Tag Archives: dnd
Campaign of The Month March 2025: Age of Conan: The Rise of Yig
Between the years when the oceans drunk Atlantis… and the rise of the sons of Aryas… there was an Age undreamed of. Onto this, CONAN! And also to a lesser extent YOU, the reader! For you have wandered the wastes to find our newest Campaign of the Month winner — “Age of Conan: The Rise of Yig” by award-winning game-maker and author jasonvey of Elf Lair Games. So, put on your best horned helmet and sharpen those two-handed swords before you read the tales of this troupe of talented travelers and hear the wise words of the wizard on the hill…

Obsidian Portal last spoke with you in 2017, when your “Nocturnum: Rebirth” Unisystem game won Campaign of the Month and we had the chance to make your acquaintance. What’s new in your life since then?
Hah! My entire life has changed since then. As with all of us COVID altered our whole world. I am no longer working as a content writer. My day job is now an SEO consultant, while I have also since launched my own gaming company, Elf Lair Games. The game that powers the Age of Conan campaign, Wasted Lands, is one of my games, using the O.G.R.E.S. system (which I’d love to see added to Obsidian Portal, but I have no ability to program character sheets!). I’m still working as a staff writer for Troll Lord Games as well, and we just re-released a new “reforged” printing of Amazing Adventures.
Your current campaign, “Age of Conan: The Rise of Yig” reads like a tale right out of a Robert E. Howard book. In your opinion, what makes games set during the Hyborian Age feel so wonderfully different from other sword-and-sorcery fare to which many of us might be more accustomed (e.g. D&D)? What draws you personally to these kinds of stories?
That’s actually a great question. For me I guess it’s just having been steeped in Howard and Conan since I was a kid – my dad introduced me to the old Ace Paperback series when I was 10 or 12, and it was a formative thing for me. The Hyborian Age is as richly detailed a setting as any other, and more than many, from Howard’s own seminal essay through the many pastiches (of widely varying quality) that have been done throughout the years. So I really think that’s it – what sets ours apart is just that I know this world like the back of my hand. I understand the appeal of the gods and men of that world, of the struggle between barbarism and civilization, and the rich history and cultures that populate the world. Conan and the Hyborian Age, to use a cliche, are much imitated, but never exceeded.

Tell us a little about the rules of “Wasted Lands: The Dreaming Age”, the “Powered by O.G.R.E.S” system, and what you like best about using them for your campaign.
O.G.R.E.S. has three mechanics, inspired by the earliest days of role playing games. The first is a d20 mechanic, wherein you roll a d20, add attribute bonus and other applicable bonuses, and try to get a 20 or better. This powers attribute checks and combat.
The second is a straight percentile check, which powers skills and class abilities (including spellcasting). When you need to do something specific to your character’s skills or class abilities, you roll percentile against your chance of success.
The third is the Rule of 2. This is a GM-only mechanic that serves as a quick way to adjudicate any situation you’re not sure how to otherwise resolve. Just pick a die, roll it, and look for 1 or 2. On a 1 or 2, something happens. This governs things like surprise, trying to listen for noise when you don’t have a perception class ability, whether someone hears you sneaking up if you don’t have a stealth ability, whether you notice a hidden panel in the wall, and the like.
O.G.R.E.S. is drawn from and inspired by the earliest days of gaming, and the three mechanic approach offers an elegance in that it’s intuitive and quickly lets everyone at the table know exactly what’s going on based on who is rolling what dice at what time. It cuts down on “Hey, what is she doing? Can I try that too?” It’s also very fast playing and intuitive. It was specifically built for the kind of gritty high action play that swords and sorcery represents. It is also scaleable for different levels of gritty through cinematic play, so it lets you customize your game for the exact style you like.
We noticed that, as an author of games yourself, you seem quite adept at kit-bashing together exactly what you need for the rules, genres, and adventures that you want to run. We must assume that the advantages outweigh the potential problems with this approach or you wouldn’t do it that way — but what advice would you offer to those of us who want to mix and match our own systems and settings?
Don’t overthink it. Make a call and run with it. Learn to adjudicate things on the fly and do not ever overanalyze what you’re doing. In the end, as we used to say, the play is the thing. If the game is moving forward and everyone’s having fun, you’re getting it right. I’m also not a fan of re-inventing the wheel. If you’ve got a mechanic that works, there is absolutely ZERO reason to create a new subsystem. Just use what you have and 99% of the time you’ll find it works just fine.

You have some extensive experience in writing for the gaming industry and quite a few projects under your belt. Which ones have been your favorites, so far? Any upcoming titles that we should keep an eye out for?
Of course my own Elf Lair Games products under the O.G.R.E.S. system are my children right now – Night Shift is our modern urban fantasy game, Wasted Lands our Swords and Sorcery, and Thirteen Parsecs our sci-fi game. All 100% compatible, all using the same O.G.R.E.S. rules. Other than that? Amazing Adventures from Troll Lord Games sits right alongside my ELG works. That was my first ever core role playing game and it will always be my favorite child as a result.
What have been some of your favorite moments in “Rise of Yig?”
That has to be going back to the earlier days of the campaign. We were running the old Mongoose Betrayer of Asgard campaign, and the characters had sought an old soothsayer named Mimir deep in the Asgardian mountains for the answer to a prophetic riddle. Alas, as happens to all of us, we had a bunch of things come up and gaming was put off for like a month. So when they got back, we picked up. They found the lair, and Mimir, who says, “Why have you come seeking Mimir?”
There was dead silence for a minute. Then, one of my players (Robert, if I remember right) went, “Oh, s–t, why DID we come seeking Mimir??”
Laughter erupted, as the entire group had forgotten what they were doing in the ensuing month.
Your wiki and adventure logs have been a joy to read — lost kings, thwarted assassins, and ancient evils slithering back into the world, it’s just fantastic! Without giving away too much of the ending, what can we expect to see as the rest of the campaign proceeds?
You’ll have to wait and see. I will say that for die hards of Conan, some familiar faces and references will absolutely be turning up! You may already have noticed that I canonized the much-maligned Conan the Destroyer by having Jehnna as the current queen of Zamora and her retinue as of the end of that film still serving her. That was a fun little wink-and-nod. I have also mentioned in passing that one of the Hyrkanian city-states is currently ruled by a fiery-haired she-devil of a woman whose swordplay knows no equal. I’m not sure if she will actually show up (and I’m not sure that bit made it into one of the logs), but again, little references.

