a game where, in the end, you walk away eager for the next session.  It happens pretty frequently for me these days, which I'm thankful for.  Playing with good people helps, and while I've played in my fair share (and then some) of bad games with people whose company I didn't enjoy recently my experiences have been very positive.

I'm currently playing in a Labyrinth Lord game where we have been exploring Stonehell, kicking in one door at a time and clobbering bad guys.  We take our fair share of beatings, but that just adds to the 'danger-factor' and the camaraderie we (the players) share.  It's alot of hack-and-slash, a few traps, and alot of monsters.  For a couple of hours each week I allow myself the freedom of the mega-dungeon, and it really is liberating.  There's a small bit of role-playing, but the majority is action, which suits me just fine!

AD&D1e is on the weekly schedule for a few fun hours as well, and this game I run.  Nothing makes the memories come alive like a 1e game, even if the retro-clone is nearly identical, there's something about the trappings and rules of 1e that are somehow mystical and magical to me.  I crack open my books (ok, my PDF's) and instantly i'm transported to my childhood.  OSR rulesets are starting to appear on Fantasy Grounds with some regularity, and the community has been hot to make them available and support them.  DCC, Swords & Wizardry, and Basic Fantasy are all either available or in-the-works.

I know I live in the past....alot.  I do it with movies, music, and tv too.  I'd rather watch Spiderman 1967 than some newer, MTV toon of Spidey.  Games are the same for me.  I know there's alot of interesting new stuff out there, but I'll tell you what I really wanna play...



Teenage Mutant Ninja Turtles, & Other Strangeness: This was my gateway drug, the game that revealed to me just how much fun could be had outside of the traditional fantasy and Sci-Fi games I had been playing up to that point.  Creating a smart-mouthed alligator mutant who loved cinnamon toothpicks and had a small mutant bird as a sidekick (in his mouth most of the time) was somehow very freeing, and really taught me alot about roleplaying more extreme characters.  I had a number of Palladium fantasy books by that point, so the system was familiar and comfortable.



Robotech The Role Playing Game:  While we're in the Palladium zone, I had alot of love for this game.  It helped that I was watching a boatload of anime at this point, including all of the Macross vids.  Honestly, I don't know if we ever played this game correctly, but the thought of pushing through the enemy in my Veritech fighter was major fun!



Cyberpunk 2020: Night City never saw me coming.  I was a force of nature, wheeling and dealing my way to the top of a pile of chrome and wires and a crap-load of guns.  Sure, I needed a permanent Med-tech or three on staff to keep my Street Samurai in tip-top shape, but it was worth every Nuyen.  I was such a huge cyberpunk fan, having discovered the work of William Gibson back in the early 80's, that playing this game was one of the highlights of my gaming career.  the Mechanics for the game were a mess, and dying was easier than OD&D, but the books were really well put-together and evoked an impressive ambiance that was addictive.  I never could run a successful game, but I was an avid player.



Warhammer Fantasy Role Play :  Not since I had bought my AD&D1e books had a game entranced me in the same way as WFRP 1e.  A massive hardbound volume with really evocative art on the cover sucked me in immediately.  The mechanics were just as interesting, and far more gritty and deadly than 1e.  I really appreciated the combat and the carer path systems, but it was the Old World setting that really was the icing on the cake.  I spent several years running a campaign in WFRP, though I couldn't find anyone to run the game so I could take a turn playing.  It was a small letdown.  I bought many of the extraneous sourcebooks like the City of Middenheim and Realms of Sorcery, and much of that content makes its way into my fantasy games now.  It really stuck with me, and is a great game if you stumble across a copy.

On the weeks where not everyone could show up at game time, we played a ton of Steve Jackson's Car Wars and Nuclear War, both great card games.























I know I'm not the only one.  There's more of you out there than the 'kids' playing 5e or MTG suspect (OMFG, did he just crap on 5e?).  We're not letting go of the past, oh no.  Instead we're shining a bright LED light on that pile of RPG's!

