Wednesday, 24 June 2026

Anicet District

A post-apocalyptic mini-crawl. For use with Violence., by Luke Gearing. Work in progress.

Weather

Roll 1d6 at the commencement of play. Roll 1d6 each day thereafter, subtract 2 if the previous day's result was 2 or less, add 2 if it was 5 or more:

#        Result
-1       Violent sandstorm.
0        Light rain.
1        Overcast
2        Warm.
3        Warm.
4        Hot.
5        Hot.
6        Very hot.
7        Very hot.
8        Extremely hot. 


Random Encounters

Each day, roll 1d20 and consult the table below. Consider terrain, mode of travel, and intention when determining encounter distance. If in doubt, roll 1d20 for each party - a result of 11+ indicates that they are not surprised.

1d20    Result
1-6       No encounter.
7          (If within 2 hexes of 03.01) 6-man scout team from the depot.
8-11     3d10 feral dogs.
12-16   Caravan of 1d4 traders and 2d12 guards.
17-19   1d6 Parched.
20         (After dark) A Nightcrawler.

 

Hex Key

01.04 

The crow-picked body of Kath (01.02) lies dried and darkened in the sun, bearing a vicious wound to the side and bite marks (human-ish dentition) on the arm. The inside pocket of the corpse's coat holds a scrawled map showing the way to the Anicet District water treatment facility (01.07) from Carches (02.03). A well-oiled revolver holds three rounds. Her canteen is empty. 

 

01.05

The dust-choked remains of a roadside village lie just off the crumbled asphalt of the old highway. Ashen sand has submerged the lower levels of many buildings, but the smashed-in storefront beneath the winking trout sign of 'Jean's Sporting Goods' yawns onto the main strip. The shop has long been stripped of firearms and ammunition, but the storeroom holds a pallet stacked with sealed sacks of pickling salt. A blocky safe in the back office, long seized up and the combination forgotten, holds 3 magazines of rifle ammunition and an infra-red scope.

 

01.07

A rusted chain link fence surrounds the four long sheds comprising the former Anicet District water treatment plant, dried up along with the irrigation canals that once criss-crossed the plain. If the weather has been still, humanoid tracks can be seen ranging around the building - all lead back to the sand-filled sedimentation and filtration pools. A lever-action rifle, machete, and flatbow, not long dropped, lie in the dust near the pools. Bones litter the interior of the buildings, and traces of old gore spatter the walls and floors. Three bodies (02.03), covered in bite marks and utterly drained of all liquid, lie slumped in the corner of one shed. They bear 6 days of rations, thirty rifle rounds, 15 arrows, two knives and a club.

7 Parched lair here, drawn by some unknowable promise of moisture. They are settled beneath the surface of the sand in the pools, awaiting nightfall or the arrival of prey to ambush.

The machinery in the sheds is long-ruined, but there remain nineteen sealed barrels of water treatment chemicals, and two car-sized membrane filtration canisters - each could supply clean drinking water for years to a town of thousands.

 

02.03

Next to a dried riverbed in a narrow valley, dense thickets of swaying willow trees ring the former Carches Agricultural College, obscuring much of the bleached brutalist structure and its satellite houses behind green fronds. The college's intact library is a font of information on agronomy and husbandry, and the facility's veterinary suite possesses a small reserve of quickheal - the existence of which is closely guarded. Each season sees more ground phytoremediated by the groves, the pollarded wood burned, used for building, or simply stacked to dry and seal away the toxins leached from the soil. Crops grow uncontaminated, but the same cannot be said of the water - the village's crude borehole pumps out as much filth as it does potable drink, and the filtration process can barely produce enough to sustain the inhabitants. All who drink the water unfiltered sicken rapidly. In addition, the ancient tractor used to till the fields has failed beyond the community's ability to repair, and they lack suitable equine alternatives.

Alvin, a bald, sun-creased elder who chairs the community's discussions, asked Kath (01.04) and several others to seek out a water line running from a treatment plant to the west (01.07) referenced in old college records. Two weeks have passed, no one has returned - he suspects Verreville (04.05) has something to do with this and will happily divulge information on the matter.