And as always, Obsidian Portal loves to ask for any new tips, tricks, or general advice from the last eight years since your previous win that you could share with other Game Masters, World Builders, and writers.
Again, the big thing is to never overthink it. Dive in with gusto and as long as everyone’s having fun, you’re getting it right. It’s okay to make rulings on the fly, and always stop to think, “do I already have a mechanic that will handle this?” You rarely need a whole new character class, or a new subsystem, or something like that. Never try to be innovative just for the sake of being innovative. It’s rarely needed. Stick to the KISS principle, and you can almost never go wrong.
Also, let me just say it’s a real honor to be named Campaign of the Month again – in the same month, I think, as our last one, no less! We’re excited for this, and stay tuned! I’m a little behind on adventure logs right now but am working to get caught up!

The honor is ours, Jason, and we thank you for sharing your creativity with the Obsidian Portal community once again! We look forward to reading more adventures from the Hyborian Age, soon.
We’ve passed along your request to the OP Support team to get your game systems added to our library. And for anyone who would like to add their own games or ask other questions, don’t forget you can always reach out via email to [email protected] for just about anything. Be sure to check out the help articles, Discord server, and community forums too — which is where you can nominate your own favorite campaigns for Campaign of the Month consideration.
Until next month, fellow barbarians!
Campaign of the month February 2025: Stream of Kairos
So, have you ever wondered what it might be like to be the Captain of a Timeship on the Temporal Sea? Well, wonder no more, because when you delve into the depths of imagination on this particular campaign, you can do just that! Join us as we chat to previous Campaign of the Month winner, Abersade, discussing The Kairos Delta, Realspace, and the dreaded Orkehds in his new campaign, Stream of Kairos.