What games from your past would you like to play again?  Looking to run some Paranoia!?!?  Need to spend a bit of time planning a Top Secret! campaign?  Maybe you miss running that duck in Runequest, or that freaky alien in Jorune?

Friday, February 17, 2017

Ignorance: The Player's Best Friend



For many of us, we are eternally chasing the dragon.  In this instance, the dragon represents those feelings we had the first few times we sat at the game table as players.  Do you remember?  You had no books.  You needed to share some dice, and they looked weird as hell.  Someone handed you a sheet and said something like, "Here.  You can play Grebon the Fighter," or that same guy had the guy next to you help you make what they kept calling a PC.  Maybe you know these people at the table, maybe you just know one or two.  The guy at the head of the table has a stack of books and more dice than everyone else, and he seems to be in charge.  After a minute or two of furious rolling, and scribbling, and making sure there was soda and chips in the appropriate place, that guy at the head of the table started to speak.

"You arrive at the edge of the town of Rethern, a tall wooden wall surrounds the place.  From behind the wall you can see billowing black smoke, you can feel the heat of flames, and you can hear screaming from every direction.  Underneath the screams, you can make out another noise...a low growl, a grunt, and a throaty laugh.  The gate stands open before you, what do you do?"

On so many levels, you have no idea what to do.  Are you supposed to talk now?  Do you roll dice to figure it out?  It says on this paper in front of you that you have a short sword, can I use that? What the hell made those crazy noises? Holy shit this is fun!

It's not that playing isn't fun anymore.  Of course we love the game, the hobby, and all that it entails but sometimes I know that I yearn for a game where I have no idea whats going on, where I don't know why it's happening, or how to deal with it.


The simplest way I can think of to recreate that feeling is to play a completely new game.  New rules, new setting, new genre...all of that can go a long way to spark those old feelings.  Interestingly, I don't do this much, nor do I often have an opportunity to play in a game I am unfamiliar with.  Mostly we stick with the same game, the same rules, and even the same players over and over again.  It's human nature that comfort and reliability trump newness, strangeness, and discomfort.

As a DM and a player, I try and keep things fresh when I can.  In the games I run, I introduce strange and never-before-encountered monsters that I find online or that I create myself.  Sometimes there are paradigm shifts that are injected that may not be normal for  players, such as a recent game where we all had to play members of this strange, new race of shapeshifters, hunted by all of the other human and demi-human races.  Maybe we're playing a game where magic is common, so we switch to a setting where it is rare and dangerous (Low Fantasy).  There are any number of ways in which we can keep things interesting, keep the players guessing and keep them engaged.

This week I've really not been posting, my attention focused on a series of new creatures/monsters for a mini-monster-manual of sorts.  I know that if i'm always looking for new material, then so are others.  How do you keep your 'old' game fresh, and your players involved and entranced?

Play Update:

For those who are interested, I'm planning on dropping these in now and again.  I Run/Play in a few games each week, all online via Fantasy Grounds and Roll20.

This last month or so I've started running an AD&D 1e campaign in Fantasy Grounds (my VTT of choice) now that Vodokar (on the forums there) has released his ruleset.  It runs on top of Castles & Crusades ruleset, so in order to play you need to have an FG license as well as the C&C ruleset (10$ from the FG store), but IMHO it's really worth it.  Vodokar has released at least 4 updates since its release, and it now handles multi-classing pretty well.

It's a pleasure to run, for several reasons.  Primarily It's just great to be able to play my favorite game via FG.  For most of my VTT life I've been running or playing C&C, which was the only available ruleset most like AD&D1e, and we enjoyed our games, but I really wanted to recapture that OSR feeling.  Vodokar's new ruleset nails it!



If you're not an FG person, it may be difficult to grok, but having all of the resources of the C&C ruleset available the moment you fire up the AD&D1e ruleset makes the DM's job really easy, as all of the reference material is immediately available to utilize in your new game.



The look and feel of the ruleset is great, evoking images and emotions about playing back in the early 80's that I had really missed.  The character sheets are great, and in order to keep it flowing old school style, I've been using images and creatures from my old books like Monster Manual 1 and Fiend Folio.