42 combatants. 10 are Blooded in violence, the rest untrained. 8 bolt-action rifles are distributed among the most experienced fighters with the others wielding shotguns, half of the remainder are armed with pistols and the other half with bows. Melee weapons are simple, like spears and clubs, or repurposed farming tools.

 

02.06

An ankheg waits at the bottom of a conical pit in the desert sand. The bodies of its previous victims have been hurled beyond the rim. The creature will wait for prey to approach the edge of the pit before hurling sand and rocks up to destablise the edge and send the unwary tumbling into its maw. Having tasted blood, there is a 2-in-6 chance it pursues an escaping victim, seeking them out via their footsteps in the sand.

Within the rocky cave at the bottom of the ankheg's trap lies an intact 4wd pickup truck, covered in dust and with one door torn off but half-fuelled and functional. A sealed case of computer components lies in the passenger footwell along with a pump-action shotgun. The passenger door is gone and the seat is a shredded mess of dried gore and fabric. A case of 28 cartridges sits in the glovebox.

 

03.01

A pocked concrete-walled depot sits atop a hill. Holes in the walls have been plugged with sandbags and rusted razor-wire, with mines set on the approaches to the gaps. Within dwell 28 souls, the remnants of a remnant that crossed the Parch years past, leaving a tattered regimental flag and a mass grave to be buried by the dust. The inhabitants are well-furnished with Old World military body armour, small arms, grenades, and ammunition from the depot's secure armoury, and a machine-gun nest in the squat blockhouse overlooking the main gate is constantly manned. 6-man patrols regularly scout the surrounding area. Maintenance of the advanced weaponry is beginning to suffer due to a lack of metalworking and gunsmithing equipment, and the depot's automated turrets are offline, requiring mechanical maintenance, electrical power, and a significant amount of computer components to restore functionality.

'Captain' Emmitt, a middle-aged woman wearing a darned and patched camouflage uniform bearing the name 'Livia', receives visitors cautiously but in good faith. She knows that the outpost is doomed without allies and fresh supplies and will use the promise of advanced equipment to secure assistance. Any sign of treachery brings a hail of lead.

28 soldiers, all Trained. Every 3rd is a Veteran.

 

03.02

19 carrion crawlers infest a dank section of old road tunnel in the hillside, coating the walls in sticky secretions. Entrapped in the slime are seven people, three of whom can be saved with prompt treatment. In two days, four more crawlers will hatch. In 5 days, three more. 1d4-1 victims will be found each week, incubation takes a week.

A rusted-out delivery truck, the cab crushed by a fallen concrete span, holds four dumpy bags of pelletised nitrogen fertiliser, and the hollowed-out remains of the crawlers' previous incubators have 3 torches, a bow with 6 arrows, a hatchet, a 50' coil of rope, a battered semi-automatic pistol with 2 full magazines, and a First Aid kit in their bags.


03.06

The ruins of an old farmhouse and its outbuildings, dilapidated even before the days of the Great Dying, sit preserved in the ashen dunes of the Parch. The remains of a campfire, a couple of days old, gathers dust in the lee of the main house and what appear to be wagon tracks heading north have been carved into the hardpan here and there. Wood creaks and wind whistles through the glass-less windows. An outlying barn bears evidence of recent activity with a crude latrine dug in one corner. The interior of the house has been scoured by the constant rasp of desert sand in the wind, surfaces smooth and worn. An enterprising soul stashed 84 tanned leather hides beneath a tarp in the former kitchen, months ago by the dust on top of the cover. A collapsed bookcase blocks a staircase to the basement - beneath the farmhouse lies the remains of an old drug lab. The narcotics within are long-past usability, but 19 sealed barrels of pharmacological precursors remain, as do 25 books of Old World fiction.

Lario's band (04.02) use the house as a stopover camp.


04.02

11 slavers make their camp in a hollow amidst the marram grass where the dead sea laps at the shore and rusted hulks loom on the horizon. Lario leads them, his skin covered in insect tattoos and his hatband stuffed with body-part trophies. Their clients lie to the east. In the camp are two-dozen captives lashed to a pair of wagons, taken from out in the Parch. They have been fed and watered the bare minimum, and suffered other privations at the hands of their captors.