First off, feel free to tell us about the person behind the GM screen. Where are you from? What do you do aside from gaming? Alter Egos? Life partners? Family? Where can we interact with you on the internet?
Hi! My name is John and I’m from Flatlandia, also known as Northwest Ohio. Being born and raised here, there really isn’t much to do except for gaming, gardening, and reading in my opinion. I’ve been with my wife (user Saintdiane) for eighteen years now, and both of my daughters are grown, in their twenties, and have long since fled the proverbial coop.
You had previously won Campaign of the Month in April 2020 for” Core: The Ashes of Alcarna”. Both that game and the new one are using the Dungeons and Dragons 3.5 Systems. What keeps you motivated to designing your Campaigns within this system?
There are four main factors at play for me here:
1. I have almost every official rulebook that was published for 3.0 and 3.5.
2. 4th Ed D&D, 2nd Ed Pathfinder, and 5th Ed D&D all lack the sheer number of crunchy options for characters, rules, feats, and classes.
3. Everyone who’s playing (with one exception) is already very familiar and comfortable with 3.5
4. We use a bunch of tacked on systems like Roleplaying Points (an extra way to advance characters) and House Rules that are specific to 3.5 and which were developed over several years.
How different is your current campaign from the previous one? Are any of the players the same? Are the characters related in any way? Are there any cross connections between the two campaigns?
Have you ever had a concept for a game that was probably too weird or borderline nonsensical, but that you just couldn’t get out of your head? That sort of idea just stays there lodged in the bizarre section of your brain, fermenting like juice that’s gone a bit off.
Most of the time these sorts of ideas slowly wither away, eventually fading completely, leaving only a mild sense of relief. Sometimes though, instead of fading away the idea persists, eventually becoming a monster that must be freed. That monster is Stream of Kairos, which slowly morphed from “an underdeveloped idea involving a stream of water with islands in it, floating in the Astral Sea” into “the Grand Unifying Theory of every TTRPG game that I’ve ever run, while still somehow involving streams of water just sort of floating around with bits of land in them”.
Though it links everything together it is important to know that Stream of Kairos is drastically different from Core, and that Stream of Kairos is also drastically different from Rise of the Durnskald, despite it literally containing multiple elements from both games. Also, some Old World of Darkness content for questionably good measure with just a dash of Warhammer 40k thrown in because who doesn’t like it when things get Orky?
As for the players, the players who returned for Stream of Kairos are some of the same players who were around for Rise of the Durnskald and the last game I played in called The Price of Magic. I have a whole page dedicated to them on our wiki, which can be found here.
Your current landing page outlines future journeys on the “Great Temporal Sea”. These adventures seem like they will incorporate some pretty “deep” concepts. Can you give us all a bit of information about the Temporal Sea and the use of “Timeships” in your campaign.
It all ends with a time loop… all the best nonsense does, really.
The easiest way to picture the Kairos Delta (and thus the Great Temporal Sea) is thusly: imagine an unbelievably large cloud of dark grey faintly luminescent fog, which takes up the entire known volume of the plane, throw a mess of looped waterways floating through the fog, and plonk down a landmass floating in a small ocean everywhere that the waterways intersect. Now consider that the streams of water are composed of this grey fog, but condensed, and flow in specific directions. These streams of time will either cause something to drastically age upon contact, or will do the opposite, depending on which end of the timestream you entered it from.
In order to traverse the streams folks need protection, which is usually composed of the combined auras of intelligent life. Get enough people together, along with enough Stillwater, and their combined auras will push back the ravages of time. Stillwater isn’t exactly travel friendly though; it takes up literal tons of weight and touching it causes you to become locked in stasis until you are removed from it, so captains aren’t exactly keen on keeping it on board.
That’s where the fuel cells come into play! Maybe don’t ask too many questions about how they are charged though. Slap a couple of fuel cells into a Timebreaker class ship and you have a vessel that can not only traverse the streams, but can forge new ones too, provided you brought a Navigator along.
You remembered to bring a Navigator with you, right?
From where did you draw your main inspirations for the current campaign? Books, gaming modules, films, a vivid imagination? What concepts can explorers in your world expect to encounter?
This one is equal parts easy and difficult to answer. Inspiration comes from all sorts of places, but in this case mainly three sources: a story called “Timeless” from a very popular webcomic (Sluggy Freelance) from back in 2005; the short story “All You Zombies” by Robert Heinlein which I read when I was about ten years old; and the concept of “Arcane Resonance” from a game I’m still fleshing out called Forbidden Empire, which is the second game in the Wrath of the Fallen Goddess planned trilogy.
Arcane Resonance was also featured heavily in Rise of the Durnskald, and also Core, though it wasn’t named. Basically, magic causes ripples in the fabric of reality, bigger magic means bigger ripples, and ripple something hard enough and new stuff happens. Crash a big enough magical meteor into a planet and you can hurl the collective idea of the planet straight out of time itself, left to float around all shattered in a cloud of energy, while the original version slowly heals. Now add a bunch of power hungry Kjerne Runecasters to the mix and, well, though that all happened in the past I’m getting ahead of myself.
As I stated before, Stream of Kairos is my TTRPG Grand Unified Theory, bringing everything and everyone together. I remember reading that D&D cosmology, at least back in the day, theorized that all of the games that everyone ran were tied together by existing in the infinite deep astral, with each game existing within its own prime material plane. In Stream of Kairos, the Kairos Delta exists as the broken shadow of the astral plane, and features scenes and elements from many of the games that I’ve run in the past.
This time around though, the players are seeing the events from different perspectives. Helping to complete the missing portions of the narratives that they played through years ago, and in at least one case drastically changing the course of a doomed world. I mean, it’s probably still doomed, but now it’s different doom.
Sometimes you just have to focus on the small victories.
For more info on all of these concepts and sources, look here: https://streamofkairos.obsidianportal.com/wikis/behind-the-screen
Your campaign has some very innovative design elements. What tools did you use to create it and set it all up? Any recommendations for new GMs starting to design their campaigns?
The campaigns look is done via CSS, paint.net, and flamingtext.com, with a generous splash of google image searching thrown in. W3Schools.com can be a great resource for folks who are interested in learning to use CSS, as can the Obsidian Portal forum and Discord.
What is the importance of the “Orkehd Raiders” in your Campaign. They seem to be integral to the geographic area of “The Kairos Delta”. Please, tell us more…
The Orkehd Raiders are among the most fearsome opponents a ship captain could ever have the misfortune to meet. Piloting vast ships made of iron and steel, armed with cannons and rockets, and frequently protected by powerful energy shields, the Orkehd are a foe you don’t want to meet lying down. Or standing for that matter. Hailing from a different dimension, the Orkehd are powerful and quite technologically advanced, though their skill in magic is extremely lacking.
Oh look, here’s one now: https://streamofkairos.obsidianportal.com/characters/oggie-bigteefs
Without divulging any major plots, what plans do you have for the player characters as they progress through your campaign?
What the characters know: That they are eventually all killed by their sorcerer, ReDyns.
What the players don’t know: One of the players actually knows how this happens, and hasn’t revealed it as of yet.
Having been a member of Obsidian Portal for over ten years, what would you say are the most useful benefits for you as both a Campaign Designer and as a person running a campaign?
I quite like a cohesive theme, and easily accessible info, and eleventy billion rules and systems. Obsidian Portal is, in my humble opinion, still the best platform that allows for easy customization and wiki building without explicitly requiring proprietary software or access fees for everyone involved in the game. Also, I really like the community.
Are there any specific adventures you have yet to have that you are particularly looking forward to that you can give us a glimpse of, without ruining the surprise for your players? You can be as cryptic as you like.
I would suggest that folks read up on what Kairos is, and how it connects to the theme of this game and others I’ve ran. I don’t think that there’s enough clues around to actually ruin the surprise, but maybe someone will figure it out.
Here’s a hint: It all starts with a time loop… all the worst nonsense does, really.
Okay, as a last question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
Previously I mentioned learning CSS, and spending extra time getting the world ready to play in so that it sort of becomes self-sustaining.
While those concepts are important, I want to focus on something else this time around. Engage with your players, and your world. Create unique concepts, or monsters, or classes, or races. Create new legends and folktales, maybe songs that tell tales of heroes long gone. Anything really, just make sure to create something, to bring life to your world and vision. You and your players are far more likely to tell tales of the door that made a friend and sacrificed itself to let the heroes continue on their quest than of yet another encounter with a pile of orc guards.
Don’t be afraid to make mistakes, or to be extra goofy with the world (depending on the theme of course). Maybe your world is infested with giant insects that lay eggs that look suspiciously close to oranges, but not quite? Maybe the sewers have Gelatinous Tubes instead of Gelatinous Cubes? Maybe one of your characters is named Lolph Dundgren and you’ve said it so many times over the course of the game that you no longer can remember which way is the actual actor’s name? Maybe try D&D&Space?
And if you’re one of the players?
Maybe, just maybe, play a talking horse who goes out of her way to teach one of her friends how to speak horse. It’s a heck of a story.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure March 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!
Obsidian Portal Campaign of the Month January 2025: Mass Effect: Spectre’s Angels
A group of galactic super spies travel the known universe, using a manipulation of ‘dark energy’ to enable faster than light travel. Follow them on their travels as they discover strange races on even stranger worlds in the year 2178 when you step on to the ship of GM Optimusnorm and his team, in their Traveller campaign, “Mass Effect: Spectre’s Angels“.

First off, feel free to tell us about the person behind the GM screen. Where are you from? What do you do aside from gaming? Alter Egos? Life partners? Family? Where can we interact with you on the internet?
I’m a Brit living in Dubai, UAE, where I work as an Investment Advisor, helping clients around the world manage and grow their wealth—whether through stocks, property, fine art, wine, or whisky. Outside of work, I’m a husband, father to two children, and a passionate gamer. I also enjoy camping and socialising, especially connecting with like-minded people. I’m proud to be a co-founder of the Gulf Roleplaying Community, a group we created to bring together roleplayers across the Arabian Gulf and the Middle East, offering a space for enthusiasts to connect and share their love for rolling dice around the table. I have been roleplaying since the late 1980s – I think my first RPG was Warhammer Fantasy RPG second edition.
You are running a Traveller space scenario, but before we get into further details, please explain in a nutshell the “Mass Effect”. What is it? What is its significance to the campaign?
“Mass Effect is a military science fiction franchise, best known for its critically acclaimed video game series. In the game’s universe, the term ‘Mass Effect’ refers to a scientific phenomenon based on the manipulation of a universal force called ‘dark energy.’ This technology underpins the series’ interstellar civilisation, enabling faster-than-light (FTL) travel, advanced weaponry, and biotic powers.
My campaign is a Mongoose Traveller 2nd Ed conversion set in this, universe, combining the franchise’s lore with the unique Traveller system, which is really the granddaddy of sci-fi RPGs
How long has your campaign been running and what made you choose Traveller as your gaming system?
The campaign ran for just over a year and is currently on hiatus while we explore other sci-fi projects (I am definitely more of a sci-fi than fantasy fan). Traveller was always my first choice for this setting because of its excellent character creation system, simple and flexible mechanics, and the inspiration I drew from other gamers who had successfully adapted a previous version of Traveller to the Mass Effect universe.

