New: The Naturalists Guide to the Lost World: Dinosaurs in Vaesen

A Jungle Beyond Time. A Sky Full of Teeth. A Mystery Waiting to Swallow You.
“There was a time when men believed the world was mapped. They were wrong.”

Lost World: Dinosaur Island is a full-length sandbox campaign setting for the Vaesen RPG, inspired by pulp science adventure, survival horror, and Edwardian airship expeditions. Players descend into the storm-wracked skies of Isla Verelia, a place lost to maps but alive with prehistoric danger, colonial secrets, and the uncanny thrum of something ancient beneath the canopy.

Instead of haunted manors and Nordic spirits, you’ll confront living fossils, whispering ruins, and dirigibles that groan through fog-choked skies. This is a new kind of horror: primal, uncertain, and vast.

Inside this 78-page book, you’ll find:
Dinosaur Bestiary grounded in naturalist logic, not fantasy tropes
Rules for Dirigibles – mooring towers, aerial hazards, mechanical failures
Island Map with exploration mechanics and region-based secrets
New Roles – Naturalist, Jungle Scout, Balloon Mechanic, and more
Campaign Frameworks & Scenario Hooks including a full starter mystery: The Bones of Flight
Factions – including stranded scientists, rogue traders, and indigenous survivors
Random Tables – weather shifts, jungle events, dinosaur migrations, and airship encounters

Themes include:
• Scientific hubris and the illusion of control
• Colonial intrusion and ecological reverence
• Survival, camaraderie, and psychological decay
• Deep time and temporal dislocation
Compatible with Vaesen, this book is also easily adapted to systems like Tales from the Loop, Things from the Flood, Call of Cthulhu, MAJESTIC, Rise of R’lyeh, Forbidden Lands, or Savage Worlds. Whether you’re piloting a creaking dirigible, cataloguing thunder-lizards, or fleeing something that was never meant to wake, The Island harbours untold secrets.

Support Indie RPGs

In response to this post on Reddit.

Please don’t take this as any more than a spirited devils advocate in the spirit of debate and jocularity. I’m not disagreeing with you per se or saying you’re wrong.
This isn’t a defence of that other thing but it is maybe being a little honest about what it means to be an indie. It’s not all roses and buttercups and problems won’t be solved by putting away a few dollars every week.

Services like Fiverr are pretty terrible for sourcing art…particularly because there’s a good chance that when you pay your money, you’re just getting a “prompt engineer” anyway. I had a long relationship with an artist from around 2001 and just last year he switched to using AI to do the “groundwork” and allow him to focus on the specifics of what clients wanted. Why? Because he wanted more clients. So, I found a different artist.

Art is easily the single highest cost of my books and that includes my time in the commissioning process for free. It’s much more expensive than the writing. I mean, a small book might require 10 pieces of art – with very little re-use available to you. The next book might require another 10. By your numbers that means a cost of between 750 and 3000 per book on art. (it’s usually higher because commercial licenses tend to be higher for some reason and ten is a low amount of art).

For the indie (lets say the hundreds of one-person-bands out there bringing their RPG heartbreaker to life) that art cost is paid out before the book is finished; so before the book has a chance to earn a cent. Even if you’re not printing physical copies, you’ve months of writing and editing and planning and commissioning and hoping it delivers. You hope you’ll make back the investment in art alone because for many it is something they do after a day processing Excel sheets, or stacking shelves or backbreaking outdoors work – the real work which pays the bills. They would love to create and just live on the proceeds but that’s not going to be for everyone; the industry, like most industries, can only support so many rockstars and getting that right vibe isn’t for everyone.

Sure, you can spend months on a crowdfunding plan but knowing some folk who had successful kickstarter campaigns personally, one quipped after a few beers – “failure is better than success if you don’t make it big”. His kickstarter was enough to deliver the product to backers as long as nothing went wrong. And maybe he should have absolutely flooded Facebook/Insta/Reddit with adverts (as I saw some other company do recently).

And then, to top it all, you get a sense of how much you can charge. I am well aware that I self-limit – but that’s because I abhor fame and recognition (this isn’t my therapy session, dammit). So, you build the book over a few months, engage with people for testing and readthrus. commission and pay for art, then do the layout and post the finished product. 30-50% of cover price goes to the aggregator (meanwhile Apple is being hit for charging 30%). And out of what’s left you hope to cover the art for the next book. Which means probably 1000 sales. Probably more if you engage in promotions. Meanwhile you’re already to writing the next one while fielding piracy and people who think, without reading it, the book you’ve poured passion into isn’t worth a cup of coffee. Even better when they use a public forum (like Reddit) to tell a million people their opinion based on not reading it.