Lario is armed with a military rifle, semi-auto pistol, and sword; 7 are armed with pump-action shotguns/lever-action rifles, revolvers, and lances;.the remainder wield bows. All are mounted and possess long knives and desert leathers (-1 armour). Lario is Hardened in violence, his men are experienced. Their weapons are adequately-maintained. They will not turn down additional bodies.

The captives are weakened from their brutal journey - treat as Untrained.

The wagons hold a stash of 12 bottles of spirits, 3 packages of Old World medications, 6 drums of preserved seedstock, and 54 containers of fixings.

 

04.04

A sun-bleached concrete water tower thrusts up from the sand, a gaping hole in its side having vomited forth its contents long ago. The interior is cool and sheltered from the elements, home only to the occasional bird nest.

 

04.05

Verreville, home to 53 souls, provides scant welcome to outsiders. Thieves (04.06) have made off with guns from the village's weapons cache and the settlement is on high alert. Maria, the village's stern and unchallenged matriarch, has ordered extra patrols to ward off further attempts, but it is not enough. Verreville sits in the open plain and the aging folk can't watch every avenue of approach, especially in the dark. Jan, a leathery man in late middle age, publicly grouses about the need for new blood and proposes a trip to Navaeiros (04.07) to work something out, but recent rumours from the south have folk unsettled.

The weapons cache still holds enough weapons to equip a company.

24 combatants, armoured with scrap armour (-2 armour), half armed with bolt-action rifles, half with sub-machine guns. All carry sidearms and hatchets/clubs, and are Blooded in violence.

 

04.06

10 secessionists from Navaeiros (04.07) pitch their tents in a narrow canyon overlooking the old highway. Federico, a young, wild-eyed man, has lead them in stealing bolt-action rifles and revolvers from Verreville (04.06) and he now plots his takeover of his home village, believing that only force can bring order against the wasteland. He will launch his attempt in a fortnight, which will see the town burn and the sands run red with blood. In the meantime, the band will happily pick off and scavenge what they can from those they think they can take, and attempt to recruit those they think they can't.

Each bandit is mounted and carries 50 rounds of rifle ammunition. A further 1,000 rounds are stashed at their camp, along with a dozen grenades. Each carries 36 revolver rounds. The camp also holds several bottles of spirits, five well-thumbed novels, and two weeks-worth of rations.

 

04.07

Navaeiros eats itself from within, its 85 residents set against their fellows. Gonza returned from the desert three months ago bearing word of the Unity. His rantings have since attracted some two-dozen followers, not enough to cement the cult in power but enough that they feel able to flex their muscles - beatings and intimidations have begun. Federico (04.06) and his band stole the village's horses and left a fortnight ago after a bloody brawl with Gonza's followers. To where, no-one knows. None have attempted to track them. 

Beatriz, formerly leader of the village council, now futilely looks for ways to avoid further bloodshed - she cannot confront the reality that returning to the past is not possible. Elise, who teaches the children out of battered old texbooks and encyclopaedias, and those aligned with her are not so concerned - arsons against cult houses will begin in the next week and be answered in kind. Federico will return the week after with stolen arms from Verreville, and blood and fire will reign.

50 combatants. All wielding poorly-maintained revolvers, bows, shotguns, and simple melee weapons. All are Blooded in violence.

 

05.04

The mounting pole of a small wind-turbine (5kw) thrusts up from the scrub-covered hills, nacelle and blades shredded from decades of caustic wind. Nearby, almost consumed by shrubs and vines, lies the remains of a small cabin. A hatch in the dirt floor leads down to a dug-out cellar. The jars of preserves within have long since expired, tops bulging and glass cracking, but the shelves hold a full set of turbine replacement parts along with charge controllers, inverters, and other necessary accessories. In addition, a scoped bolt-action rifle wrapped in oil cloth rests on a small table, under which is stashed 200 rounds of rifle ammunition.

 

06.04

Patrice and 9 other tribals make their camp in a small canyon cave, keeping well out of sight. The affable elderly trader's caravan is resting before departing to their range in the Parch having made the dangerous journey to trade in Gaptown. Their wagon is loaded with luxury foodstuffs, salt, Old World medicines, and several technical manuals, which the group are happy to trade for.

Patrice underwent initiation under his tribe's shaman, and failed. The experience left him with latent psionic awareness - to those with the same (1-in-20 chance), he offers a potent hallucinogen which will awaken their talents on a standard roll (add Advantages/Disadvantages as appropriate, trip-sitters are advised).