Your WIKI starts out by detailing Mongoose 2nd Edition Rules Conversions. How much work did this involve and what tips would you give to those enterprising GameMasters on Obsidian Portal who might be thinking of converting a Rule System to meet their personal needs.
This project has been a significant undertaking, but much of the groundwork was laid by fellow Obsidian Portal user Jacobkosh, who ran a Mass Effect Traveller conversion about a decade ago and generously shared his notes with me. I adapted those notes to the Mongoose Publishing 2nd Edition rules, and as a group, we’ve been tweaking, adding, and refining elements throughout the campaign. It’s truly been a labour of love. For anyone looking to attempt something similar, I’d recommend starting with the core rules and finding an understanding group of players who are willing to collaborate and help the game evolve through actual play.
You currently seem to have three active players listed. It is presumed they form the basis of the group, “Spectre’s Angels”. Tell us about this group and their place in the universe. And what about the people who play the characters? How often do you meet and how do you all interact?
Living in Dubai means we have a REALLY diverse group of players. Our current roster includes another Brit, his Lebanese wife, and a Russian. We also had a Filipino gent with us but he had to move away and couldn’t make sessions anymore. The transient nature of expat life often means people move on when they change jobs or relocate. As I only game in-person this means we sometimes gain and lose players.
The concept behind ‘Spectre’s Angels’ was inspired by the Spectres in the Mass Effect universe—elite agents with broad authority, akin to super spies. In our campaign, the group operates under a Spectre, much like Charlie’s Angels (hence we called it Spectre’s Angels!). The PCs themselves are a disparate crew with individual agendas but share a common goal: to pay off the debts on their ship and ultimately gain full independence.
We played every two weeks on average but again, the nature of expat life meant people go home for the summer, travel for work, head back for Christmas holidays etc so sometimes a month or more would go by between sessions.

How much of your gaming time is spent on space travel as opposed to action on various worlds? Feel free to give us a brief overview of the type of scenario your characters could normally expect during your campaign.
Space travel is usually quick in our games, unless the adventure itself takes place on a ship en route to somewhere. Most of the time, it’s about getting to a world, space station, or other location and jumping straight into the action. We tend to enjoy a mix of 50-75% investigation and interaction, with 25-50% combat.
One session turned into an epic bar crawl across a massive space station as the group hunted for a missing person, discovering weird cocktails and shady establishments along the way! Some sessions focus more on combat, but overall, the group isn’t too combat-heavy.
Did you build the Campaign yourself? While building your campaign, what tools did you find useful? Do any of your players get involved in the Campaign design?
I always build my campaigns from scratch, starting with a session zero where the players come together to create their characters. This gives them a chance to develop interlinked agendas and backstories, which I then use as inspiration and fuel for shaping the campaign. It’s a great way to make sure the story feels connected to the characters and their goals. I don’t really use any specific tools except Obsidian Portal and my digital notes.

Without divulging any major plots, what is your plan for the future of Spectre’s Angels?
The game ran just before the events of the Mass Effect 1 PC game. The future will likely be in parallel to the events of that first game, bringing in themes and plots that relate to the main story.
Having been a member of Obsidian Portal for over ten years, what would you say are the most useful benefits for you as both a Campaign Designer and as a person running a campaign?
Having one central place for both me and the players to refer to is invaluable. With the expat lifestyle sometimes causing long gaps between sessions, it’s great to have everything in one spot to refresh our memories and keep building on the campaign whenever we’re ready.
For me as a GM, it’s also a great way to gauge player engagement. Those who aren’t really into the game tend not to update their characters and get involved in the Portal, which helps me figure out if we’re a good fit to keep gaming together.
Are there any specific adventures you have had that stand out in your memory as being particularly fun for you and your players? Feel free to add any pictures or links.
We really had fun with a Casino heist scenario where the PCs managed to stumble through every step and succeed in the least subtle way imaginable! There’s been a number of ‘bumbling successes’ around the galaxy – often in clubs and bars!
Okay, as a last question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
At its heart, gaming is all about the people. Every gamer is different, and as GMs and players, we all bring our own expectations and standards to the table. One of the most important lessons I’ve learned is that having the right group makes all the difference. A group with committed people who are truly present can thrive even with an unfamiliar system or an improvised adventure, while a mismatched group will struggle—even with the perfect story and a deep understanding of the rules.
Focus on building a group that clicks, and the rest will fall into place.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure February 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!
Obsidian Portal Campaign of the Month November 2024: Dark Conflagration
“In a system on the Terra side of the Great Rift this group in service to an Inquisitor must prove their worth through grit and valor to hold back the closing despair. Join them as you pour through this restricted Inquisitorial system and read along with their adventures in their own words.” Please join us in this month’s interview for COTM Dark Conflagration with our GM Medacia and Kenkewl00!

Tell us a little about the people behind the logs. What’s your group like, how did you all start playing together, and what drew you to Warhammer?
We have a group of 3 full time players, one part time player, and the GM. All of the players are lifelong TTRPG players from various professional backgrounds like healthcare, finance, baking, and theater. The GM tailored a short list of concepts for each player and let them choose their favorite. You can see the flavor of the character and the style of the author in each entry into the Inquisitorial Journal System.
The group has been going with varying members for over 8 years, starting with a long-running Vampire the Masquerade game. A few of us got into (or back into) WH40k about a few years ago when they came out with the box sets for pre-built armies, and enjoy the more miniature-focused gameplay.
Warhammer 40K’s atmosphere of hopelessness populated with great acts of heroism is what drew the GM to the system. The grind of ten millennia of slow collapse and bureaucracy combined with the terror of the events surrounding the Great Rift create a need for sacrifice and courage to fight back the encroaching darkness.
How often do you play, and how do you generally do so (online, in-person, hybrid)?
In-Person, once every 2 weeks is the schedule. Occasionally we’ll miss a scheduled session due to real-world obligations or add a session in-between when we can.
For folks that are perhaps less familiar with the world of 40k, where does your game fit into the grim dark?
It’s set after the universe got split by the Great Rift as Cadia fell, in a GM-created star system on the Terra-side of the divide. It’s inspired from various events going on throughout the 40K universe in the early part of M42. The players are part of a small group in the service of an Inquisitor in the Consus System, near the Pariah Nexus.

