Tuesday, July 21, 2026

On A Blue Note

My recent lackluster excursion into Medieval Fantasy Solo RPGaming had me really down; moreso than I would have expected. It was made worse by a poor purchase I made specifically for this experiment, hoping the product I bought would be useful for my endeavor*. It was not and in fact it is so lame I can't see myself ever using it but more on that later.

I really dislike wasting time and money. Grr. Sigh.

Luckily, there is light at the end of this dark tunnel and that light my friends, is blue...




I'll be running The Smurfs RPG this week! Woohoo!

With some of our regulars out we'll be skipping the next session of the normal campaign and playing a Smurfs one-shot instead. I am officially cheered-up as I haven't gotten the chance to run The Smurfs in what feels like a long while and, as you probably know by now, I absolutely love this game! 

It looks like Nick will be return to play Sir Smurfsalot - The Questing Smurf, Ray will reprise Spelly Smurf, and Will will be coming in with a brand new Smurf Girl from Smurfy Grove by the name of Smurfevergreen

I'm genuinely looking forward to this and will be spending today working up my adventure (as much as Adam works up adventures that is). Later in the week I'll give you all the aftersmurf report. 

Until then, smurf you later my fellow Smurfs!

AD
Barking Alien

*A Mini-Review of Roll & Play Press's 'No Place Like Homebrew':

I don't normally do product reviews of this sort but I was not happy with this purchase and I wanted everyone out there to be aware of what the book was all about. If you are new to tabletop roleplaying games in general and Dungeons and Dragons 5E specifically, this product might be of interest and use to you. 

If you have been playing for 10 years or more, have played games other than D&D, and have what I have to assume is a modest amount of creativity, you can probably skip this book. It has 252 pages of stuff, ranging from deities and locations to creatures and more locations that you've already come up with or read before on a blog, in a magazine, or any number of other places a dozen times already. Nothing in it, as far as I can tell, is of particular noteworthiness. 

The book is oddly organized, at least to me, though perhaps Fantasy gamers are more accustomed to the thinking process that went into this. For example, it starts with REALMS, a whole section on sample worlds and settings which certainly makes sense but its then filled with things like Deities, Celestials, and other otherworldly entities. Is that where most people start their world-building? With the Gods? Is that the first thing I need when trying to put together an adventure for my party of players and their PCs? Felt a little strange to me. 

Their idea of cool and interesting monsters are Bulettes but their gold-colored, Corgis with extra legs, and Pink Hounds that don't tire. Wow. Breathtaking. Also, thank goodness for an Index at the end of the book because its not like all the creatures are in one creature section. Instead they're scattered throughout the book (as are NPCs and other elements) based on terrain type. That makes sense, can't fault them for that, but I found it hard to know where to look to find something I'd previously read without use of the index. 

At $54.99 for the physical book (not including shipping) and $29.99 for the PDF, I can't recommend this for your money. I've far more exciting and innovative ideas to plug into your campaign for free or at a much lower cost from blogs, forums, magazine articles, and the like.

This product gets a 5 or maybe 5.5 out of 10 from me.





Monday, July 20, 2026

Crestfallen

I ran the first session of my Solo TRPG game 'Journal of a Mixed Elf Mercenary Hero' using my homebrew system, 'Adventurers of the Enchanted Lands', a hack of Teenagers from Outer Space and the end result was...meh.

Honestly, I am really disappointed. I was so excited for this, as you can probably tell by how many posts it inspired. Not just the number but the frequencey! Unfortunately, after a little while of actually partaking in the endeavor I've almost completely lost interest. Seriously. Just *poof*, enthusiasm gone. It was way more fun to prep for than to actually run and play.

Why? Let's talk about it...


Damn. I hate to disappointed her.


Mechanically it worked just fine. The system was good but didn't do anything especially dynamic. That can be OK in many cases but here it contributed to a lack of things to get jazzed about. It was an easy-to-run, easy-to-play, functional set of rules. Yay? As someone who isn't overly hung up on rules they usually only get my catch attention and interest if they're something special or something awful. This didn't reach the level of either extreme. 

One thing I started to think about that I didn't expect to was the role of Roles and Classes. I really dislike them but they are a trope of the genre and if you are running this sort of Medieval Fantasy game without them it feels...I don't know...a little weird. It's off somehow. Not sure how to solve this issue as, like I said, I still don't like them. This was helpful though in a way as it gets me to consider some way of solving this problem if I run a long term Fantasy campaign in the future. 

