Friday, May 8, 2026

Rebuilding Chesterton's Fence

 There's been a lot of discussion lately in various (mainly political/economic) news & commentary that I consume lately. If you don't know, Chesterton's Fence is the idea that you don't tear down a fence unless you understand why that fence was put up in the first place. I'll let you draw your own conclusions to what self-styled super-genius's actions the media I was consuming was referencing to (there's more than one, to be honest). 

In terms of D&D and other RPGs, this is solid advice. We often, especially those of us in the OSR and the weird confluence of OSR and indie/narrative/story-first gaming circles, tell new GMs to "homebrew to make it your own game" or roll out adages like "rulings over rules." But if you don't know why those rules were there in the first place, you're likely to do more damage than improvement. 

I watched this video about improving 5E play earlier today. I'm still involved in two play-by-post 5E games (same GM), but I don't have much interest in the game itself these days. Still haven't bothered to look at the 5.5E rules yet. But at the same time, it's good to have some idea of that play culture. Especially in light of the (now cancelled, unfortunately) GM workshop I was preparing for.  

If you don't want to watch, he's talking about how the 5E "long rest" mechanic takes away tension and resource management, and ways to bring those back by limiting or putting conditions on the long rests. No arguments, no notes. He's right. If you want to play 5E, those are good things to do. 

While watching the video, I couldn't stop thinking of how WotC tore down Chesterton's Fence when they made 3E D&D and their subsequent versions either because they just didn't know what they were doing, or because there was pressure from players to take out the "suck" from the game. Actually, this may have started with TSR people in the late 80s/early 90s, around the time of 2E AD&D now that I think of it. I guess there's just been an accumulation of Chesterton's Fences being kicked down in the game over the decades.

And now, the younger generation is rebuilding some of those fences. It makes me happy to see that. Gygax and Arneson, for all their faults, ended up designing a great little game. And a lot of the decisions they made way back in the early 70s were integral to good game play. Resource management (including rests) may be boring and sometimes tedious, and it may not be something that emulates the heroic fantasy fiction that inspires our games. But without it, where's the game? 

Tuesday, May 5, 2026

A Game-Full Weekend (plus!)

 It is Tuesday, May 5th. Cinco de Mayo, but also Children's Day in Korea and Japan. A public holiday. Yesterday (May the Fourth) I had to work, but today was a day off. And we just finished up a really fun Star Wars d6 session a couple of hours ago. 

But before I get to that, I got a lot of writing done on Missions & Mayhem over the weekend.  I did a little bit of editing of the main rules, but mainly I was working on the next campaign module, Bughunts & Bedlam which covers military-adjacent, horror-adjacent sci fi like the Alien series, Starship Troopers, the Ender books (and movie), and games like Contra, Doom, Xenophobe (remember that one?), Halo, and countless others. I finished up the advanced classes (Agent, Cosmosoldier, Planetologist, Space Cowboy, and Xenologist), got started on weapons and gear, and wrote rules for androids. 

On Sunday, Justin, Steven and I joined Peter for a game of BattleTech: Alpha Strike.  None of us had played before, so we stuck to the quickstart rules. It was pretty easy to get into, and not overly complex like the full BattleTech game is (or so I've heard). I ended up winning by getting both of my objective tokens off the board first, but it was close. The mech with the second token was drawing lots of fire, and all its armor was gone. It had three points of body integrity left, and Justin failed to kill me in the second to last round. I failed initiative every round, meaning I got to go first (there's advantage to move after everyone else has) and get my damaged mech off the board. Justin shared some pictures: 





 It was fun, and hopefully we can play it again. But we also want to play more Mutant Year Zero Zone Wars, and more Stargrave. And Peter suggested trying Bolt Action next time. 

