Friday, 8 May 2026

I Read Generators of Underground Worlds

 Previously I asked my audience for examples of large-scale cave generation and, essentially, no-one had what I was looking for; I meant Nation Sized, underground wilderness.

In fact only Douglas Niles in ‘The Dungeoneers Survival Guide’ and maybe Zedeck Siew in Reach of the Roach God came anywhere near to producing systems at this very grand scale, and only Niles addressed the problem of three-dimensionality, and he only partially, and via a complex but elegant method of isometric mapping.

Nevertheless, I feel like I did learn quite a lot from dragging myself through all these varied systems and the process did affect my plans and ideas for VotE;ReDux so I will go through my general sense of each method here, in alphabetical order, at least until I come up with a better method.


Carapace - by Goblins Henchman






An odd, complex little pamphlet I got, maybe directly from Goblins Henchman? Who knows how long ago? I found it in my box of Zines! This is an adventure built around some generation systems for having trouble in a giant ants nest (the nest is giant, and is the nest of giant ants, so I suppose for them it’s just a proportionate nest).

Three methods are proposed for the creation of the Nest; a Point Crawl, Labyrinth Move and an ‘Hex Flower’.

[I have photos but it feels wierd reproducing them here.]

Its interesting to me that two of these; the point crawl and the ‘Labyrinth Move’ both live neatly within broader methods of conceptualising and using underground spaces that we will run into later several times.

The Point-Crawl in this case is not a die-drop system and is based on a layered diagram, printed in the pamphlet, with semi-random ‘rooms’ and interactions.

The ‘Labyrinth Move’ uses a table and a progressive encounter roll, in concept, not that dissimilar to ‘Flux Space’, though I think this is more a case of convergent evolution than direct descent. (The text says this is an adaptation of Jason Cordova’s ‘Labyrinth Move’ for Dungeon World - something I know nothing about. I wonder what the background of intellectual connections is here? It also seems similar to Emmy Allens Gardens of Ynn and Stygian Library methods, though its been a while since I read those.)

The ‘Hex Flower’ seems to use a similar interior logic to the ‘Labyrinth Move’ but has it built into a little printed Hex-Map with the decision logic based on spatial arrangement. So far as I know, only Goblins Henchman has ever used this. This one also has a Hunter/Prey mechanic built into it, which should liven things up. Perhaps this is something to think about when considering other underground mapping techniques at any scale.


Corpathium


(Ten years have passed and it’s all still there. The page even has a G+ link (;_;) )

So far as I know, the grand city-building project of Corpathium, which seems notable and unique, only exist via (very pretty and well-designed) web-page. What, not even a PDF? Surely this should have been a book at some point?

Anyway, the only part I am interested in is the city-generation system which could be easily subverted into a cave generation system

Its DICE DROP, which, honestly, is not that bad an idea for intermediate spaces.

Is non-representational, more diagrammatical, so that’s good.

Uses a 7-dice set, so I assume d4, d6, d8, 2d10, d12, d20

Uses the points (i.e. the corners) of the dice! Have not seen that before. If dice point to another they are accessible to each other.

So then we compare the numbers against a list of potential city-quarters with their own sub-rules about what is going on.

Then you have some interesting rules related to the concept of Corpathium as a place

Dice drop honestly seems like a really solid method for ‘intermediate’ zones between the ‘world map’ and outright cave crawling wilderness. It’s immediate, fast, coherent. Probably better and simpler than the method I used in VotE for generating intermediate cave systems. Reading Corpathium persuaded me to the use of a system of this kind and played a meaningful part in causing me to re-order my whole hierarchy of systems.


Deep Rock Galactic


Someone recommended I take a look at this web-page where the designers of this Space Dwarf mining game, (which I have never played), talk about their process

Even though this uses systems and crunch impossible for a human, some of the logic of cave-creation, at least the sequencing, is broadly similar; a range of templates with some ‘randomizer’ elements, combined in new, strange ways.

As the designer here sees it, there are a few key considerations in making a good cave: traversal, natural wayfinding, and dramatic experience.





One way this did affect me was that it made me re-conceptualise the ordering, arrangement and importance of the different methods I intended to use, in particular the primary methods. It was partly here that I started to crystalise the idea of there being three ‘layers’ of resolution, with lots of optional little sub-systems which could be added on according to taste and usage, but essentially a sandwich with three layers; Wilderness Scale, built on an interlacing paths pointcrawl, a medium scale, built on a die-drop method, and the idea of the ‘Adventure Cave; a cave made specifically to have adventures in, with maybe a ‘close cluster’ of nearby caves to add options.

I will look into this, in particular; combining the encounter-design ideas from Silent Titans with the 100 caves from VotE (though all this will be much later, need to work on ‘large scale’ now).


The Dungeoneers Survival Guide by Douglas Niles

The most beautiful and interesting book of all I considered, mine has been rabbit-damaged for a long time (something I will never forgive)




Douglas Niles is one of the only creators to directly address exactly what I was looking for; not a big dungeon, or a large cave system but an underground world - something at least the size of a small nation.

He even provides one in this book! Sketching out, through a series of lovely, layered, isometric maps, the ‘Lands of Deepearth’, made up of complex riverine systems and caverns, filled with all the wonderful creatures of AD&D.

However, almost to my relief, as I have read way too many of these already, he never actually deals with how to generate such a territory. He spent a huge amount of energy communicating his wonderful and only somewhat complex maybe even ritualistic isometric mapping system, that I think once you get that system, you can just vibe on it? Honestly a very reasonable concept in that, through achieving a sufficiently complex and expressive physical skill, by the time you have it, you will either intuitively know what to do with it, or experimenting with it is so simple and joyous an experience that the matter simply no longer presents a meaningful problem and you can’ in the words of the winged goddess of victory ‘just do it’.

But, for reasons given in my comments to the last post about this, I am not going to adopt this beautiful and coherent isometric late-analogue culture mapping system. Still an inspiring book though.