Using a free-to-use Dyson map I was quickly able to stock a dungeon with creatures, loot, and traps and the party was quickly on their way to delving into what I hope will turn into a nice little campaign.  I know Vodokar would very much like to produce some modules for the ruleset, which would be great for newer DM's looking for their first OSR experience via a VTT.  You can read more about the project here on the forums or feel free to ping me on G+ or Twitter to ask questions about it.

I'm not a big fan of recounting the events of the game, or streaming games, for people to check out.  Seems boring to me, so you won't see that sort of thing here, but as I get more info about rulesets or play/run more stuff I'll update the blog so you can find out about 'em (as an example, one of the players in my game is also the creator of the DCC ruleset also avail on FG.  I'm chomping at the bit to dig a bit deeper into that if my plate can squeeze in some space for it, but right now it's a tad full).








Wednesday, February 8, 2017

When We Become the Monsters...



Being a pawnbroker in my day-to-day life gives me a unique perspective when it comes to gaming.  I wasn't always a member of this old and not-so-honored profession, but even in my early days of gaming I was fascinated with operating a castle, hiring henchmen, and buying and selling in my game worlds as both a player and DM.  Hell, there were some campaigns that eventually centered around my character's professional life, like that alchemist I played who set up a Ford-like factory assembly line for potions and items that sky-rocketed him to a position of financial dominance...and also made him the target of many a greedy thief and contracted assassin.

It struck me today, what seems like an innocuous Wednesday in the pawnshop, about the ebb and flow of money and goods among the population that I primarily serve.  This shop exists, as many do, in a low income/no income environment.  My customers need money, often for basic necessities like food, gas bill, cigarettes (trust me when I say that this is a necessity in this community) and all manner of things a person needs to manage life from day-to-day.  As long as they have tangible collateral (most commonly in the form of gold jewelry), they can secure a small loan to get them through until some money finds it's way back into their pockets.

Wait...but if they are poor (low/no income) then how do they get money?  Good question.  It's simple, actually.  On or about the 1st day of each month they receive some sort of a payment from the government or from a pension (more usually the former, but sometimes the latter) in the form of SSI, Unemployment, Welfare, Disability...and this month they get a big payout in the form of their IRS tax returns, what we refer to around here as 'Second Christmas'.  On the last week of each month, they look and act like zombies, waiting for this payment to show up, and they will do almost anything to survive until it arrives.  Hmmm...sounds like a D&D monster to me.


 I'm interested in the Urban Poor, the lost and dispossessed folks who dwell in the cracks and the crevices of the large towns and cities that dot our campaign maps. Who are they, how did they get there, and most importantly how do they survive?  Beggars? Perhaps.  Charity from the Clerical establishment?  Maybe.  Most likely they live short and miserable lives as they spiral downward deeper into poverty and despair.  This, in my mind, makes them dangerous.  Are they people, or have they become creatures, feral extensions and expressions of the city in which they dwell that has changed them, altered them within a womb of pain, hunger, hate, and apathy.  What if, in that city wherein strange sorcery and wicked wizards ply their deviant magical trade, some bits and pieces of mystical energy are set loose and finds itself in the company of such a person, an emotionally wounded and susceptible vessel?

The Derelictus

Frequency: rare
No. Appearing: 1
Armor Class: 6
Move: 9" (20')
Hit Dice: 4
% in Lair: 60%
Number of Attacks: 2 or special (grab)
Damage/Attack: 1d4/1d4
Special Attacks: Energy Drain
Special Defenses: +1 or Better Weapon to hit
Magic Resistance: 30%
Intelligence: Average
Alignment: Neutral
Size: M
Psionic Ability: nil




The Derelictus is a host vessel, a man, woman, or child infected by a living magic and existing in a symbiotic relationship with the force that inhabits its body and mind.  Once on deaths door, the host vessel is given new life in order to keep the magic secreted inside of it alive.  Vampiric in it's nature, but not undead, this creature haunts the alleys and sewers of the city in which it dwells.  It will approach its intended victim, palm out as if it is simply a beggar looking for a handout.  The creature may make a noise, a low grumbling, or a whine, and if it is strong enough may even utter a phrase such as 'help please' or 'alms kind sirs'.  If some sort of donation or offering is made (of any kind) then the creature will simply return to its hidey-hole, sated on the magic of kindness.