 In a related note, yesterday I was chatting with an acquaintance about the upcoming Busan Con (May 23-24). He was asking if there were any wargames scheduled. I said I was thinking about running some Chainmail next time (next Fall, probably), and he said he has over 300 1/72 scale Medieval knights/warriors we could use. I've got plenty of 1/72 scale warriors, wizards, and monsters, so we may make something of this. 

And finally, today's Star Wars d6 game (It is Revenge of the Fifth, today!).  The timeline is now shortly after the Battle of Endor. The last time we played (quite a long time ago), the guys suggested that going after the Imperial Remnant would be fun. So I made an adventure where a mysterious Alliance spy named Fulcrum* sent them on a mission to recover a Jedi Holocron from a remote Imperial base that has been understaffed due to the losses at Endor. 

They came up with a good enough plan to get in, but then came up with (and a lucky die roll improved) a second plan, which they implemented to get in easily. Once in, Michel the Jedi (Steven's character) sensed the holocron in the center of the structure. They managed to sneak in easily enough, avoiding security, then found out the holocron was guarded by a rancor! 

After quite a few useless blaster and slugthrower shots, Michel the Jedi got a lucky roll (and an unlucky damage resistance roll by the rancor) and slew the beast with a single stroke of his lightsaber! He had a 6 on the wild die for the damage roll, I got a 1 on the wild die for the resistance roll. And my other dice were low. They had tripped an alarm, so had to fight a few battles with stormtroopers (stun grenades made it pretty easy), and managed to get away. 

Now they're deciding if they want to keep the holocron or turn it over to Fulcrum.

Peter joined us for this game, and Jada was playing d6 Star Wars for the first time (she's not really into SW, but she's seen a few movies). They both got the rules easily, and enjoyed the game. And both of them came up with some good ideas during the game that definitely helped. 

Back to work tomorrow, but it's been a fun and game-filled weekend and a day.  

 

 

*Yes, if you've watched Rebels, that Fulcrum! 

Wednesday, April 29, 2026

Bad News

Not terrible news, but nonetheless, the New GM Workshop at the 2026 Busan Con has been cancelled. 

Two of the four "expert GMs" had to drop the event, so the host decided it wasn't worth holding it. 

I was looking forward to it, but since I'll be getting off a plane two days before the event starts, and I've got other things to prepare for my own games, maybe it's just as well. I've got my Missions & Mayhem adventure ready, but I still need to make some player aids. And I need to make a few more edits to my Star Wars adventure so it's not exactly the same as when I ran it for my players. 

Sunday, April 26, 2026

The Extent of West Marches Exploration

West Marches Map as of Jan 8th,  2022

1. Silverwood (the home town) on the Gallandus River
2. Scorpion Shrine (Goblin Hills)
3. Moon Temple (White Woods)
4. Sahuagin Lair (White Woods)
5. The Caves of Chaos (Goblin Hills)
6. Centaur/Green Flame Temple (Tiger Home)
7. Long Cliff (Whispering Forest)
8. Abandoned Elven Outpost (Black Woods)
9. Border of Dead Woods (Dead Woods)
10. Chimera Shrine (Dead Woods
11. Neanderthal Village (Hellhorse Plains)
12. Quasqueton (Cloud Lands)
13. Ruins where tribal dragonborn camp (North Moor)
14. Haunted House (Dead Woods)
15. Mimir’s Well (Dead Woods)
16. Knight’s Pavilion Encampment/Endless Tournament (Far Downs)
17. Blue Dragon (deceased)’s Lair (Far Downs)
18. The Hall of Power (The Folded Lands)
19. Gemstone Tree (Black Woods)
20. Elven Spire in Quicksand Mire (Goblin Hills)
21. Twin Isle Lake (Hellhorse Plains)
22. Dark Druid Circle (Haunted Woods)
23. The Moathouse (Haunted Woods)
24. Obsidian Ridges (The Folded Lands)
25. Fairy Kingdom of King Louhi (White Woods)
26. Ruins of Xak Tsaroth (Voodoo Bayou)
27. Centaur Ranch (Tiger Home)
28. Dragon Hill (Hellhorse Plains)
29. Cyclopskin Trading Post (Hellhorse Plains)
30. Aboleth Ford, Dragontail River (Far Downs)
31. Boiling Lake (Folded Lands)
32. Petrified Forest (Cloud Lands)
33. Pavillion (Whispering Forest)
34. Hobgoblin Castle (Whispering Forest)
35. Cloud Lake Monastery (Cloud Lands)
36. Non-Euclidean Fortress (Cloud Lands)
37. Haunted Lodge (Brooding Forest)
38. Forgotten Chapel (South Prairie)
39. Halfling Village (South Prairie)
40. Red Feather Elf Tribe (Elfin Vale)
41. The Gates of Barovia (Brooding Forest)
42. Cozy Cottage (Brooding Forest)
43. Ancient Amphitheatre (Hellhorse Plains)
44. CCCP Obelisk (Voodoo Bayou)
45. White Plume Mountain (Whitebeard Range)