I still find the tropes and setting of standard Fantasy kind of boring to engage with. This is my issue as a player, although it's related to what I'm going to discuss next. I'm just not looking forward to questing to find a magical item or slaying some mythic beast. These are the sorts of adventures that appear in a lot of Solo Fantasy RPG charts and with good reason - that's the genre. I find it really banal and mundane to the point where it's hard to maintain any interest. It goes back to one of my biggest problems with the base Fantasy genre, nothing feels fantastic. 

Sure, I could modify this by coming up with custom charts and tables and in fact I did but I also tried to stay firmly in a standard Fantasy vein and it just didn't work. Not for me anyway. D&D and Pathfinder are the most popular RPGs in the Western world so it's clear lots of people find this very fun but I've just never been one of them. 

In the end, another big reason for my disillusionment is the same problem I always (thus far) experience with Solo gaming; there is a very low degree of surprise do to its very nature. I am interacting with random charts, die rolls, and myself. Without other players, there is no back and forth of ideas I might not have thought of. No approach from someone with a different way of looking at things. Sure, it guarantees 'my kind of game' but it reinforces my general feeling that Solo RPGs aren't games but exercises in creative writing. 

So what next? Honestly not sure. I do have some other things I want to talk about but I think this project is going on the back-burner for now. If I come up with some new approach or have a gaming epiphany regarding it I will definitely let you all know. For the time being though, Raelyn's journey and her Journal will go on without us...




AD
Barking Alien





Sunday, July 19, 2026

A World of Adventure

A big focus of my Solo TRPG Campaign project, 'Journal of a Mixed Elf Mercenary Hero', is exploration.


The Enchanted Lands


As a Gamemaster, I absolutely love World-Building. It is by far my favorite part of the pastime. It allows me to do something with all these ideas that are constantly forming in my head, threatening to burst out of my skull and spray all over the place. Sorry. I know that's a little intense but that doesn't make it untrue. Besides, no one wants to clean that up, trust me.

As a player, I want to explore the world or universe of the game we're playing. I want to see the Gamemaster's vision, be it an original creation or their take on a known IP, and I would like the opportunity to get to know it up close and personal.




In either role, my preferred way to go about this is through an Open-World Exploration Campaign. That is essentially what I am hoping for with this Solo RPG and I feel pretty confident I can achieve it since I am occupying both positions.

Let's start by looking at the map and filling in some general ideas on what exists and where...

  


The usual recommendation when going about the act of world-building is to start small, really local-like, and then only expanding as you need to. For me, that's crap. I can't work that way for a host of reasons, the biggest of which is I want my players (and in this case myself) to be able to go where they want to go as long as they have some way of getting there. To the age old school question of, 'What happens if we travel beyond the edge of the map?', I like to answer, 'There is no edge to the map'. 

To make this work, I need to 'sketch out' some areas so I have a guide for my imagination. Looking at the second map, some points of interest have been placed in the hope that I can explore those areas during the campaign. Some important or at least interesting bodies of water are also included. The Trading Seas are small-to-medium oceanic bodies constantly plyed by merchants and unfortunately pirates. The Strange Sea is almost completely surrounded by lands, from small islands to the large main continent, with many legends surrounding what it is the sails across and roams beneath the waters of this region. Ghost Ships, Sea Monsters, and Vanishing Island that occasionally appears in the center of the sea. 

While I show the homeland locations of the Dwarves, the Elves, the Hairfoots, and the Humans, I purposely haven't defined how large their domains are, how many settlements or citizens they have, etc. I also haven't given the proper name of these places on account of the fact that I haven't decided on them yet. Furthermore, just because I haven't identified where Beastkin or Goblins live doesn't mean there aren't Beastkin and Goblins. This is best thought of as a Visual Outline. 




To this end, I've also pointed out areas of potential adventure and danger by designating Giants in the Northeast and possibly a Dragon in the Northwest. I wrote it in as 'A Dragon?' because I haven't decided if that information is true or merely a fanciful story. Then, as I've already mentioned, there are lands far away to the Southeast and Southwest that have yet to be explored. I've included these known unknowns for exploration and further development later on.

Of special interest is The Ruinlands of an Ancient Empire; a vast expanse of land with numerous dungeons and crumbling temples that are all that remains of a powerful and very magical civilizations from long, long ago.

Finally, I've also noted where my Player Character, Raelyn Riversprite, came from and the fact that the town was basically destroyed. The port is abandoned now - no one lives there to my character's knowledge. 

Exploration

  • PCs are rewarding for discovering something new – a never before encountered (by them specifically) monster, location, thing about the world, etc. For Solo play, these are notated in the campaign ‘Journal’ as ‘I discovered [name or description of thing]’. 
  • Dungeons are ‘alive’: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
  • Food & Rest: Cooking plants, animals, or even monster meat gives mechanical buffs and restores Physical and Spell Fatigue (a la Delicious in Dungeon). Skipping meals may cause penalties (hungry adventurer/party = comedic failures). Sleep is similar. 