And that’s if you’re just trying to break even on cash. Survival wages in my part of the world are about €25,000. I’d have to be selling literally 20 times more books to earn that. (hey…and that’s the dream, right? I’d love to be able to sit here and hallucinate wildly onto paper every day). And the art costs would go up. Actually it might be cheaper to literally hire an artist with a salary than do commissions. And selling 20X more books? That means targetting one of the bigger markets like D&D or CoC. (and I don’t want to do that). D&D would seem to the obvious one – but everyone thinks that – so being specialised into a little niche kinda works. The D&D market is 20x bigger easily….but there’s 100x more competition for those precious leisure dollars. That would mean much more time spent on promotion – the bit I don’t like.

I’m very glad my TTRPG sales are funding artists and not my life.

Nothing more demoralising than seeing the proportion of gamers who think “artists should be paid” (oh, 90%?) and the proportion of gamers who set the PWYW amount on DTRPG to “zero” (oh, probably 95%). That’s some slap-in-the-face irony right there. One of the nice things about a little credit on DTRPG is that when someone in my creative community makes a new book, I have no problems dropping $10 on it even if it’s PWYW ($4).

To give a concrete example; in the last six months I sold 145 copies of one of my PWYW books…bringing in a grand total of $26.27, of which I saw…$18.30. The art cost for that book was about $300. A sunk cost because it’s an into to a later book (the one I just dropped more cash on art for) and I figure that’s 145 people I can send an email to and tell them about the next book, right?

Piracy is absolutely rampant in the industry as well. Never mind that web site that was eventually taken down (one of my early RPGs was on there and was evidently painstakingly scanned) but Scribd too? I don’t know how that site survives. And it’s not that pirates wouldn’t have bought the product – one of them did – but they also thought it was better that others didn’t have to. Kick in the nuts there.

Just this week I spent about $1000 on art. Not enough art for the books in the pipeline but then I needed a new laptop and so I’ll find the cash a little later. That will bring the total for art spend this calendar year (first six months) to around $2000 – that includes two stock art/photography subscriptions. The sales for books in the same period brought in $1514. Now the obvious response is “make better books” (which is pretty insulting) or get better at sales (which I have no interest in doing). That does include a Promo by DTRPG which sold one of the best books at a significant discount.

So that was $2000 to support art sources, and about $1000 in fees to DTRPG.

Buit I’m also running at -500 for the year. Whoops. Maybe I suck at business.

I’m not even going to address printing. A lot more work and you make even less. And the main sites for distributors take 80% of cover price. Out of the remaining 20% you commonly have to commission the art, lay it out, print the book and ship it to them at your cost. (and this is why I’m not on IPR – not their fault…but I was royally screwed by Key20 back in the day when they sold my books, kept the money and to get any remaining stock returned, I had to pay for shipping it back). Paper is bloody heavy.

So, it’s not easy….but it is enjoyable. As long as I’m not relying on it for the mortgage or to put kids through college then it’s a creative outlet that pays an artist a chunk of cash every few months. Maybe it helps them not have to have a dreary office or shelf-stacking job or goes into their kids college fund.

That’s worth it.

Also. Buy indie RPGs. Sermon over. Welcome to my TED Talk. etc

VTT woes

So, someone asked about a T2000 game today but specified they weren’t interested in paying. Odd request, I thought, but I could run one.

“So, it’s not apocalypse sorrow, the theme is about building and restoration. About 20 years after the Fall. Someone has the idea of setting up a centralised postal service so it’s a “limited sandbox”. PCs are the first recruits. Inspirations would be the movies “The Postman” and “News of the World”. Some episodic play and some development in-game.”

Then I revealed it’s on Discord and with Discord dice rolling and using a Whiteboard for some TOTM.

“Oh? It’s not on Foundry?”

“No, I don’t like Foundry.”

“Well, never mind then. I don’t think I could play a game that wasn’t on Foundry”

So, I’m a bit gobsmacked.

I don’t like Foundry. Some people love it; I just find the setup to be tedious. And then the implementation to be buyggy. I was something simpler. Something that can run on a tablet without complaining.

The Map for Xiangguo

This map is based on the 1402 Kangnido map, drawn by Korean scholars. I’ve overlabelled it freehand with some details (those aren’t in the finished version obviously).

Welcome to Xiángguó (祥国), the Auspicious Kingdom — a land of scholars, strategists, and sword saints. Here, the brushstroke holds the same weight as the blade, and power moves in silence, poetry, and ritual. From the wind-scoured banners of the northern steppes to the rain-drenched canals of the south, Xiángguó is a realm bound by tradition and haunted by its own perfection. Everyone knows their place —until they don’t. Beneath every decree lies a compromise. Behind every silk screen, a scheme.