Saturday, April 25, 2026

Lessons Learned Running West Marches

Long-time WaHNtHaC... readers will remember that from 2018 to 2022, I ran a West Marches campaign. The other day, some folks in the TTRPG Finder: Korea Edition group chat (KakaoTalk...it's like What'sApp for Koreans) were talking about West Marches, asking if anyone was currently running one. I of course mentioned that I had run one, but I don't have the time to start it up again. 

It did get me thinking about the campaign I did run, though. I've been going over what I did right, what I did wrong, what I did different than Mr. Robbins' original WM campaign that worked, and how I might do it again if I were to do it again. I'm sure a lot of this is in the various posts I made about the campaign over the years. I should probably read over those posts myself. I'm sure they'll jog a few memories. 

Well, I'll get what I'm thinking down now, and maybe edit in some insights if I find time to re-read those old posts. These are in no particular order, just as they come to mind. 

Change: I'm not a bachelor in my 20s working a McJob. I've got a wife, kids, and a sometimes demanding job. The original WM campaign happened when a group of players got together, picked a time that worked for them and the DM, and made it happen. Not so for my game. It happened on my schedule.  That meant bi-weekly in-person games (usually every other Sunday), and occasionally (regularly during the pandemic) online games using Roll20. This meant that the player planning aspect of the original game was lost, and I tended to have a stable core of players that attended most sessions, but it still worked out OK in the end. 

Mistake: Starting the campaign with 5E. Not that there's anything wrong with 5E per se (yeah, some people will argue that point), but I wasn't an expert on all the spells, monsters, etc. I picked it because it was the current edition and I knew I could get players for that. But in the end, all the feats, spells, class abilities, monster abilities, and whatnot that I couldn't recall from memory slowed down the game and made it a pain in the ass to prep for. 

Correction: Switching to Treasures, Serpents, & Ruins (basically BECMI with my house rules) made it something I was much more familiar with, easier to prep, and easier to run at the table. Yeah, I lost a few players, but gained a few players as well. And I enjoyed it a whole lot more that way. 

Lesson: Next time, start with a system I know well. With random encounter tables being a big part of the game, and a rotating cast of players/characters, I need to know the system much better. Yesterday, I was even considering using BECMI/RC (minus the weapon mastery rules) to make it even simpler for players to drop in, roll up a PC, and game.

Change: Ben Robbins would provide the players with the AC and hit points of creatures they were fighting. I didn't do that. Even with 5E rules, which are a bit more tactical, I kept those secret. And the game worked just fine. 

Mistake: Working inside out. Obviously, I started preparing content for stuff close to the starting town (mine is called Silverwood), and prepping areas further out as we went along. I'd try to stay at least a session's worth of play ahead of the players. The problem is, not knowing exactly what was further out made it hard to include clues to things farther on in the Marches. I was often dropping rumors when the PCs went back to town, rather than letting them discover clues within the locations they were exploring. 