I love the various art on your site, from Characters to Items, Adventure Logs to Wiki Pages. How do you create/source the artwork, and do you have a secret for keeping the feel so consistent across your whole site?
I chose a stylized realism for the overall theme. I sifted through many AI art sites and styles before settling on one that captured my look. I’ve used a lot of iterations of a single concept before settling on any image that makes its way to the site. As I learned more about how the AI responded to particular prompts I’ve been able to achieve my desired outcomes more efficiently. I’ve also tracked down specific pieces (like the propaganda posters) from existing art and included my favorites in entries or slideshows where appropriate. I’ve created or modified images and run it through a program that creates short videos for the cover page to create a more dynamic feel, hoping to give the viewer a more engaging experience like they’re breaking in to the Inquisitorial Journal System.
As you’ve been on Obsidian Portal for quite some time, what is your favorite campaign wrangling feature?
I have mostly used OP as a way to stay consistent as a GM – once its online, it’s easy to reference and I don’t have to deal with lost papers. I should probably use more of the functions truth be told. I like the session reminders, and the forum to post little things in-between sessions to keep players and fans engaged.
Swapping to your intense site for a moment, where did you come up with the style design you have?
I want to give the OP a more exciting feel than the standard campaign designs that I see. I want it to be an experience, and I want the players to sign in and make updates feeling like their characters journaling their horrifying experiences fighting the Chaos cultists. I also want fans to get excited to see the next update, to present a taste of how things would look in the collapsing world of 40K. I want them to feel like they’ve snuck into this secret archive and they’re watching the story evolve from afar. To inspire them to create their own star system, their own Inquisitorial warband and fight off the wickedness of a violent, indifferent universe.
I love your adventure logs, I see that one of your players is involved with them as well. How do you split that load?
Mendacia handles most of the details of the Logs – the game notes, the notable events/locations/people, that sort of thing. kenkewl00 gets involved by occasionally putting a placeholder Log in there for Mendacia to edit later, since one way to encourage player involvement we are utilizing is to give out in-game goodies (extra wrath tokens, given our system) for players to put notes from their characters perspective. kenkewl00, as a normally-GM type, tend to put more detailed notes than others, but the Ogryn puts a lot of time in to write the log in a low-int style since they are “in character journals”.

Back to your game, can you share an example of a particularly memorable moment from your campaign?
Lots of epic moments for a campaign that’s only six months old, plenty of acts of heroism and bloody conflict that I could reference here. However, I think the bright spots in this violent, grim saga are the personal exchanges between the Inquisition Pact members. The intro session for Roland (The Navis Imperialis Pilot) and Smasha (Militarum Ogryn) cemented their dynamic and it led to some great roleplaying. In the Calamitous Intent session this plays out with the Ogryn’s massive bulk and clumsiness enraging an entire bar full of patrons, effectively chasing him with torch and pitchfork. A few blocks of pursuit later the noble-born Pilot puts himself between the Ogryn and the crowd and has to use every trick up his sleeve (charm, bribery, his Navis uniform) to calm them. There’s a sense of obligation between Roland and Smasha, just the prior session Smasha had put himself between Roland and the blades and lasers of cultists.
Let’s round this out with one of our favorite questions for our featured GMs! If you had a secret sauce for running a great game, what would be the most important ingredients?
1. Don’t over-prepare. Set up the big detail points, but let the players choose how they get there. They’ll almost always surprise you.
2. When you’re getting started, don’t fall in love with your NPCs. Put out a large amount of them initially, and see which ones that players gravitate towards. I’ve had so many throwaway NPCs that wound up being central to the story because they meshed so well with the troupe.
3. Critical successes can lead to epic moments. So can critical failures. On both sides of the table! Make the most of these opportunities to engage the table and make memories.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure November 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!
Obsidian Portal Campaign of the Month September 2024: Echo of The Mists
Travel into this dark fantasy world – tune into the dedication of carefully crafted set up designs and story telling, by joining us in talking with shawnrstaub, the GM behind Echo of The Mists, the winner of our Campaign of the Month for September 2024!

First off, feel free to tell us about the person behind the GM screen. Where are you from? What do you do aside from gaming? Alter Egos? Life partners? Family?
Answer: Where can we interact with you on the internet? I am originally from West Virginia until my wife and I moved to Maryland for work and to start our family. My wife teaches 2nd grade and I work as a branch manager at a bank. Before COVID, I played bass in a heavy metal band themed around the “Legend of Zelda” game series called “Master Sword,” touring around the country playing the nerdy convention circuits. I retired from that life after my oldest daughter was diagnosed with cancer, which I’m happy to report, she has made a full recovery and started 2nd grade today at the school my wife teaches. Now, I spend my free time with my family and building terrain for my D&D games as well as 3D resin printing.
How regularly do you play, and where do you play? Tell us about your current group of players.
Answer: My D&D group is actually a really great story. I only started playing D&D around 2021/2022 when I was invited as a player to a game hosted by my former band mate and her husband and two other couples (sadly, my wife has no interest in TTRPGs). I’ve always enjoyed building and creating cool nerdy things (in my Zelda band, I learned how do leather working so we could wear custom armor on stage). So for that group, I built a custom gaming table with a 55′ TV screen in the center so we could use digital maps – this was before I started building 3D terrain.
After posting pictures of my gaming table, I was messaged by two separate Fraternity Brothers that I’ve not spoken with in nearly a decade telling me how much they liked my table. They shared with me that they had never played D&D, but never had a group or the confidence to try it out. So I reached out to 2 other Fraternity brothers who I knew played, and the five of us started a game with myself in the position of DM! What started out as a Ravenloft one shot turned into an full-blown campaign that continues to this day. Life is busy, however, so we only get to play once or twice a month, alternating between in person and digital games depending on everyone’s availability.