As per usual, more thoughts as they come to me. I am really eager to actually start playing. Hopefully later today. 




Hope to see you on the road...

AD
Barking Alien




Saturday, July 18, 2026

Of Might and Magic

Before I getting going with the campaign proper I thought it might be a good idea to give you some more of the rules. Specifically, I want to go over Combat and Magic. 




Combat
Starting with some really basic thoughts:

  • •Theater of the Mind with quick rounds*. No grid, minis, or any of that needed.
  • •Initiative: Roll 2D and add Agility + Luck or just go in dramatic order.
  • •Damage is narrative...sort of. You take Hits; after taking half your total you are stunned and hurt. Target Numbers go up to the next difficulty level. At zero Hits, the character is unconscious and their overall situation may worsen. Player Characters can only die in unavoidable situations or by player choice. However, they may suffer a permanent injury, lose a hand, lose an item, or that sort of thing. Starting Hits = Body + ½ Luck.

Characters do ½ their Body in Damage on a successful unarmed Attack.
When using a Weapon, the Damage is ½ Body + the Weapon's Damage. 
As noted in the first post on the basic mechanics, certain successful rolls can result in more damage or special effects. 

As noted in the previous entry on rules, Light Weapons do 1 Damage, Medium Weapons do 2, and Heavy Weapons do 3. Most Light Weapons can be thrown. Heavy Weapons require two hands to use.




Armor provides Protection, which reduces the Damage taken from most Attacks.
This is true for PCs, NPCs, and Monsters. No Armor, natural or otherwise, means no Protection.
Basic Armor is at -1 but you can exchange an Agility Penalty or Gold or increased Protection.

Critical Successes and Failures in Combat cause Physical Fatigue. Characters subtract -1 from their Body when this occurs and function with the resulting number until they can rest. On the Character Sheet I record Physical Fatigue separately from Body because after resting Body returns to normal. That's easier for me but I might change it in the future to avoid confusion. 

Magic System 

Anime-Flavored Magic is flashy and costly. Roll Spirit + Magic Knack + 2D6.

  • •Low-Cost Spells: Utility, Buffs, Attacks with no Damage (They Confuse, Distract, etc.). Only costs Spell Fatigue on a Botched Check Roll.
  • •Big Spells (Dragon Slave! style): Powerful but they drain Spirit (an effect called Spell Fatigue) or cause side effects (hair turns odd color, scent attracts monsters, etc.). -1 Spirit to cast, -2 on a Critical Failure.
  • •PCs can take on extra Spell Fatigue to make Spells more effective. 
  • •Learning Magic: New Spells are obtained by learning and practice. Must be taught or found in Spellbooks or on Scrolls. Progression feels like Frieren - slow, meaningful mastery that occurs over time.

One's 'Magic Knack' could be be Alchemy, Arcane Spellcasting, Illusion Magic, Summoning, Witchcraft, or anything else you can think of as long as its appropriate to the genre. These are categories without a difference mechanically though, except in a narrative way. You decide on a specific definition for your type of magic but within that your are welcome to get creative. 

For example: Raelyn Riversprite has Animal Magic and Elemental Spellcasting

Animal Magic enable her to take on one aspect of a non-magical creature for one scene. It could be Strength of a Bear, Speed of a Cougar, Vision of a Hawk, etc. Yes, a Cheetah might be faster than a Cougar but I don't know that Raelyn's ever heard of a Cheetah based on where she's from in this Medieval Europe-themed setting.

Trying to duplicate a second animal while already having the aspect of one increases the difficulty of the roll by +5. She normally sticks to one creature at a time, though she might be able to do two aspects of the same animal at a lower difficulty. Maybe +3? Say she had the Strength of a Bear and wanted to give her unarmed attack a 'Bear Claw Strike!'; that's very Anime and I could see that being viable. 

Elemental Spellcasting allows her to focus the traditional four Western elements of Air, Earth, Fire, and Water to performs various attacks, defenses, or feats. Raelyn is largely self-taught and doesn't usually cast anything too complex. She favors blasts of water and wind, walls of rock and soil, and wreathing her sword in fire for added damage. People think she's a 'Battlemage' but the truth is these sorts of spells are just easier to cast. 




Things she can't do: Shoot of bolt of pure Mana, create a Force Shield, turn Invisible, or Shapeshift. These just don't match how her [albeit vague] magic is defined. 

Since we're on the subject...

Magic Weapons

Most enchanted weaponry are unique; one-of-a-kind items created upon special request or commission and likely for some specific purpose. There are no +1 Swords lying around that do not else besides being +1. 