As a player, you are entering a world where elegance conceals tension, and every word has history behind it. You might play a magistrate balancing law and loyalty, a wandering sword sage with too much past, a spy who speaks better with her silence, or a river witch who remembers names the empire has forgotten. Xiángguó rewards patience, perception, and precision. The rules are old, but the cracks are widening—and if you move with the right kind of grace, you just might redraw the lines yourself.

Domination….no, not what you’re thinking.

I was a fan of Domination (the RPG) for a while. It was published by Starchilde Publications in 1989. Starchilde also made another game I really liked: Justifiers (and I have to say it is definitely in the heritage of our upcoming new game Whole New World.)

The system used a percentile ‘attribute’ which made up for the bulk of your ability and then skill bonuses in smaller doses which accounted for training.

Domination (and the skirmish battle version Sabot and Laser) had the simple premise that aliens invaded the Earth. We’ve seen this multiple times in fiction from War of the Worlds to Falling Skies, from V to Signs, from Battle: Los Angeles to even more recent versions like A Quiet Place. The premise isn’t new, and it wasn’t new in 1989.

What I liked about it was a couple of things.

I really like the A5 (around half US Letter) format. I kinda like the mess of aliens it creates and the possibilities for play. It seems the big bads, the Kalotions, have enslaved other races to fight for them. So there’s an undercurrent (which isn’t fully explored of both fifth columns within the Kalotion regime and also aliens which defect.

So, of course, as this is an ancient and out of print book, which is a pain in the butt to find…and I love all of the properties listed above, it behoves me to develop my own idea. This will be a supplement for Twilight 2000, (or maybe an independent game) which models the invasion of Earth by an alien species.

One Page RPG Jam 2024 – Communists in the Funhouse

So, where did this one come from?

Communists in the Funhouse is a euphemism used in Denmark to describe a woman who’s at a certain stage of her menstrual cycle. My wife and I thought this was hilariously phrased and as a result, it had to inspire a mini-game.

So, if it tickles you, pop along and download it:

Communists in the Funhouse at itch.io

One Page RPG Jam 2024 – Talking to Dragons – an Earthsea-inspired RPG

So far I’ve posted two entries for the Jam

The first is….Talking to Dragons

This is the base system for “Tales of Distant Lands” and could be considered a QuickStart so it’s also available on DTRPG. I’ll still be working on the full release of Tales of Distant Lands obviously

Culture….and reimagining Trek

On one of the forums was the question about building Star Trek from scratch. Of course there’s always Frontier. but I#d really like to run a Culture game

? What rules system?
I’ll likely hack together something on YZE because that’s a comfortable place for me. And I’m halfway through that.

? What sort of characters?
Humans, aliens, drones/Minds

? What sort of mission?
I’d definitely steer it to CONTACT/Special Circumstances type missions. Something where the people get to act doing people things and the Drones get to act (being effectively a combat monster). Boots on the ground are important when dealing with organics. Uplifting cultures. Plans within plans limited by Compartmentalisation. Creating prophecy (based on …effectively psychohistory) that would make a Bene Gesserit blush in order to shunt civilisations in a certain direction. (Shades of the Status Crew from Captain Britain)

? What sort of ship?
A module providing life support and equipment for the PCs which is beholden to a much-larger ship which may not have stopped in orbit. This meams limited local support but when the shit hits the fan they have a GCU or something ready to Displace them at speed.

? What sort of known universe?
A vast supra-galactic universe, procedurally- and player-driven.

? What strange new worlds?
My gut is Places and People of interest.

? What sort of Galaxy Fleet?
Immense vessels hanging out in hyperspace, exiting where and when they need to. Possibly with a little too much ‘lets see how close to the margin we can make this’

? What sort of technology?
Hyperlight speeds, ignoring relativity for the most part as it’s not as important as people think. Weapons of Mass Destruction that fit in a pocket. Displacer tech that organics don’t really truth (for no other reason than they suspect they’re being 3D printed rather than transported)

Apocalyptic Endgame: The Gloom, a supplement for Twilight 2000

Get it now on DTRPG

“Everything looks like a monster in the fog.” – Aki Bahrampour

INTRODUCTION: As the last offensive failed, the brass decided to wheel out their last, big weapon. Drawing on decades of research in their secret bioweapons division, they finally unleashed Operation Verdigris in the war-torn fields of the front. No-one was prepared for what came out of the Gloom.

THE WORLD ENDED

AND THEN IT GOT WORSE

Look, you don’t have to take this mission but there’s a lot riding on it. We’ve managed to triangulate the source of the Gloom. It’s at these coordinates. And the eggheads think that a nuclear detonation, triggered at the portal, might be enough to shut it down. We just need a few good soldiers, one with a specialism in nuclear weapons and a good commander who knows the stakes. It wasn’t a long list and you and your crew were at the top of it.I understand if you don’t want to go, but make no mistake. In 3 days we will be utterly overrun by an enemy we struggle to see never mind defeat and they will just keep coming.