Tell us about “Echo of the Mists” in a nutshell. How did you design the campaign? What was your inspiration?
Answer: Echo of the Mists is a homebrew campaign based in the Ravenloft setting combining classic Ravenloft lore, 5e lore, or homebrew content (whatever speaks to me or works in the moment). Although it has yet to be revealed to my players, they will eventually learn that an “echo” refers to the manifestations of specific, powerful entities that exist throughout the multiverse of D&D as “variants” of those entities. One such entity has unwillingly trapped itself within the cage of Ravenloft and is using its power to draw in (and devour) its own echoes in an effort to gain more power and escape.
Why did you choose Ravenloft as the setting for your campaign? How does the setting complement your plot?
Answer: I love vampires, werewolves, ghosts, and all things spooky, so Ravenloft was a natural choice. Admittedly, our game is more “dark fantasy” than “horror,” but it still allows for me to explore dark themes and spooky stories.
Your wiki section details a lot of domains, but some don’t have a wiki page. Do you add the details of these domains as the players move from one domain to another?
Answer: There are A LOT of Domains in Ravenloft – too many for me to possibly develop between my family life, work, and creating terrain, painting minis, and creating content. So I develop the world as the players move through it and help guide what needs to be developed and what doesn’t. I also love having my players contribute to the world, so whenever I can, I have them make decisions about the world and characters within it. For example, there are times I’ll ask my players to create features in the world like a family estate or a describe the people from their past. I’ll take their ideas and integrate them into the stories, scenes, and settings that they will explore.

Dungeons & Dragons 5th edition has relatively few Ravenloft books. Are you using any materials from previous editions for your domains?
Answer: Oh yes, the older lore has lots of great content. I routinely incorporate “canon” material into my game, but love to fill in the gaps with my own homebrew. I’ll even try and marry the old and new lore on occasion. For example, in 5e they gender bend the ruler of Falkovnia – Vlad Drakov – into Vladeska Drakov. In my game, Valdeska is the daughter of the original Dark Lord who has systematically butchered her many, many siblings to take the reigns of power as the undisputed ruler of the land.
How much time is usually spent preparing your game sessions? Describe a typical session.
Answer: Its hard to say how long I prepare because I do it in bite sized chunks after my kids go to bed while I’m watching Netflix with the wife! I’ll write it little notes and ideas to myself and come back to it later. As any DM knows, some content you make gets completely bypassed by players, but I’ll often “recycle” that content. The old catacombs that the players never explored becomes and underground fortress of a necromancer of laboratory to a mad scientist. I’ve learned that if you “save it for later,” later never comes!
How long have you been using Obsidian Portal? What brought you to the site and what keeps bringing you back?
Answer: I think I started in 2022 as a way to store my ideas and content. I would never be able to remember everything, so having a man repository that is organized the way I like it is super helpful. I’m 99% sure my players don’t even use this wiki, but it sure is helpful for me to keep my world straight and organized.

If you had to pick just one thing, what would you say Obsidian Portal helps you with the most?
Answer: Organization for sure. Visuals help me remember things far better than names and texts, so having things arranged exactly the way that makes sense to me is very helpful.
What would you say is the biggest highlight of your game so far (please also provide images and links if possible)?
Answer: Anytime I can get the reaction of “I REALLY hate that guy” from my players regarding an antagonist feels like an absolute victory to me. Also, when my players geek-out over my table setups, it makes all the work I put into them worth it.



Okay, as a last question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
The game and story are better if you don’t stubbornly cling to what you think SHOULD happen, but instead let the story naturally progress. The classic saying is that no story survives the encounter with the players, so let that inspire you. I often will come at a setting with the mentality of “what would happen if the players did NOT intervene?” Then, I use the choices the players make inform what DOES happen, and more often than not, its unexpected and better than what I would have planned. I love not knowing what will happen, so every session is exciting and rewarding for everyone at the table.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure September 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!
Obsidian Portal Campaign of the Month July 2024: Ars Magica, Umbra Quercus Saga
“Gather your grogs and call upon the covenant of Umbra Quercus, our new Campaign of the Month winner! At the helm, the madirishman and his mystical magi, who have collaborated for several years to produce a fascinating fable steeped in deep lore, strange sorceries, and a setting and story that reads like a great adventure novel. Wander onward to gain a glimpse of this admirable Ars Magica campaign.”