Flux Space


“This simple conversational back-and-forth is a good engine for producing fun, but it falters when the characters are exploring spaces which are Large, Samey, and Confusing. ... Other examples of large, samey, and confusing environments would be a winding network of caves,”



This is something I had considered when thinking about cave systems but reading Flux Space convinced me that I had not been thinking about it deeply enough. There really is a fundamental tension between the concepts of natural or pseudo-natural caves, which are, as stated above, often ‘Large, Samey and Confusing’, and the forms, shapes, paths and locations necessary for adventure, which are (while seeming not to be so), actually the compete opposite of the above; Small, Distinct and Clearly Organised.

“Traversing through Flux Space can be regarded as a type of Point Crawl, with the distinction that moving between each point is especially arduous. Once a Flux is solved it can be peregrinated through more swiftly, but solving it will be taxing.”

What ‘Flux Space’ is, is a relatively solid and only slightly over-complicated and over-specific method of abstracting the exploration of spaces that are ‘large, samey and confusing’ without specific, local mapping in real life. Instead the simulation is of the company slowly crawling their way about, spending time and resources, gradually encountering important elements of the ‘Flux’.

The basic time signature is ‘Turns’, there are 6 turns per day, so a 4 hour turn. Every Turn of Charting depletes resources, hits some kind of encounter/event, (Flux Space uses the classic overloaded Encounter Die) and crucially, grabs you a Point of Interest. There are a limited number of points of interest per ‘Flux’

There are ‘Shallow’ and ‘Deep’ rooms. At first you randomly encounter ‘Shallow’ rooms, and as you do, cross them out, Then, if you roll a shallow room encounter after its crossed you, you get a ‘deep’ room, and the deep rooms go only in sequence, one after another, and after the last deep room you are done and ‘know’ the maze’. You can move in and out of it however you like.

Some points of interest;

· It assumes you are burning resources, which is standard already for VotE.

· You would need the time and stability to note or record things, though, VotE wise you could use knots or muttered chants

· The Event/Overloaded Encounter Die has some cute elements and some meta-currencies.

Altogether a very useful and excellent tool which I wish I had invented

NOT a good tool for VERY large wilderness/nation-sized spaces, but very good for cave systems and mazes built around central concepts, inhabitants, purposes etc, between small dungeons and wilderness, an excellent intermediate tool. NOT a rapid, easy immediate generator, you will need to think & plan ahead of time.

Though ‘Flux Space’ would not be one of my ‘Big Three’ core generation techniques, (Large Scale ‘Lands of Deepearth’, medium scale Dice Drop and small-scale ‘Adventure Cave’), I am committed to using it or something like it as an ancillary cave complex generation method. It fits too perfectly into something like a Deep Janeens maze or an Alkalions Salt Maze. Though these would be things you need to think ahead to plan.

There is some excellent advice on filling out this simple and useful concept at the web address, describing more would be excessive. (Someone please write an extensive blog post about how Flux Space related to Gardens of Ynn and that to Dungeons Worlds Labyrinth Roll or whatever it was.)


How to Host a Dungeon

This is an entire sub-game and I am sorry I did not get round to reading or reviewing it. Just too big too complex. I will try to read it at some point.


In the Shadow of Mount Rotten

A 2012 PDF from Joel Sparks.





This has a small, competent, naturalistic cave/lair generator.

It is fine and there seems to be nothing wrong with it but it has little utility for me as, first, we are talking about large scale generation, second, these are very much lairs, or naturalistic dungeon-like environments whose relation is primarily to an ‘outer world’, and last, their entirely reasonable naturalism, means they are largely wet, or drowned and either too small, too long and thin or too blocked off to be interesting.

A fine system. Not for me.


Inkvein by Murkdice

https://murkdice.substack.com/archive (There seems to be no single central site for this.)

This is an actual Megadungeon for Mork Borg by Murkdice.

Basic notation system looks broadly similar to VotE (addressing identical problems).

No 3d notation in the caves that I can see.

Has a nice Caving diagram.

Is already a megadungeon so has no generation systems at any scale. (These may show up in the final product, I only got a look at the Quickstart rules). Also this is so similar in broad concept to VotE that I am leery of dealing directly with it.



Lowlife by Sam Sorenson




This little pamphlet has a LOT of stuff in it, very little directly related to the precise needs of my enquiry.

We got the basics of this are a die-drop method; where Corpathium used different kinds of dice and the angles of the ‘points’ on the dice to trace a network which produced, in abstract, the accessible paths of a cities layout, Low Life is explicitly aiming to create a tunnel network, uses D6’s and then uses the combinations of numbers to decide partially the connections between things but also the nature of the connections, it also engages the idea of just repeating the dice-drop method to produce a system of greater complexity and interconnection.

Low-Life also has a method for introducing three-dimensionality (!) though it conceptualises this as ‘dungeon layers’ rather than using the diagrammatic nature of the tunnel system to create ‘uppy downy’ not related to the concept of ‘dungeon layers’.

I will almost certainly be returning to ‘Low Life’ later on throughout the project as it covers a lot of very similar ground. A very solid product!



Reach of the Roach God by Zedeck and Mun Kao

(rest in power kings)



Most of Reach of the Roach god is about the Roach God and his reach, but at the end we get a little cavern-generation system based on TOYS. This is very millennial as it assumes that people buying this arty D&D book will have toys to throw around and yes I have them, shut up.

This is meant to be simulating the hollowed out bodies of dead gods so the humanoid shapes coming through the process are deliberate. It breaks down the toys into three sizes, two big, four or more medium and some small, and a bunch of ribbon to connect them.

How do you turn this into a map? In the style of The Dungeoneers Survival Guide; just be a good artist, or maybe actually trace around them? That would work if you had a big enough paper.

This method is different to most of the methods so far which tend to work on a principal of “room & route” – this matters as one thing you will notice about natural caves is they don’t have neat divisions between ‘rooms’ and ‘routes’, though, to some extent, this is how humans have to think about them; here is the bit you move through, here is the more round bit where you can rest.

The RotRG method produces large irregular, but linked caverns, which is something you might need, it uses the typology of the toys used to decide the location of world-relevant locations, the god type also represents special rules affecting that space, there are rules for using the ribbon as a river and instantiating that in the cavern system.