Magic weapons will certainly have 'to hit' bonuses but they always come with other features. It's these 'other features' that appeal to me most. Possible enchantments and enhancements could be:

  • ·        There are +1, +2, and Roll with Advantage Weapons.
  • ·        Damage may be +1. +2, or even a bonus 1D6! Whoa. That’s powerful!
  • ·        In addition, the item might grant the wielder an additional Attack, Invisibility, the ·        ability to Strike Ghosts or any number of other mystical abilities. Many have a few ·        minor powers related to a theme such Slaying Dragons or Vanquishing The ·        Undead. 




I'm sure there is more I could say on these subjects and indeed I probably will when they come up during the course of play but this should suffice for now. I was hoping my next post would be from the start of the actual campaign but this weekend has become rather busy and I may not have time to do that. Instead, the next entry on the subject will likely cover the world itself, as I've finally decided on one and made a map. 

Look forward to sharing it soon,

Later,

AD
Barking Alien

My apologies if some of the formatting of this post is a little off. Sometimes Blogger just decides that the thing it has done the same way a 100 times before is going to work differently the 101st time just because. 



Wednesday, July 15, 2026

Have Haversack, Will Travel

I know I've mentioned it before but probably none too often as I don't generally discuss Medieval Fantasy gaming as much as I do Sci-Fi, Superheroes, and practically anything else but I really enjoy coming up with Magic Items. I kinda despise calling them 'Magic Items' though, as that is one of D&D's notorious modern/technical terms for what should be a miraculous and wonderous thing. I suppose it's fine for practical purposes but I try to avoid the term when I can. 

Anyway...

I want to give more detailed information on Raelyn Riversprite's Signature Item, The Homey Haversack




This mysterious object is based on a very similar concept from my ol' Aerth game, which was in turn inspired by Heward's Handy Haversack, although that item is quite different from mine. The original was merely a more impressive Bag of Holding. As you'll see, this one is something else. 

The Homey Haversack is a backpack of supple black leather that appears well-used and worn by time and the elements such that is appears more charcoal gray than black. Its straps may be adjusted so that it can be worn as a backpack, over one should, or slung across the body to rest at ones hip. In additional to the mouth of the pack at the top, there are three additional pouches; one large one in front, and two smaller ones to each side. 

Upon opening the top flap and adjusting the hidden drawstring, the bag will open to be slightly wider than expected. The top of a wooden ladder can be seen just over the lip of the bag. If you enters the top and descends the ladder, they will come into a medium-sized room of stone walls and floor. It has a bed, a large chest/trunk, two desks, a simple chair, a fireplace, and a window. 



 
Regardless of the position of the Haversack in the outside world, within the item the room is always level and the temperature is generally similar to the interior of any abode in whatever land your traveling in. For example, if you are walking through snowy tundra, it will be cold in the room but certainly warmer than being outside in the snow. Best get a fire going. 

Where the smoke from the fireplace goes is unknown. Stranger still though is the window. This small window, which can be shuttered to prevent wind, snow, or rain from entering the room, always shows a view of whatever is outside the bag. When using it to sleep in, Riversprite usually hides it on a roof top or ties it up in a high tree before entering down the ladder. This allows her to view her immediate surroundings to some extent. You can stick your arm and hand out the window but only a few feet or so. Beyond that you will find it impossible to push further out. 

The room is as it is and does not provide additional items, nor does it replenish resources. Firewood much be obtained and brought in by the owner of the item. If you want to cook in the fireplace, bring in some ingredients as well as a pot and frying pan. Raelyn often catches and cooks fish, then opens the window to air out the place. Which brings us to keep it clean - you must sweep and dust yourself, as well as make your own bed. Basically, you get a furnished room and nothing more but it is a room you can carry with you. 

The outer Haversack seems immune or at least highly resistant to rain, puncture, being crushed, and the like. None of those things effect the bag and someone inside would be completely unaware of what was transpiring. In fact, the item can even be submerged in water but the window shutters will automatically close and no force can open them until the bag is once again in open air. You would see water and fish swimming by out of the window. 

Raelyn often keeps her Bow and Arrows in the sack instead of on her as she rarely ever uses them in combat. They are primarily for hunting game. She also stores any Magic Books and Scrolls she comes across in the Haversack, usually on the shelves above one of the desks. Spare clothes and a few mementos she has from her family and her time with the Elven Knights are neatly placed inside the trunk at the foot of her bed. 

Even with this amazing object, Raelyn still camps out fairly often. The interior of the Haversack is both her safespace and refuge and a place she fears being trapped in. Not trapped like it won't let her leave but that she'll get too comfortable, feel too safe, and won't want to leave. 

And that is The Homey Haversack.

AD
Barking Alien