You’ve worked professionally with Atlas Games so you probably have a better understanding of Ars Magica than most. For those who don’t know the game, can you briefly describe the system and setting?
Hoo boy, you’re really in danger of putting me in full proselytize mode when asking about Ars (ArM is the semi-official shorthand I guess, but we always just call it “Ars”). I discovered the game in the mid-90s or so when it was Third Edition and immediately fell in love. It’s my favorite setting/system and our current saga is the sixth I’ve played in.
My initial draw was undoubtedly the magic system, which has rightfully been much acclaimed. It’s incredibly flexible and after five editions, remarkably internally consistent. Spells are generally in the form of “verb + direct object”: a Technique and a Form, and your magus character will have varying scores in the Techniques and Forms depending on what you choose to specialize in. Because of the setting, these are in Latin, but once you get past that, it’s remarkably easy to design spells that are consistent in power relative to one another. Your standard Fireball (more prosaically named Ball of Abysmal Flame in Ars) would be a type of Creo Ignem (‘I create fire’) spell, but if your score is high in Creo you might also use it to effectively Creo Corpus (‘I create body’) to heal someone. (Note there is no resurrection in this game, but magi typically live many years beyond those of normal men through longevity rituals.) Likewise, laboratory activities are well defined and tell you how to make new spells, magic items, etc. While you gain experience points like in other games to advance your skills, it is generally these lab activities that increase your power. Over years of game time you pursue these to achieve truly epic magical abilities.
Secondly I am a bit of a Medieval history buff and while you could use the rules to play in, say, Middle Earth, the default setting is “Mythic Europe” of 1220 AD: basically our historical Europe, but the things people believed then are literally true. Magic exists, demons corrupt the unwary, faeries perplex travelers, you encounter angels and dragons, etc. I particularly love trying to reinterpret actual history through the lens of this setting. Sure, the Mongols sacked all of Medieval Rus but spared the great city of Novgorod. Was it because the Russian ground became too swampy for them to attack the city? Did Novgorod avoid destruction by paying tribute to the invaders? Or maybe magic was used to influence the general’s mind and convinced him to spare it?
Yet slapped onto this quasi-historical Europe is a completely ahistorical political entity. All the magi are members of the secretive Order of Hermes, which governs how magi may interact with not only each other but the “Mundanes,” as people without the Gift are known. (Beats “Muggles,” IMO.) So you can also milk a lot of great stories out of these interactions, even though in our current game we decided to set our saga in the Hermetic boonies specifically to tone down this particular dimension of the game.
What is the main story, so far?
Our characters are magi fresh out of apprenticeship who have stepped into a mystery. Instead of founding their own covenant, they were invited to join an existing one founded by a trio of powerful magi. Yet not only have these founders disappeared, the wizard who recruited them was likewise nowhere to be found when they arrived at their new home.
Their covenant home is a small island on a remote lake with impressive fortifications in Livonia (modern-day Latvia), where German crusaders are fighting against native tribes to Christianize the last pagan part of Europe. The players have learned that the covenant has some connection to a prophecy about the destruction of the Order of Hermes, and the founding magi apparently were there to investigate. So finding their predecessors has taken on a new urgency.
Just recently they have unearthed the remains of one of the founding magus’ apprentices. Speaking to her shade, they have gained new insight into the last known appearance of two of the three founders. She was seemingly sacrificed by their as yet unknown enemies; what is less clear is the nature of the involvement of one of those founding wizards.
Along the way, the young magi have encountered menacing packs of wolves, a mysterious bird woman, and a faerie living in their bathhouse. They have chased an escaped pig, parlayed with mudmen, and encountered a mystical site that seems to produce doppelgängers of people under certain circumstances…
Umbra Quercus involves a good deal of collaboration, shared tasks, and organization with your gaming group, where Obsidian Portal is only one tool among many. Could you explain how your group typically uses OP, the campaign forums, Discord, Dropbox, email, and any other tools and tricks to help you play the game and coordinate all those wonderful tales that we get to read in your adventure logs?
OP has been critical for our many and varied campaigns. We’re big on Troupe play and there’s a lot of collaborative world-building. We also seem to favor somewhat Byzantine plots. :^) OP gives us a centralized place to store character stats, discuss rules or logistics by thread, keep track of when our next game session is, and more. Considering those Byzantine plots, I think the Adventure Log is among the most useful for keeping track of just what the heck happened last week or three months ago,
We started as a face-to-face group but like many others, COVID-19 forced us to move to Discord for actual game play; we’ve only met a few times in person since. Discord, however, has its advantages: it’s easy to share maps, links to web pages, and other resources in the middle of a game session. Like OP, there’s a paper trail as well; you can look back at the chat log and remind yourself of important details. I won’t dwell on my failed attempt to use voice modification software to simulate speaking to the dead…
Ars can get kind of complicated and so we have used numerous aids like Excel spreadsheets and files for (the now-defunct) Metacreator. Dropbox and Google Drive are great ways to let us share those files as well as PDFs for rules or character sheets.
Google Maps has also been huge in allowing us to share a map with all of the important sites of the campaign: other covenants of the Order, towns and fortresses, mystical sites, and so forth. Useful for translating those real-world sites into saga locations, and even ballparking travel distances. Take a look at our Map of Fortifications and Mystical Sites of the Region.

What moments during the campaign stand out to you and your group as real highlights?
In “The Crossroads,” the magi and their grogs avenge a young boy and rescue a local girl from the clutches of a corrupt Sword Brother by slaying him, only to encounter him limping down the road towards them only a few hours later.
In “The Evil Medieval Weevil Upheaval” (Beta Storyguide Ted has all the best names), the magi encounter a demonic centipede with a human face that casts a dire influence upon the innocent men and women of the local village with its ugly glare.
In “Puerulus Amissa,” the magi and their grogs, using earth, fire, mental manipulation, and induced hallucinations, protect a young Russian boy with the Gift from a group of soldiers determined to take him back to his harsh uncle.
In “This Little Piggy Went to Market,” a covenant guard is suddenly and mysteriously overcome with admiration for a piglet belonging to some German soldiers, and runs away with it, to the chagrin of his companions and causing all sorts of legal problems. If your game doesn’t feature a pig chase, you’re doing something wrong!
What are the advantages and disadvantages (if any) to having more than one Storyguide in an Ars Magica campaign?
The Troupe style of play was baked into Ars from its early days, and this was something of a revelation for me. Due to time constraints imposed by schoolwork, I was used to the idea of rotating DMs all the way back to playing AD&D 2e in college, but Ars was the first game I encountered that was really pretty much designed to have people play different characters depending on the needs of the story. In fact, the characters’ covenant (where they live together and practice their magical arts, be it a castle, sailing ship, or traveling caravan) is really the central character of any saga. Instead of having to have everyone meet in a tavern and then get hired to rescue the princess, the covenant concept is a natural impetus for driving all manner of stories, and the covenant itself evolves just like the player characters do.
Each player has a Magus—the most powerful characters in the game—and a Companion: a character of note who has some reason for affiliation with the magi. (These you might think of as the other “character classes”: a knight errant, a traveling troubadour, a curious monk, etc.) If it makes more sense for your companion to participate in a story, you might play them instead of your magus. Then there are the Grogs: background characters that may be swapped between players when they’re not playing either of the above. Think foot soldiers, the blacksmith, or that book merchant who occasionally visits.
This means even the GM gets to play every once in a while, and while there’s always the dangers inherent in design by committee, I’ve found that if you have multiple creative and knowledgeable people working to build the game world, it’s often more detailed and interesting than anything one could come up with on one’s own. It’s certainly more satisfying for the players to have a voice in the bigger story. It also helps when you have a group of busy professionals that no one person is on the hook all the time for creating stories! To avoid any problems, the Storyguides typically have ownership of their own story arcs, and any story abutting one of these arcs is talked through in advance. This also keeps spoilers to a minimum.