10 combatants, all clad in hide armour (-1 armour). Patrice is armed with a revolver and hatchet. The others all wield bows, backed up by spears, hatchets, long knives, and clubs. Patrice and two others are Experienced in violence, the remainder Blooded.


06.05

A gang of 17 Eaters squat in the remains of a visitor centre overlooking the wooded valley to the east. The creatures know the region well and stalk all who enter. The interior of the building sees little distinction between living space, larder, and latrine, with butchered corpses skewered awkwardly on rebar, and viscera piled into corners.

A crude pit dug in a former car park holds decayed corpses and several rusted firearms discarded in a fit of primal understanding: a double-barreled shotgun and lever-action rifle can be salvaged. The visitor centre storeroom holds a dozen spare textbooks and wilderness school curriculum dossiers detailing foraging, carpentry, outdoor survival, hunting, and field dressing/butchery skills. The latter appears to have been clumsily thumbed through by a filthy hand before being discarded in a corner.

At any one time there are three victims held captive in an old walk-in fridge. There is a 3-in-6 chance that each has been mutilated to a point beyond saving.

17 Eaters, all wielding crude clubs and knives, if anything.


06.07

An old highway interchange gouges its way through a valley in the hills, spans and stancions still standing in defiance of time. The carcasses of vehicles litter the old blacktop in a tesselated nightmare - the initial wave of strandings shoved to the side of the road only for their followers to run out of fuel in turn. Skeletal remains line the spaces between the rusted hulks, fallen while the great masses of refugees wandered from one starving locality to another.

A small junction has been cleared of old vehicles. Following the road off into the hills reveals them to have been dragged into concentric rings of rusted protection around a small set of cabins, behind which lies the concrete entrance to a bunker. A watchtower of peeled and stacked logs overlooks the winding track leading up the hill. The 127 inhabitants of Santaral are only a few years emerged from their underground haven, having been driven up by the gradual failure of their power generator and life support systems. What little power remains is used to fabricate defences and mechanical parts to maintain critical water purifiers, but the machine operators are also able to fashion simple firearm components with relative ease. The bunker contains sufficient feedstocks for years of work.

The original corporate council quickly disintegrated under the stresses of the Long Night, and was replaced with elected representatives from the different dorms. Marcus, the current 'Head', is gathering support for an expedition to the San Balaldo boneyard to the east in search of the Old World components they need. Sara, from Dorm 3, instead argues for further exploration to the west and making contact with other settlements in the area. Without intervention, Marcus and two-dozen others will journey to San Balaldo in a fortnight. Only three will return.

60 combatants, armed with bolt-action rifles and semi-auto pistols. All are Untrained in violence.

 

Bestiary

Ankheg

−6 armour (thick chitin). Spits acid. Burrows. The size of a small car. Counts as a Veteran of violence.

Tremors.
Further.
Closer.
It hears.
Vinegar stink.
The earth yawns.
Something else swallows.

 

Carrion Crawler

Paralysing tentacles.

The dead feed them, but corpses cannot compare to the embrace of warm flesh. Limp bodies raptured
away in darkness line the nest, feeling only the gnawing of the young.

 

Eater

Strong. Excellent sense of smell. Unintelligent, but not stupid. Use crude melee and thrown weapons. Instinctively Experienced in violence.


Not all were lucky enough to perish in the fires of Armageddon. Many lived long enough for crops to fail
and livestock to perish, before turning to the only source of meat remaining.
 

Feasting so in the Great Dying had permanent physiological and psychological consequences.


Nightcrawler

Use Inhuman Violence. Skilled psion - will only attempt to cause fear and misdirect targets.


Evasion: −2 (psionic misdirection)

Shooting: N/A

Melee: 2d8

Harm: Whenever a Nightcrawler would be Injured or Downed from Shooting, instead roll 1d20 and
consult the table below. Melee attacks and explosives are resolved normally.


1d20    Result
1-10     Psionic warping deflects the bullets from its hide.
11-15   The shot disrupts its concentration for 1d6 rounds, rendering it vulnerable to gunfire.
16+      Roll normally for Injury Checks & Down.