A much less technical system than most others, this still does something notably different, and it uses the layered information of its figure types in a range of interesting ways - I am sure a use can be found for this!



My Grand Result

My final analysis is, as stated above, to work on three ‘layers’ of map and location creation; the Large Scale Underground World, the Die-Drop cave system, and the ‘Adventure Cave’; the kind of place where its good/interesting to have an encounter.

The brutal truth of the modern reader is that, as well as being borderline illiterate (new), they sadly have very little interest in mapping or simulating complex three-dimensional spaces, especially using arguably counter-intuitive methods of paper-folding and cave diagram.

You have collectively, as a culture, let me down in this. You should have been more interested in three-dimensional space. Feel bad about this.

The ‘new’ version of ‘Underground World Generation’ will probably end up being broadly similar to the original VotE version, but without the paper-folding, and with relatively little three-dimensionality, (it’s hard and people do not understand it). It will be integrated much more with generators for Cities, Settlements, Rivers and Environments, but in core concept, still a bunch of scrawls on a page, just now with more interesting dots and names to the ‘wilderness’ reaches of hidden-swiss-cheese stone between routes.

It will be one of three main systems and all should be initiative, quick and not especially clever; the Underground World, the Dice-Drop System and the Adventure Cave.

As well as, and included around those concepts, will be some other optional systems, or at least references to them, in particular, something like Flux Space/Gardens of Ynn, and other perhaps more complex, or longer seeming methods for when you need variety and/or something special or specific. This might just end up with me saying ‘use Flux Space if you want to do this kind of thing’.

This was a useful experience, though perhaps the most useful thing about it, more than any particular method, was the global, or deep, view of how people arrange their generation and mapping methods for actual games, and the intuitions this feeds about what is most necessary and immediate.

Thursday, 16 April 2026

Recommend me Generators of Underground Worlds

 In my big re-work of ‘Veins of the Earth’, I have begun looking at the systems used for generating the geography of the Veins, the large main routes, smaller areas, etc.

My plan isn’t to fundamentally change the methods from the first VotE, but to re-make them, to make the new versions more of a comprehensive generator, with a sequence of tools to systematically generate a large area, routes, cities, villages, trade routes etc.

Something else I would like to do in this version is gesture to or recommend alternate methods or other ways different people have tried to deal with this non-trivial problem of generating and mapping complex, large three-dimensional spaces underground.


From the first VotE. We won’t be using this layout as it belongs to Raggi but the general concept will likely be similar.



My aim here isn’t to copy but to, in the spirit of a bibliography, directly point people towards alternative possibilities. (I am also planning on doing this with monsters so people can put together their own encounter charts).

So far the only other book I’m intimately familiar with which deals with this specific problem, is Douglas Niles Dungeoneers Survival Guide, which has a neat but somewhat challenging method for isometric mapping.




What other books or works, or even posts, are people familiar with that deal with, specifically; generating and mapping large pseudo-natural underground spaces?

(I know there are a million methods of dungeon and mega-dungeon design, that’s not what I am talking about here.)

Saturday, 11 April 2026

The Lost Great Crystal Debate

 
In a late and desperate attempt to shore up my ‘relevance’ I have been scouring the internet for evidence that I exist, and have stumbled into the tragic gap left by the lost ‘Great Crystal Debate’ DOES ANYONE EVEN HAVE A COPY? If you would like to find out more, scan down the following chronological list of text, video and audio discussions, down to 2018…
 

2015 – Podecast

 
Back in 2015 Scrap and I played around with a ‘Podecast’ (i.e. each was at the antipode to the other), and ended up recording a brief run of unedited ‘conversations’ about a rather wild range of subjects which ranged from 2015 into 2016
 
 

Podecast 1 - the Experiment




I honestly have no idea what is even  in this. Its eleven years old!
 

Podecast 2 - MONSTERS



https://archive.org/details/ScrapAndPatrick2a

Contents include; Rhiannas new video. Ghosts and why they hold candles. Skeletons and skeletor - egyptian theories of the dead. He-Man. Gas-Spores. Nazi Aurochs. “I’ve been around some pretty smelly subcultures.” Eating living things. Godzilla. Forbidden Planet. Imperialism and microbiology. Scrap fades in and out around this point for mysterious reasons. Possible collaborations. Natasha Allegri. Stephen Pyne. The state of modern poetry. The Art of Not Being Governed.(He wasn’t a poet.)
 

Podecast 3 - BEAUTY



Contents; http://www.stuff.co.nz/dominion-post/news/72404517/judges-take-a-shine-to-wow-winner. Zak hates nature. Snails. “The child of love and war is sex”. A thick silky coffee with cardamon. Crepuscular Rays. kelvin helmholtz. http://www.pncc.govt.nz/media/32138/citizensadvicebureaulogo.jpg http://www.firstlighttravel.com/blog/wp-content/uploads/2013/01/Maori-Rock-Art.jpg

 

Podecast - 4 BEES 




Contents; 1.20 Scrap starts rambling about chromosomes. - (seriously, think about skipping this part). 4.26 Gives up on that and starts again. Begins a very dark story about Bees. 8.00 King Arthur and Bees. 9.55 The Demiplane of British History. 13.25 Brief ramble here. 13.40 Other Planes, verticality. 14.50 Hook Birds. 15.25 Dinosauroids - http://povorot.deviantart.com/gallery/9348116/The-Dinosauroids. 15.35 The first few issues of Prophet. (I think these are in fact the same guy.) 16.35 “Bees, have to get this back to bees..” 17.20 Evolution of pollen, and therefore bees. 17.45 Exploiting colony organisms. Pretending to be ants. 20.10 We are colony organisms. 21.20 The nihilism of not cleaning your room. 21.45 Emergency coping mechanisms. 23.09 Sudden change in conversation due to girlfriend interruption. The Death of Avril Lavigne. 24.24 Schizophrenia. The voices are probably real. Believing you are in the matrix. 26.13 “That’s kind-of like a hive..” 26.45 In stories no-one can ever be competent. 28.15 Destroying a city with super-speed. 30.15 The delay between conception and creation. 31.00 Cut-Up
 