Ars Magica has what some players consider the best (or at least the most interesting) magic system in table-top roleplaying. Would you agree with that idea and why?
It’s definitely the most flexible simulationist system I’ve run across, as I think becomes clear when you think about my description above. In fact, it gets kind of hard to give it up if you go back to another system (A brief primer worth mentioning). We played a group of wizards in our last (non-Ars) game and while it was a lot of fun, we kept saying in many situations, “well, if this were Ars, we could…” While your characters will have a set list of spells they can cast relatively effortlessly, the system allows you to spontaneously “invent” spells at a cost of Fatigue. Ars Magica Fifth Edition has a robust set of guidelines that allow you to be creative with magic in any situation, yet also tell you what your limits are. Want to dig a hole magically? You look at your Perdo (I destroy) Terram (earth) scores. Want to dig it in stone? Well, the rules tell you that’s harder. Similarly for parameters like how big the hole is or how long an illusion spell lasts. It allows players to be very imaginative in coming up with magical solutions. (“Well, I don’t think I have the scores to fling my jailer across the room, but I might be able to levitate those keys off the hook on the wall…”)
Sounds like magi can do anything, right? Well, with the right scores, they can. But they bleed just like everyone else.
Also, Ars Magica’s best days may yet be ahead: Atlas has announced the Ars Magica Definitive Edition for this fall, which will revise and consolidate the current Fifth Edition rules, but perhaps most importantly, inaugurate an open license which will allow for a host of new materials.
By way of your Obsidian Portal profile page, we discovered that you’ve done a great deal of wonderful character sheet design work over the last quarter-century or so (http://www.mad-irishman.net) and generously shared them with the gaming world. What elements make up a very good character sheet, in your opinion? Or, to put it another way, what common problems do you find on some standard character sheets that often need to be fixed?
It’s gratifying that people have found my stuff useful…and my site afforded me an appearance in Dragon magazine with a picture of me dressed as an Andorian, so there’s that.
Designing character sheets is a bit like designing user interfaces for web pages. You want to have the information you need at your fingertips. Typically, sheets focus on information that is unique to your character, but sometimes there are frequently-accessed rules that everyone needs to hand.
Character sheets for RPGs used to be almost an afterthought. Typically I could open an RPG book, flip to the last page, and see something that was like the last thing anyone worked on and seemingly created by someone who hadn’t actually played the game. Having desktop publishing software at hand, at first I was just using it to create copies of existing sheets that I could print rather than photocopy, but it was only natural I started making sheets for how I played the game and what information I thought I needed to record.
But people have different needs, one size does not fit all, and games have certain options players may choose to adopt or ignore. This is why some of my later sheets utilize PDF layers: by toggling these layers on or off, the same space on the page can be used for different blocks of information, or at least different styles.

As someone with gaming industry experience in writing, layout, font design, and even a bit of cartography — what do you love most about the creative process with regard to games?
I guess the problem with answering that is I love all of it. There are many games and gaming products I adore, and some of them may have had, say, a great story, but looked like they were produced on a 1940s typewriter and then Xeroxed. But when I think of some of my favorite products, many of them feature multiple impressive design dimensions.
AD&D’s Desert of Desolation series? An evocative setting replete with Jim Holloway artwork. Woodcuts by Eric Hotz define Ars Magica and Hârn. Similarly, where would the World of Greyhawk be without Darlene’s cartography? And nothing says “Gamma World” to me like that Shatter font, or anything Middle Earth and an uncial font (thanks, MERP and Ralph Bakshi).
When Victory Games’ James Bond 007 RPG came out, I was struck by the loving *design* of the products: prop handouts replete with the “For Your Eyes Only” folders, eye-catching layout, and a splash of color in the text itself…which in the mid-80s, was quite the change. This was all *on top of* innovative rules like ease factor bidding and chase scenes.
All of these areas of design are great fun as far as I’m concerned. Perhaps a more extreme example of me having that kind of fun (also outing my compulsion to compile information I guess) is my Ars Magica “Master Grimoire” that I have been compiling for the last 20 years. It contains all of the spells and spell guidelines from the official Ars Fifth Edition products, but also those from earlier editions, fanzines, web sites, and so on. Invaluable for our game play. But of course I also had to lay it out exactly like an official Atlas Games product and mimic their trade dress. It currently weighs in at 455 pages! It’s pretty awesome, if I do say so myself…I just wish I could share it with everyone, but unfortunately it uses like a million different people’s intellectual property.
Anyway, I guess this is why I’m master of none of these areas but have dabbled in them all. :^)
This question is for those among us looking for new RPGs to play and hidden gems outside of the mainstream. Out of all the RPGs that you have played or own (and I know there’s a lot), what are some of the lesser-known game systems or supplements that you might recommend and why?
Man, another toughie, where I’ll want to go on and on. You can look at my other OP campaigns or the list of games I own (over at my Mad Irishman page) and get some feel for a few of them. I do have a ridiculously large RPG collection that includes many unplayed games to go with all those unpainted miniatures. <eyeroll>
Another setting I love—maybe my second favorite—is that of Space: 1889. Victorian adventure with scientific romance elements. Like Ars, it’s great for taking real-world history and giving it a twist, just sci-fi this time. The Great Game played out on the surface of Mars, with native cloudships dueling with Earth flying gunboats. You can also probably find it in a rule system you like: it’s been through its own GDW system, Savage Worlds, Ubiquity, and most recently, the Empyrean system.
While we’ve played that, one that’s still on my bucket list is Lace & Steel by Kitsune Press. Swashbuckling fantasy a la The Three Musketeers, but in a more fantastic world with centaurs (sorry, half-horses), ogres, and pixies. I love the mechanic for conflict: there are card decks to simulate fencing, sorcery, and that most dangerous of duels, verbal repartee!
If you like the idea of playing wizards in a quasi-historical setting, but like your rules lite, take a look at Magonomia: Renaissance wizards using the FATE system.
2300AD. Pendragon. Iron Heroes. I still want to play a straight Western game that doesn’t have steampunk, magic, or zombies. Many great games out there to try. The World of Synnibar is not on this list.
As is tradition, Obsidian Portal always loves to ask if you have any tips or sage advice to share for those of us who want to create and run games like this one?
There’s already tons of great gaming advice out there, so I’ll start with a focus on Ars and other “quasi-historical” games.
Real world history is your friend. You don’t have to be beholden to it, but it’s great to mine for ideas, since you don’t have to go to the library anymore to find out everything about Hungarian mythology or Venetian history. You can pluck many great story ideas straight from Internet resources on these topics and others. Then just think about how things might play out a little differently if magic or sci-if tech were involved…
I’d also put in a pitch for collaborative world building. If your players are game, you’ll get more buy-in from them if they’re all involved to some extent in setting the story. Lean on each player’s strengths and interests, and outsource some of that design and bookkeeping.
Pax, and may your Stress dice roll lots of ones!
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure August 1st, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!