The night holds many terrors. Light glints from eyes and claws, real and imagined. Something glides
across the surface of the mind like a knife through silk. The mental jaws bite down before the physical.


Parched

Extremely fast - additional Disadvantage to Shoot while moving. Lies perfectly still beneath sand and
gravel. Counts as Experienced in violence. Never uses weapons.


The Water of Life held a different meaning during the Great Dying. Adapting to a purely predatory
existence was exacting, even for those suffused in the background aura of mutagenic contagions.
Morality, emotions, and finally, sentience were all discarded as unnecessary accessories in a new,
haematophagous existence.

 

Monday, 22 June 2026

Open Table: 12 week retrospective

 Been a while, hasn't it?

I could regale you with tales of getting married and moving to a Scottish island and trying my hand at rearing livestock and potatoes and such, but this is an RPG blog so I will write about something far less interesting.

 

Do not allow him to distract you.

 

Open Table antics

Post-COVID lockdown I took a long hiatus from RPG-related stuff to focus on my non-imaginary life, but over the past couple of years the hooks have started to sink in and draw me back. I ran a few games: a solo Delta Green scenario with my wife, some online Mothership one-shots, and finally an online multi-session run of Wolves Upon the Coast with friends which eventually fizzled due to scheduling issues. All of them were great fun, and then the sickness was upon me once more - I started having ideas.

Enter, the Open Table.

For those unaware, an open table is a regularly scheduled session slot where players sign up in advance. A persistent group is not needed and players can join as and when they're available/feel like playing. The structure lends itself well to 'West Marches'-style play, where parties declare an objective in advance and then return to a safe haven at the end of each session, with time passing in real time between sessions.

I recruited players to a heavily house-ruled Old School Essentials game through a combination of physical posters and posts in local Facebook groups (sadly the island I live on uses Facebook as a primary form of advertising, information sharing, and general communication). The game has been running for almost 3 months and I wanted to get some of my thoughts and observations written out, as much for my own reference as for providing advice to others thinking of running such things.

TL;DR - it has been an excellent experience and I don't know why I didn't run these before. 

 


The Aims

Run a fun and welcoming game where players can attend as much or as little as they want, with a focus on introducing new players to the hobby. Present a coherent and compelling fictional world which draws the players in and encourages them to act as their characters, rather than piloting a set of numbers on a character sheet.
 

The Players

Total signed-up players: ~20, some signed-up via email and some have joined the WhatsApp group used for game discussion and session planning.

Total players who have joined sessions: 13, 10 of whom have attended multiple sessions, 7 of whom I would class as 'regulars'.

Most of the sign-ups and regular attendees are women. Most are either totally new to or have minimal experience of tabletop RPGs. Player age ranges between teenage to middle-aged, most falling in the mid 20s - mid 30s.

The players have all entered the game with a high degree of trust in me as the Referee - I have been extremely careful to preserve this, mainly by always explaining my rulings and reasonings and inviting feedback. All players have expressed an enjoyment of the game up to press - all contribute snacks and £1 per session towards the hire of the room that we use, and I cover the remainder. Several character deaths have occurred and have all been taken in good humour, I believe as a result of this trust holding.

Players have generally acted in a fiction-first way and displayed impressive creativity when interacting with the game, using items, abilities and their wits in clever ways to confront and solve problems before them (my particular favourite was a player who, when confronted with a wide crack in the floor of a room, dropped a torch into the chamber below and affixed a mirror to the end of a 10' pole as an improvised reflector to illuminate dark areas further away). A few have expressed a more mechanics-first attitude, and have queried things like monster HP and abilities in mechanical terms, and have asked to perform general search/perception actions rather than directly interacting with scenarios before them - this has generally been minor and I have encouraged the fiction-first approach embraced by most players, largely through continual requests for task & intent statements.

The group has been very interested in learning more about things in the world, performing research in downtime, asking questions of NPCs regarding the local area and history, interpreting text sources found within the game, and remembering snippets of previous rumours and information gathered to help inform their decisions going forwards.

Several players have embraced faction dynamics, leading the party in performing a (largely) bloodless coup against a previous employer and taking over their organisation, and assassinating the leader of an opposing faction with the aid of a treacherous underling who was willing to make peace with them.