Lesson: Work outside in, at least on the big picture. THEN work inside out to flesh things out. If I do this again, I'll create a map and note the dungeons and special locations throughout it FIRST. All I really need to know is their location and a general idea of what they're about. Then I can plant seeds in areas closer to home that lead the PCs to explore further. 

My abandoned plan for a East Marches (using TS&R Jade) was started this way. I've got a map with dungeons and special locations scattered all through it, all named and with a bit of description. Of course, I used some of them in my current campaign, so if I did restart that project, my current players might be bored going over dungeons they've already pillaged. 

Change: Safe Havens. Rather than enforce a return to Silverwood at the end of every session, I had certain areas that could be found (or converted) into safe havens, where a session could end outside of town.  The next session, different PCs might be in the party, but we didn't worry about "continuity errors" like that. It allowed the players more confidence to explore, knowing they would only have to retreat a short distance to the closest safe haven at the end of a session, rather than save time to get all the way back to town. 

Lesson: I dropped a lot of TSR modules in my West Marches. Quasqueton (B1), the Caves of Chaos (B2), the Moathouse (T1), Castle Ravenloft (I6), White Plume Mountain (S2), the Steading of the Hill Giant Chief (G1), Xak Tsaroth (DL1), and plans to use more (like placing the Tomb of Horrors somewhere!). I wouldn't say it was a mistake using these module dungeons. We had some great sessions exploring them. But at the same time, having these generally large dungeons meant multiple sessions would be spent on them. And the PCs didn't always want to get to a safe haven to continue their explorations. So I broke the rule of always ending a session in Silverwood or a safe haven several times. 

If I were doing this again, I'd skip the modules. Sure, they allowed me to get a lot of content in one hex, and the players did have fun exploring them. But smaller dungeons specific to the campaign are better and easier to implement.  

Improvement: In addition to XP for creatures slain and XP for treasure (at least after switching to TS&R), I included XP for exploration. Every new hex explored, every hex crossed (explored or otherwise), and each dungeon or special location found were all worth XP. And the XP awards scaled up the farther out the PCs went. What I could have done better, and will strive to do better if I run this gain, is telegraph these awards more. Often, I'd just tally all the XP for a session at the end and award it, rather than let the players know how much was from each of the three sources. I think if they'd known how much pure exploration gained them, they might have pressed deeper into the "white space" on the map. 

Wednesday, April 22, 2026

Swingy Combat, Dependable Skills

 The latest round of feedback from play-testing Missions & Mayhem has got me thinking. 

 We played with psychic characters from the Cryptids & Conspiracy rules, so I could get an idea how easily they play out. 

The psychic powers have an activation roll (rather than being spell points as in d20 Modern). All the PCs were using lower level psychics, so 2d4 rolls. The psychic powers are all tiered effects, so the higher you roll the stronger the effect you can produce (but you can select a lower level if you want). 2d4 means only the two lowest levels could be rolled. The abilities can be used at will, but if you roll snake eyes the power shuts off for that game day. 

I think the powers worked OK. The players were trying to use them as much as possible, and they were useful, but not overpowered. I'll play test again with higher level (2d6 or 2d8 level activation) later to see how that works out. 

There was some confusion related to the character sheet. I made the pre-gens for this session, and put the psychic powers in with Talents (class/level based special abilities). But the 2dX roll mechanic is the same as for Proficiencies, not Talents. So I think I need to make an official "psychic" character sheet to mark those off separately and make it easier to find/understand. 

There was a bit of discussion of a sheet like Mothership uses, where it basically walks you through character generation right on the sheet. I don't think I want something that cluttered or with that much fine print on it. But the sheet could definitely be reworked to differentiate things. One player did say that they thought the sheet was perfect for the game right now, though.

The other big bit of feedback was a question about why combat uses a d20 (to hit, saving throws) but proficiencies and psychic powers use 2dX. Would it be simpler to have a unified mechanic, as with many popular OSR games out there now? 