If, however, the creature is shunned it will be moved to action.  Unable to find respite in kindness, it will take the energy it requires to continue living on.  The creature will attempt to grab its victim with both hands, one hand on either side of the face.  If this grab attack is successful, it will latch on and begin to drain HP at the rate of 2/round until it has drained the victim to 0 HP.  If so drained the victim will fall unconscious and lose 1 CON point permanently.  Once attached the creature can only be removed if killed. If sated, it will flee and seek refuge in it's chosen domain.

The Derelictus has no particular 'look', as it looks vary in that any host may be acceptable.  The one thing they all have in common is that they will hide their eyes.  The eyes of the Derelictus glow red, blue, or green depending on the nature of the magic energy that has chosen the host.  It can see into the infrared and ultraviolet spectrum, requiring little or no light to 'see' its victim or surroundings.  Hiding its eyes allows the Derelictus to move more freely about its chosen domain, as well as protecting the creature from daylight or bright light sources, which it will shun.  A Derelictus caught in bright light will have a -4 to all attacks and will attempt to flee to a darker area.

The magic within the Derelictus provides it with some general Magical Resistance, as well as 100% immunity to sleep or charm spells.  It can likewise only be damaged by magical weapons.  The creature is only as smart as the host creature, so this may vary but is generally average.

A Derelictus may have access to magical trinkets that it has taken from victims.  Those that fall to the grasp of the creature are robbed of all items and coinage once drained and unconscious, an instinct of the host.  The host must eat and drink in order to keep itself alive, and will always pay for food from vendors.  While they will not interact socially, they do blend in normally among the other poor or undesirable riff-raff of the city in which they dwell.  If encountered in their 'lair', there will always be treasure.  It is not unusual for a Derelictus to be wearing a ring of protection or a similar item, as they can sense when items they steal have magical potency and offer protection, even if the host has no previous knowledge







Thursday, February 2, 2017

Dark Corners of the Interwebs



There's not gonna be any pile of word poop today.  No diatribe.  No topics of interest or conflict.  Instead I hope to shine a light on what I find valuable in the social media stream in which I swim. These are the people I steal...erm..Borrow ideas from.

 Some people, some sites, some stuff.

Ian Hagan over at http://www.playingwithelectronstomakestories.com has me thinking I need to add a bit of weird science to my otherwise 'normal' fantasy game setting.  It all feels very Vancian...



You could do worse than checking out the work of James V. West here.  His new 'Zine Black Pudding really highlights some of his best work.  It's James' OSR character sheets that really sparked my renewed interest in the OSR (I never left the game but really had no interest in creating work of my own for publication)

Larry has been gaming a long, long time (like me) and his website is http://followmeanddie.com where he has some interesting articles.

Gavin over at Necrotic Gnome Productions is someone you should be interested in.  You can find one of his sites here at http://the-city-of-iron.blogspot.com/ but he has others.

Maybe you've never heard of this guy, Thomas Novosel, but his work is ever-evolving and really interesting.  Check him out here at http://thomas-novosel.com/



Eric over at http://swordsandstitchery.blogspot.com/ always has some good OSR posts and I enjoy his take on stuff

Over at the Tower of the Archmage, David is whipping up some really nice, usable content.  I played with Dave briefly in a Fantasy Grounds game and he's a solid dude, so check out his site here at http://towerofthearchmage.blogspot.com

That should be enough to chew on right now.

of course, I follow a host of other folks on G+ (My Primary Social Media Hangout) and Twitter and Facebook to boot, but this is a good start.  Enjoy..Tell em the Goblin Stomper says 'Hey!'