 
 

2016 - Doom of the Podecast


Podecast 5 - relate-able content

-

https://archive.org/details/Podecast5
 
Contents; 1.30 - Dark gods. 5.00 - FotVH Images. 8.30 - Please buy my fucking books. 9.30 - Making relate-able and insightful points about a variety of role playing related conversation things. 10.30 - Alchemy. 15.15 - First impressions of the OSR. 19.30 - Motivations are monsters from inside you. 21.30 - Choices in char gen. 31.30 - Cognitive silence. 33.30 - Traditional originality, fire, hirelings and dogs. 37.30 - Ten minutes on dark AI’s & nightmare futurism. 46.45 - Language, objects & baby psychology. 51.30 - Lard, the currency of agency. 55.00 - Stories, memory and experience, the grand conflict. 58.30 - Fail states.
 
 
 

Podecast 6 The Wonderful Kererū

 


The Wonderful Kererū appears only once in this Podecast but exemplifies the spirit of both participants, a fat, pompous, ridiculous animal snatching a whole twig from the tree of thought, eating a single flower and then throwing the rest away.
 
Contents; 0.07 - VotE. 2.38 - Weightlifters with no penises. 3.37 - Do you want to talk about pre-history? (We do not do this.) 4.36 - I cut a huge amounts of blathering out here. 5.00 - Scraps game. 7.10 - Complexity and depth. 9.30 - Scrap has a moment of clarity about the nature of Complexity. 11.10 - Where it actually starts to get interesting. 11.50 - The capacity of a post-apocalyptic world to create its own context. 13.10 - A new place to put adventures. 13.45 - “What’s his face? The guy who does Udan-Adan? We’ll probably never know his real name.” 14.15 - Our regular obligatory mention of Zak. 15.50 - Who did invent ‘the dungeon as a living thing? 17.28 - A Ghost in my house. 18.30 - The ‘blank slate’ game world & identity. 20.43 - Eve as the first D&D player, Adam as a Storygamer. 22.28 - Rachel Pollack’s ‘Unquenchable Fire’ I got the name wrong in the podcast. 24.26 - Our other regular segment on colonialism. 26.16 - Mention of Potatoes causes internet to drop out. 28.10 - It’s ‘Henry Moreton Stanely’ and I may well be wrong about Cortez. Have fun with Wikipedia. 31.45 - “You’re treating those children like subhumans.” 33.41 - Scrap is confused by the moral exchange inherent to Government. Sarah Horrocks would probably agree. 38.15 - “If only one culture has reliable deep-water navigation, that culture is effectively playing D&D with the world.” 39.45 - Cowboys on Mars. 41.53 - We expand our mentions of Zak to include his sister? Anyway, X-Men school-style Character Gen. 47.39 - Communicating on a Meta-Level. Maybe our players are friends. 49.15 - MY SPECIAL SETTING!! 51.00 - We cycle back to, or around, different contexts in which to place adventures.. 52.00 - The ancient civilization of Dan. 55.09 - The Halfmen of O by Maurice Gee. 56.55 - The Changeover by Margaret Mahy. 58.45 - Does the Conspiracy Theorist have a D&Dish world? No, not really. 60.01 - Pre-apocalyptic D&D. 60.03 - Stealing & faking art throughout history. 60.05 - Dirtbag Greys. The Burke & Hare of space. 60.07 - Changes in scale. Insect wars. 60.08 - The Author was ‘William Tenn’ and the book is Of Men and Monsters. 70.45 - Giants would be very vulnerable, and likely peaceful. 72.55 - The wonderful Kererū or New Zeland Wood Pidgeon. (A bird that flies through the glass in your window is also playing D&D). 76.00 - “Birds would be good D&D characters.” 81.00 - Evil Dolphins.
 
 

2017 - VotE!


The Secret DM — Veins of the Earth Interview with Patrick Stuart and Scrap Princess

 


A text interview about the original ‘Veins of the Earth’.
 
 

2018 - Crystals!


What Would the Smart Party Do? — Episode 80

 
I am not even sure what we talk about here but hopefully Dirks art for Silent Titans gets a mention!
 
Direct MP3: 
http://media.blubrry.com/thesmartparty/content.blubrry.com/thesmartparty/WhatWouldTheSmartPartyDo_80.mp3
 
Page: https://smartparty.wordpress.com/2018/09/13/patrick-stuart-interview/
 
 

The Great Crystal Debate!



The missing interview!!

Back in 2018 I was making my (negative) views on CRYSTALS widely known, when who should step forth to challenge me but the fool and creator of the BREAK! RPG, Reynaldo Mandarinian. To settle the matter for All Time, we got into a SAVAGE hour long verbal dual which, since there seem to be no copies surviving online, I will assume I won.

If anyone out there has any records or copies of the Great Crystal Debate, please let me know in the comments. The world deserves to hear my (assumed) victory, and how crystals were defeated for All Time.
 
 

2019 - The Worm!


Ignite Liverpool — Talk on the Wapentake

I am slightly embarrassed to see myself physically incarnated in maybe my only physical in-person talk.


 
https://youtu.be/nr4KKZMpf6Q
 
Those of you familiar with ‘Silent Titans’ will know about the ‘Wapentake of Wirral’ from that book, based on a real historical incident in which a corrupt lawyer got his hands on the medieval documents giving ownership of a dark age court and used them to form a criminal gang and extort the people of the Wirral.
 

 

The Worm Orouboros with Tom Fitzgerald


In this interview the beloved creator of ‘Middenmurk’, sits down to talk with me about the excellent and under-discovered ‘Worm Ouroboros’ by E.R. Eddison. (One day I will read the Zimiamvia trilogy).






2020 - DCO ReMastered


Loco Ludus — "Interview with Patrick Stuart" 

I have no idea what we talked about, but its 55 minutes long!
 
https://creators.spotify.com/pod/profile/loco-ludus/episodes/Interview-with-Patrick-Stuart-ebgc3h
 
 

‘Udda Ting’ podcast



Henrik Möllers podcast is still going strong. In this one I think we talked mainly about Veins of the Earth.