That's something to think about. d20 Modern, of course, uses the WAY too swingy d20 for everything. This is one of the reasons I wanted to "OSR" the game to begin with. 

I like the d20 for combat. Will you hit or miss? It's a gamble. Even at higher levels, it's still fairly common to miss or fail a save. That adds uncertainty and excitement to combat. 

General actions (skills/tasks), however, are an area where I generally don't think swingy resolution aids the game. I've been in too many d20 system games over the years (including 4E, 5E, and PF in this) where the GM called for a skill check for something fairly mundane (yes, there's the taking 10 and taking 20 rules, I remember) and low rolls led to a failure. 

Or the DC for a task is ridiculously high because someone's got a +14 bonus to the roll, but no one else has better than a +2 so everyone but that one PC is guaranteed to fail. 

So, I like the 2dX resolution for actions involving the general proficiencies. The bell curve distribution means more consistency with these tasks, at least when the difficulty number is lower. I doubt I'll change any of this, but I can explain it better in the rules. 

I am considering simplifying the list even more, though. Some areas might break down, as distinctions get lost. But do I really need separate proficiencies for Drive and Pilot? Maybe you can only "pilot" at 2d6 or 2d8 level proficiency, otherwise it's just driving? 

For Mechanical (repair/building) and Electronics (repair/building)? And Infiltration is basically picking locks and disarming traps/security devices. All three of these could be folded into one proficiency, if I wanted. It would simplify things a bit, but having granularity of skill between mechanical and electronics makes sense to me.   

So, some food for thought.  

Tuesday, April 21, 2026

Movie Review: Project Hail Mary

 Last Sunday, the family went and saw Project Hail Mary. Here's my review of it.

 

Parents wondering if there are curse words in the movie? Yes, there are. But not as much as in The Martian, a similar movie based on another book by the same author. 

 

First off, this movie is a big hit here in South Korea. My students have been talking about it a lot. And a week ago we tried to see it, but the convenient time slots for us to watch it were sold out. This week, we bought our tickets earlier. Seems like there's plenty of talk about it on the Internet as well. Lots of the YouTube geek media channels have done vids about it. There's talk in book circles about the novel to movie adaptation, etc. 

I haven't read the book. I enjoyed The Martian. Artemis, Andy Weir's follow up novel, was so-so in my opinion. Never bothered to read this one. I may just do that now.  

HOWEVER...the movie was entertaining, but I wouldn't call it great. 

If you don't know, it's yet another story of a human stranded alone in space, having to science their way out of various problems. Except there are a few twists to this movie. The set-up is that alien life is discovered: microorganisms that feed on stellar radiation, which is dimming the stars. The sun and most of our stellar neighbors are in danger this way, so a team is sent to Tau Ceti, which is NOT being affected, to find out why. But things don't go as intended. 

The acting was good, but I doubt if any of the cast will be nominated for an academy award. The special effects were well done. The plot was serviceable (there were some holes), and there were plenty of emotional beats. But in the end...slight spoiler?...the Power of Friendship wins. Which makes for a suitably emotional ending, but left me feeling a bit off about the science parts. Weir's reputation (at least from his first two books) was to try to write hard sci-fi, with as much scientific accuracy as he could. This movie, at least, seems to take a lot of short cuts, so it's more fiction than science. 

Don't get me wrong. It's a fun movie, and it does make you care for the characters and root for them to get out of the fix they're in. It just seems to take a few short cuts to get them out of those messes. And the ending, for me, didn't really make sense. Or at least, it was framed as the "only option" when I could think of at least two ways that it could have ended differently. 

And that's why I now want to read the book. I'm curious if the book took those short cuts, or if that was part of the film adaptation process. 

Anyway, it's a fun popcorn movie. Worth a watch. But I wouldn't blame you if you ignore the buzz (or is it hype?) and wait for it to come out on a streaming service.