Yes, best case scenario none of you are coming back but then again, if you don’t make it there’s nothing to come back to

Make no mistake, we are fighting for our existence.


The Gloom is a supplement for Twilight 2000 4th Edition but could easily work for any post-apocalyptic game or any Year Zero Engine game. Players will have to fight their way out of the Gloom and then, possibly, fight their way back in again.

FASERIP generator

Back when I was running the Watchtower New England game using Marvel Super Heroes’ FASERIP system, I wrote a simple character generator. I found it recently, and thought I’d pop into GitHub in case other folks might find it useful. It generates random characters using the Ultimate Powers rules, which can then be tailored using the rules found in those books. I’ve found that generating a few characters helped inspire some neat NPC and PC ideas, without having to do a ton of dice-rolling and table look up.

Hope you get some use out of it! Here’s a character it just spat out. This guy has some great stats, but a pretty big weakness in Intuition. I’m thinking he’s kinda gullible? As agile as Spiderman, and good at fighting, and smart! He can turn himself into an animal and has danger sense … seems like a fun start 🙂

Form: Mutant

Fighting: RM
Agility: AM
Strength: EX
Endurance: TY
Reason: IN
Intuition: FE
Psyche: IN

Animal Transformation S4: GD
Elemental Conversion* MCo4: EX
Danger Sense M8: EX

FASERIP generator

Whither Krull?

In this 1983 science-fantasy movie, the planet Krull is invaded by an extraterrestrial conqueror known as The Beast who moves his space-capable stone dwelling (the Black Fortress) from planet to planet, consuming them. He has wormlike minions who either wear armour (Slayers) or who change shape (changelings).

There’s prophecy that says the Beast can be killed by an ancient weapon known as the Glaive which implies that either the Beast has been there for a long time or it’s movements among the spheres were known about.

It’s been done in an RPG in 2018.

Anyway. It was a cool thing despite it bombing as being derivative at the time. I don’t think reviewers could even have guessed how derivative the future would become.

YZE Dice Roller – including Step Dice

AJ built this YZE dice roller on the site so we have a super quick way of rolling dice and collecting successes. It’s the only one that works for Step Dice YZE as well as Pool Dice.

Click the image and add to your bookmarks!

Games in a Utopia

I guess it depends where you sit.

We live in a post-scarcity civilisation (we have the technology), we just don’t live in a post-scarcity society. Scarcity is manufacturered.

So are we close to a utopia if we fixed distribution and inequality? Well. Kinda. There would still be people with greed. People who think that the accumulation of “more” is the only purpose of life. I found The Culture’s attitude to that to be entertaining. You can really have what you want. But it’s empty because people generally don’t mingle with people driven by needless accumulation. That is a mental illness.

Is there nothing to do?

Well, assuming that there are areas where the utopia hasn’t spread, there are always the frontiers as others have said.

A few years back, I did a mini documentary on “edges” as a source of fecund diversity as you have three ecosystems. – in this context, you would have the ecosystem of the utopia, the ecosystem of the “barbarians” and then the ecosystem of the people who live on the border.

I also like the Cortex setting Hammerheads (it’s Thunderbirds) though I really can’t grok their system. Rescuing people is a good thing. From natural and man-made (or alien-made) disasters.

And the idea that while it is a utopia, the people are not mindless Eloi. They can have jealousies. Even though the replicators can make anything, they can’t manufacture something created by the hands of humans. It will always just be a copy even if molecule-perfect. Even if you can have your simulacrum sexbot, it’s not the same as the person you love. Authenticity remains.

I like the idea of gaming in a utopia. It’s better than the grubbing around for gold that is the mainstay of fantasy and most modern and sci-fi games. I’ve never been money motivated in games or real life.

Xiongguo (working title) – playtesting begins

#ttrpgDesign #ttrpg #T2K4e #xiongguo?

So, we begin the playtest for Xiongguo (working title) next week. ?I’ve added some additional rules which are pilfered from other systems. ?Xiongguo is a simple, fast, low magic, classless sandbox based in the YZE SRD for playing in an Asian period action adventure game. There is absolutely no attempt to emulate a particular period, only to evoke a certain feeling.

The aim is to produce something that could be used to play in a game of The Water Margin, Crouching Tiger Hidden Dragon, Kingdom, The Pirates, Mr Vampire, Once Upon A Time In China, and others. It’s a little low magic to emulate Monkey or Zu Warriors. ?Purists will note I’m not only crossing nations but immensely different time periods because, as I said, this isn’t trying to be a historical recreation