The Magniloquent Moth

 

Part One show notes (full version at the link); Deep Carbon Observatory (Remastered!), Patrick's talk on the Wapentake at Ignite Liverpool, Silent Titans, The world is a spell, Fear of a Black Dragon (DCO episode), Arnold's "Goblin Punch" blog and time traveling dinosaurs, Veins of the Earth, Fire on the Velvet Horizon, A Night at the Golden Duck, The audio starts to overlap in the second half of the episode, Time travel in RPGs, Continuum RPG.

https://podcasts.apple.com/us/podcast/a-conversation-with-patrick-stuart-first-course/id1506689162?i=1000470707137
 
Part Two show notes CGP Grey's video about why your timeline is infuriating, Is the loose collective of RPG fans online a "community"?, A Distant Mirror, The Gods Must Be Crazy, Patrick's letter writing game (a literal play by post), FLAILSNAILS, Chris McDowall's conversion advice, TROIKA!, Half-Life Alyx, Tom Francis' games, Heat Signature, Tactical Breach Wizards, Deadliest Warrior Yes, there really was an IRA vs the Taliban episode.
 
https://podcasts.apple.com/us/podcast/a-conversation-with-patrick-stuart-second-course/id1506689162?i=1000470707139
 

 

2021 - Groan!


Appendix N Book Club


I actually remember this one and it was fun! I finally got to talk about something other than my own books! This is all about Gormenghast.

Zock Bock Radio

-

Apparently I am, (or was?) the Townes van Zandt of the OSR. I don’t know what that means but I will assume its good! Show notes in the link!

Monsters and Manuals (Noisms), Video Interview

 
 
I am horrified by the sight of my own face so will rush past this one.
 
Blog post: https://monstersandmanuals.blogspot.com/2021/08/video-interview-with-patrick-stuart-of.html
 
Youtube; https://youtu.be/sPhfvkRDxvo
 
 

 2021 -Demon-Bone!


Weird & Wonderful Worlds


Archons March On


Thanks to the commenter below who managed to dig this one up!



Whose Measure God Could Not Take



This one covers the Demon-Bone Sarcophagus Kickstarter, Gawain and the OSR community.


2022 - The End!


 "Art" with Her Christmas Knight




https://www.youtube.com/watch?v=LOpKlStShCs
 
 

Then, Silence


Or at least, no interviews or appearances from 2022 to 2025 where I popped up in the ‘Weird Hope Engines’ zine fair.
 
Looking back on it, some of these bursts of extroversion were to help with Kickstarters, but it looks like the relative failure of ‘Demon-Bone Sarcophagus’ and the hangover from Covid really fucked me up more than I realised. I may have brought books out but I really didn’t leave the house for years. Damn.
 
Now, once again, I fitfully stumble into action, to prove to myself and the world that I exist.
(Seriously if anyone has a copy of the Great Crystal Debate let me know.)





2025 - Fantasy Art History

A sock resembling me did appear on the Abelard and Joe Fantasy Art History show;



Tuesday, 17 March 2026

Take This You Fiends

This is the story of an encounter with Tunnels and Trolls by a guy who did not know that much about Tunnels and Trolls and still doesn’t, so if you are a T&T maven and don’t want to hear some half-interested newb bang on, then stop reading now. (Also; they are bringing out a new version of this soon, and by god my post has nothing to do with it! I literally stapled together the rules that I used from ancient box-sets and a PDF, and I ignored most of them.)

7.5





Somehow, I have the boxed set for the 7.5 edition of Tunnels & Trolls on my shelf. I must have bought back around 2009-2011 when I was getting interested in RPG’s . Yet more curious; I have a vague sense impression that I actually read these rules. I remembered nothing of them, but if sitting un-played on a shelf for fifteen years makes an RPG guilty then I don’t want to be innocent.

More recently I was listening to Chris McDowalls ‘Rule of Three’ podcast, where he interviews game makers about three favourite works, and he brought up the story of encountering someone at an Old-School meetup who had only ever played Tunnels and Trolls, and in fact, had only ever been in one campaign of Tunnels and Trolls, and had been gaming for years, this one game, this one world.

Clearly there is something going on with Tunnels and Trolls, I thought, and, foolishly, brought this up in a conversation with the Artist; “maybe that’s the secret, maybe we all should have been playing Tunnels and Trolls all along.”

“Oh, you should run it for us.”

Thus came the curse. My smallest statements are literally engraved on Votans Spear, and I am a pussy, a clock was ticking; could I read and absorb the Tunnels and Trolls ruleset AND develop a dungeon for Tunnels and Trolls in time, and well enough to run an actually functional game? (Watch my reality TV series to find out.)

(tldr; I can. Comments from two of the players, the ‘Rogue’ and the ‘Leprechaun’ are scattered through this post.)

Long hours of digging through this ruleset, producing documents to make sense of it, and writing dungeon ideas on the back of till receipts at work, which provoked some consternation when colleagues looked down to discover that I had been scribbling about Moon Mice and “THERE IS A COUNTDOWN”.


Character Generation




T&T Char Gen begins in a space broadly adjacent to Dungeons and Dragons, with Seven stats (in 7.5 at least) rolled 3d6 and in my case, down the line. Add Gold, a ‘Height and Weight table and so-on. When complete you get essentially three Core classes; Warrior, Wizards and Rogues. (There are more but I won’t get into those). So far so D&D.

What’s different?


TARO

“Remember, triples add and roll-over. This rule always applies in Tunnels and Trolls.” – Ken St Andre




It doesn’t always apply; one of a number of ways the 7.5 ruleset seems to be written by someone with an irregular supply of amphetamines. However, this fascinating and distorting rule probably should apply more fully across the ruleset.

If you roll a triple in Character Generation, you add everything together and roll again, adding the resulting value. If the second roll is also triples, you add and roll again. If the third roll is triples, you add, and roll again.

This means that while the general range of stats for an opening character is likely similar to D&D, it’s possible that one or more players may have one or more stats that are insanely ridiculously high, creating an utterly distorting effect on the game.

And in fact this did happen in the game we played, with one Rogue rolling an insanely massively high CHA score and very mid scores for everything else, resulting in one of the party being or a youngish Matthew McConaughey, roaming around the dungeon just charming the shit out of everyone.

This is important because, like a lot of things essential to T&T, it strongly effects the tone of the world in which you play, the nature of the challenges you face and a range of other things. The wilder the dice curve, the whackier the reality.

The Leprechaun – “T&T produces lawless, erratic game outcomes, but *appears to be* rigorously designed. There are a lot of rules but they don’t really work. The depthless complexity acts as a wax seal that legitimizes the game outcomes. In combat, you do a bunch of calculation and roll a big pile of dice, which is a ritual act that irreversibly moves the game timeframe forward one increment.”

Liz Darnforth



Kindred

Kindred is ‘Race’ in old D&D terms, and while it looks like earlier editions had a relatively narrow range of ‘normal’ Kindred you could be, the 7.5 edition has gone utterly loopy and included stat tables for a gigantic (literally, you can be a Giant), range of possible races, from Skeleton to Vampire to Dragon.

Almost all of these Kindred are measurably better than standard humans. Even Skeletons are a bit better. There are no gates or limits on what Kindred you can be. This means, if you are playing 7.5 as written, you can be literally almost anything and that almost all of these are better than standard human stats.

If you include one or two of these ‘hackable’ or ‘optimisable’ elements in a game ostensibly dedicated to a balanced experience then they are flaws, but if you flood the game with them, then you fundamentally alter the expectations for what kind of game it’s going to be. This is one of a wide range of ways in which Tunnels & Trolls is protected from the negative effects of being Tunnels and Trolls by the fact of it being Tunnels and Trolls, the games own anarchic spirit keeps it… stable?; if you are the kind of person who wants to min-max and powergame, (which you could theoretically do easily in T&T), why on earth would you be playing this loosy-goosey game?

I set bounds that no-one could play a Kindred too large to actually fit in the dungeon. We ended up with one very charismatic human rogue, one Leprechaun (size and weight reduction tables are included) and one Star-Obsessed and (below average for his people) strong dwarf with a BIG AXE.

Talents

Every PC gets one ‘talent’; a particular thing that they do, and this could also conceivably be power-gamed but generally is not. They roll a d6 for their talent value and add this to the stat being used when rolling for this particular thing.

Level

Your Level in T&T provides a number of benefits, and is based explicitly upon your highest essential stat. This means you can start play at Level Zero, Level One, Two, or even possibly Three, and that as your stats fluctuate through play, you can possibly change Level, back and forth, within the range of even one adventure. (NONE of the specifically-designed character sheets I saw online were built with the essential changeability of the PC stats in mind. You are better of just using notepaper.)





Loony Tunes Adventure Gang

It’s clear that through the 7.5 editions it took to reach me, T&T had been through a lot of rules changes and additions. As I will describe later, I think many of these are errors, or at least, non-optimal.

Two things I agree with fundamentally are TARO and the more-recent extended-Kindred chart. I actively want a Loony Tunes Adventure Party with a bunch of whacked-out and distorted stats and a range of weird presences in the game. (How would a Leprechaun react to hanging out with a Vampire?). I think it’s generally fine if someone with crap stats inflates themselves with a Kindred, so long as they actually play that role (remembering they are still a below-average member of their own Kindred). I didn’t set it as a hard rule but I would probably state next time that anyone who gets a TARO roll and a massive single stat, should stay human, but everyone else can pick a Kindred.

In its simplicity, adaptability, broadness of concept, lightness and gonzo-feel, T&T feels well-adapted to the ‘Island of Misfit Toys’ style of play. It also seems to suit well a ‘play whatever/whoever you want’ ethos. So long as you stick with it, and take it seriously (coherent and sustained), though not seriously (with tragic gravity). [The two forms of seriousness will prove a vitally important distinction going forward.]

(I also made the PC’s buy clothes out of their initial gold store, which kept them all relatively poor. Though gold doesn’t matter that much in T&T. (Also, TARO applies to your Gold Roll in Char Gen too, so one PC may just have ‘being loaded’ as their core trait.))

The Rogue - “I liked having to buy my own clothes using the gold generated by character creation, it was like starting out in Oregon Trail or something. I appreciate that the clothes list was long and carefully priced out and if I was in charge I would add even more carefully described clothing choices which could be used to define the character you are playing. What if you sunk it all into one really great jacket, no mechanical effects. Could you describe a jacket in such a way that it is really tempting even if you are gonna have to put that arbalest back on the shelf?”


Liz Darnforth


The Combat Sequence

Farewell happy fields, where joy forever dwells. Hail, horrors, Hail! The Tunnels and Trolls combat sequence makes no sense. Attempts to fix have made it worse.

Conceptually it is brilliant. Once it was simple, intuitive, somewhat baggy and clean to play. I think years of people asking questions (filthy nerds) has ruined it. I tried to boil it back to what I thought was the core; a battle is on, both sides roll all their dice; whoever gets the biggest number wins.

Adventurers and Monsters calculate these differently; Adventurers have Combat Adds derived from their physical stats, and whatever weapon they are using. Monsters have a Monster Rating, which breaks down to their dice rolled (The Monster Rating divided by 10), and their own Combat Adds (Half their Monster Rating). Confusingly, some posh and special Monsters can also have stats like Adventurers, but let’s not even get into that.

Everyone has a big pile of dice. Everyone rolls. Bigger is better.

Over time additions have been made, (as a result of questions). Some wise, most I think not.

One positive addition is ‘spite dice’; every roll of 6 on either side, always counts as damage. I think this was made to amend the horribly brutal attritional effect of these massive dice pools contending over multiple rounds, and it works ok.

Other additions are complex arrangements of specific damage set aside and re-integrated during the round to account for people sniping ranged targets or similar, and specific arrangements of spellcasting where damage from certain spells is accounted like a weapon and the effects of others are placed before-this-and-that etc.


I Ignored Almost All of This

I ran combat description-first, rules-light, quick and high consequence. It ended up not unlike a storygame or a Dowlain modern ruleset.

Surprise Rounds are a slightly weird thing in T&T, (if rounds are truly meant to be around 2 minutes long), and thankfully I was able to ignore them. Likewise I ignored sniping in or out of combat.

How I conceptualised it was like this;

First; describe fully where everyone is and what is going on as combat breaks out, be above all vivid, quick and physically exact. Go round the table asking, quickly, what each character wants to do, or “what do you want to achieve in the next two minutes”. PCs can combine actions, do tricks stunts, etc or anything they like, but they can’t take too long thinking about it Tunnels and Trolls does not respond well to planning.

Second; everyone rolls their dice and we add them all up.

Third; whichever side won inflicts damage, and I describe the events of these two minutes turn out largely as they intended. However, the T&T ruleset does say that the losing side of this can decide who on their own side takes what damage. This infers, and I applied it as such, that the losing side gets some vote in how exactly things turned out in these two minutes. They don’t achieve their aims but they do get to choose events relating to damage to their own side (though not whether they take damage at all).

Last; I tried to go for big, consequential swings in the description of events that would rapidly lead one side or the other to be disadvantaged, to flee, surrender, negotiate, be trapped etc, I did not want this shit going on too long.


Liz Darnforth


Why Ignore the Details?

The game does not seem to want to be played that way.

I think the inclusion of Ranged and Magic attacks being, at some points, their own special thing, is ultimately fucking stupid, as you are rolling to make these special pre-attacks (each of which requires their own segment of the round to work in) and then counting them towards the total value of the HPT? And then at the end, you focus special damage on the specific targets of the magic or Ranged attack? At this stage why are you not just going person-by-person?

Even the rules seem confused about this as the details seem to change from edition to edition.

It looks like the simple, basic concept of the opposed, simultaneous, dice rolls, has been subjected to so many tactical questions and faffing about that over time, it has developed so many exceptions, set-asides, layered sequences and so on that it has, in effect, become exactly as, or even more complex than an equivalent D&D combat turn.

But D&D has the saving grace of being sequential-by-person, so at least while you are faffing with big numbers you are doing them one after another. T&T has the elegant conception of simultaneous action, but that then divided, excepted, specified and detailed so much that now the DM deals with an equivalent cognitive weight to D&D and the initially non-intuitive simultaneous action of T&T at the same time. It seems to me the worst of both worlds.

I forwarded description, and tried to keep it forward. Everything that happens can only be allowed to make sense in terms of what has already been visually and spatially described in natural language. The results of dice rolls feed into this and are fed back out as more description. The vivid description of events fills the need for specificity that the rules either ignore or don’t do well. Most of all its meant to happen light and fast.

The Rogue - “I remember way back starting a D&D game with some friends who had never played before, and at first when we got into fights they would say all these wild ideas of what they were gonna do (’I’m gonna put my bow over his head and grab the string and shoot the arrow in his neck that way”) and then get discouraged as the rules generally would at best penalize for you for trying something different than: hit with sword, watch hp go down. Doing the combat as narrative first, even if that did not have very much to to do with the dice rolls, and then narrative again after all the rolls (deciding how the damage gets doled out) was kinda nice. I am surprised at feeling this way as I do not usually like story game rules.

Everyone goes at once feels more nervewracking & unpredictable as a player: instead of things slowing way down you are all making immediate guesses about what would be best to do, which feels more real than if you have to wait your turn & can adjust your actions based on what happened to the person who went first. On the other hand, every time we got into combat seemed to end after a single dice roll: either we got crushed & ran away or the opposite happened- which on the one hand is hugely superior to sitting around waiting for your turn to hit guy with sword, but sometimes made things seem anticlimactic: players all do one thing each, roll dice, cool that’s it evil is defeated. I guess one has to lean heavily on narrating what’s happened (either on the DM or player side) to make things properly impactful? It’s possible this was just on account of lucky rolls & combats could have taken longer? It seemed like our characters were appropriately balanced to the dungeon though (the leprechaun died)”


Rob Carver



The Leprechaun – “T&T combat as written is almost pathologically bad. We generally want things to be useable and simple; if a ruleset has complexity, each complication should justify itself in producing a better play experience. Instead, the rules work together to produce an appalling result. Rolling a large pool of dice that’s the same every “round” makes it likely that there’s a consistent result, so that combat is guaranteed to feel samey and yield similar outcomes from round to round. But there’s also a disastrous feedback effect: damage reduces your Strength, which gives you lower combat adds and less weapon access, so you roll fewer dice, so you lose faster and faster, and you have to do a bunch of paperwork to figure out how much worse you’re going to do each round.”






Running the Dungeon


it all began to go wrong when they re-named Ralph



Play Time

I came up with a relatively simple 12-room dungeon with a lot if diegetic ‘safety rails’ and potential in-world guidance. The Rogue told me that a normal group will only handle about four rooms an hour, if that, so I planned for two possible sessions of up to four hours each. In fact they cleared the thing in just over two hours. Apparently I run games ‘quickly’(?)

The Rogue - “Patrick DMs like he is driving a bus with a bomb on it.”

Rob Carver

“Take That You Fiend!”

People seemed to like the principal of ‘Saying the Spell Names Out Loud’. I felt like it kept the tone right.

The Leprechaun – “I agree that saying the spell names as though you’re casting them yourself is a splendid idea. You can’t cast a spell without literally saying the magic words.”



Post-Adventure System Issues

I only had to make a single, one-shot adventure so I was saved any of the scaling complexities of ‘how much gold is there’ or ‘what do you do with the gold’? Or any worries about ‘what happens after this adventure? T&T (at least in 7.5) bases advancement on ‘Adventure Points’ which you hand out regularly, mid-adventure, and which can be used, mid-adventure, to improve PC’s stats, which effects what level they are. Gold or treasure is mainly used for buying spells or equipment.

The Leprechaun – “The one idea I was interested in was gaining lots of XP and spending it incrementally whenever you wanted. It really changes the texture of the game to be getting these drips of XP and feel like you could realistically, in one session, change something meaningful about your character. This is also a place where narrative and ruleset dovetail nicely: players can spend their XP to level up a given stat *right before they need it*, which feels like the character rising to meet a challenge.”


Rapid Monster Improvisation

T&T’s Monster Rating is a raw, single number from which are derived both the number of d6’s rolled and the ‘adds’. The ‘adds’ are reduced as the Monster suffers damage while the dice are not. This is perhaps even simpler than the Hit Dice concept and makes inventing, moving and shifting around monsters for change and improvisation relatively easy. It does result in some big dumb dice pools though.

Big Dumb Dice Pools

Everything is based on the d6 and everything is Dice Pools, rolled in big piles, simultaneously. The PC’s add up theirs and the DM adds up the monsters. It’s a lot of adding up. I am not sure how this will actually work once you get into the Monsters with really big numbers or the really big amounts of monsters. I think I recall in some Ken St’Andre ruleset, seeing his rules of thumb for managing huge dice pool numbers, which was essentially multiplying smaller pools, which is fine, but also; it’s your ruleset dude.

The Leprechaun – “3d6 * 6 is a *dramatically* different roll from 18d6 and would totally change the texture of the game. I kept finding things like this in the T&T ruleset. Most early TTRPGs seem “game design naive”, even most modern TTRPGs do. This can make them characterful, or introduce some loveable features by accident, but can also lead to miserable gameplay patterns.”

Liz Darnforth



Growing and Shrinking

Probably inspired by the ‘small’ and ‘large’ tables for character generation in 7.5, I included a shrinking rules in the dungeon. While I may have intended to use some complex coherent system based on alterations to the core stats, in fact I just eyeballed it, using patched together rule-ideas that were systemically inelegant but procedurally quick and functional; I made it up. T&T’s super-simple core stats make it easy to adapt things relatively quickly.


‘Lightness’ and Speed

They re-named the Dragon Continent :-(


It seems to me that the speed of T&T combat, combined with the relative lightness and light comedy of its setting, are key to how this is supposed to work.

The description of events plays a huge shaping part in deciding what seems reasonable to happen in a fight, i.e; is it reasonable that one guy might hide out in a corner and try to snipe with arrows? Is everyone going to end up in a big melee or are they spread out or separated? Is the environment going to do something odd?

The enormous potentiality of this simultaneous-resolution roll is only moderated by a mutual, vivid, lively and quick description of events.

Put simply, this shit falls apart rapidly if you are autistic or power-gamy about it, and gamers do tend to be autistic about everything. There should never be arguments over numbers or spazzy autistic D&D arguments over precisely what the rules should allow – if it seems like it makes sense then it can be done, or tried with a Saving Roll, or if not just a flat ‘no’. If this decision or roll didn’t go well, there will be another along soon! Very soon! And another and another and another.

Conversely, if you are lively engaged, largely trusting, and more committed to acting out an adventure than managing risk though careful play, then you may get a great boon; of a rapid, complex unfolding and multifarious range of combat events which might never happen in another game.

There must be a rapid, and easy exchange of description and descriptive power between the Players and DM, especially in combat. It’s like dancing. It only works if you go in moving and go forward. If you hold back and try to plan and limit risk, or hyper-plan, you fail.

The Leprechaun – “Despite working on TTRPG systems myself, I think the ruleset barely factors into how good a given game session is. I had a wonderful experience playing Mausritter a few years ago and that game is rancid. My actual play experience with T&T was excellent, because you’re a great DM, and [The Rogue], [The Dwarf], and I are good players. I still think I would have preferred a system where every single outcome was decided by coin flip. But then my choice to be a leprechaun wouldn’t have been legitimized by doing a bunch of arithmetic with tables!”

The slight silliness of the setting, along with the ridiculous range of possible ‘Kindreds’ (I can play a Leprechaun with a Bardiche), and the slightly light tone, all help to control and manage the kinds of personality drawn to the game and the way that they play. (A meta-game effect like a Gonzo X-Card).

I feel like getting rid of this (slight) silliness and trying to make the setting and the game answer more ‘normie’ Fantasy questions actually ruins it. The absence of tangles and argument is just an effect I can describe of a cause it’s hard to define; it is the spirit of the game. It’s why the Dragon continent is shaped like a Dragon and (should still be) called ‘Ralph’. If you don’t like the idea of running, or playing on, a ‘Dragon Continent’ shaped like a Dragon, and called ‘Ralph’, or of a Skeleton teaming up with a Dwarf, a Vampire and an Elf, then the game has done its job.

The Rogue - “Maybe it is not so important that a game system have any particular level of seriousness as that it have like, any discernable character at all? While there’s a utility in basic fantasy tropes ( everyone knows what a dwarf is like so it is easy in your personal character to subvert or exemplify it) most world building in game systems ends up just being like the collecting of influences listed on such as a Kickstarter page as a reassurance that you won’t find anything too surprising or new here.

Anything in the games rules/setting that is discernably created by a real idiosyncratic human ( whether that is being unfashionably comic or having edges that are not sanded off entirely) is a chance to have an actual experience of art that’s your own interaction with another real person not with a corporation or like sales goals and it’s worth forgiving a lot of shakiness of rules and so on to get that.”

This is also built into the nutty world-creation of ‘Tunnels and Trolls; Trollworld is literally built on wizards. Or at least, huge numbers of whacky wizards have inhabited it over time, burrowed into its crust and disappeared under the earth, building their own strange ‘magical realms’, which form the nuclei of, one would assume, huge tunnel complexes. In in-world history is literally ‘a wizard did it’. Gonzo dungeon design is the actual geology of Trollworld. Gonzo, or a Toybox, or very ‘Dungeony’ gamified non-naturalistic dungeons work well with this ruleset and play experience. It’s not a ‘flat’ game, either in its aesthetic, or the probability curves that underlie it. I am not sure if its modern re-creators have grasped this.