Some players have occasionally gotten distracted during sessions, but the majority have been laser-focused. The distraction hasn't caused issues yet, but I'm keeping an eye on it - if players are ending up on a waitlist while an active player isn't giving the game their full attention then I'll take steps on this.

The party wildly oscillates between cautious planning & a 'fuck it we ball' mindset, and I can't tell which mood will prevail at any one time. Both have been extremely enjoyable, the former lending itself to clever plans which either work out as intended or lead to shenanigans, and the latter having about a 50/50 split between glorious victory and grim fighting withdrawals (both producing excellent war stories).

No player has expressed an interest in learning the rules of the game (OSE). I have presented it in largely a black-box style, where they have character sheets to record information but I will tell them the rolls to make in a given situation. This was not my intention, but it has thus-far worked - see the comment about the high degree of player trust - and I am keen to try it in future games. Players have been quite happy to self-police their own encumbrance limits and draw out their own maps (I break out a dry-wipe board for specific combat positioning).

 

No distractions!

The Game 

Old-School Essentials Classic with house rules ripped from OSE Advanced, Lamentations of the Flame Princess, Wolves Upon the Coast, and AD&D 1E. The rules are quite simple, and as mentioned above, run in a black-box style - this was unintentional as I assumed the players would show an interest in learning the game systems, but it has been an incredibly liberating experience as it ensures the players are interacting with the game fiction as directly as possible while I handle the (simple) mechanical load. Combat is where the vast majority of rolls occur and the players have embraced their characters' fictional positioning - they know that flanking and ganging up on enemies is a good way to win, but don't seem to care about the specific +2 modifier for each melee combatant outnumbering the other.

I'm running a megadungeon sandbox and the players have only just entered the dungeon itself - I added a ruined town with some small starter factions and points of interest and they absolutely ate this up, with the first two months being almost completely occupied by exploring different ruins and engaging with the faction dynamics. I'm hoping this bodes well for exploring the dungeon.

I've been gradually introducing elements of the game as we go. Hirelings have become a key element of the game since their introduction, which I didn't expect. The players have been happy to trade treasure and XP for increased survivability in fights. This has also let me be more explicit with telegraphing - nothing gets their attention like exploding a hireling into red mist. Several party members are starting to dabble in magic-item creation, which will be interesting to see going forwards.

There have been a few 'dud' sessions where the party has either not gained any treasure (they spent their time interacting with a strange machine, partially powered up an ancient golem and spent ages asking it questions), suffered near TPKs (don't run into a goblin den and let them encircle you), or combined the two (exploring the dungeon and heading through a secret door into a Minotaur arena, and having to make a fighting retreat with casualties). These have been embraced as part of the game, either because they're happy to spend time digging into the mysteries of the game (questioning the robot), they realise they made a mistake (charging in without a plan), or because they recognise that sometimes you just have bad luck (the Minotaur). In the latter cases they know that I've acted as impartially and fairly as possible, so their response has been to take stock of the situation and prepare for the next round. We also use rules covering Feats of Exploration, and giving fallen PCs a funeral allows you to divide up their XP, which helps to reward exploration and takes the sting out of coming back to town with empty pockets.

The out-of-game WhatsApp group has worked well for organising sessions, but I'd prefer something with threading abilities to delineate things like downtime activities, planning discussions etc.. I play in several Discord servers but I find the platform horrible for useful discussion and information organisation. I currently use a Google Site for recording session reports, player character rosters, discovered lore etc. I'll need to look into this further, but may just have to stick with the current setup as it's where people currently are.

Prep is incredibly easy - I used the Two Week Megadungeon method to knock out several levels of the dungeon, and with a quick message from the party telling me what they're aiming to do in their next delve I can make sure that everything is set up and ready. The dungeon basically runs itself, faction aims drive their expansion and contraction in different areas based on their interactions with the party, and re-stocking zones is a matter of rolling on a few tables. Combined with a simple ruleset this means that my mental load is massively reduced, and running weekly sessions floating between Thursday-Saturday has felt like almost no effort at all.

 

The Minotaur, before things went really wrong.

General Thoughts

I've loved every second of running this, and hope to continue it for as long as possible. I think I've met the initial objective of creating a fun and welcoming game to introduce newbies, with a focus on the fiction of the game.

I genuinely think my Referee-ing skills have improved. I still need to work on making NPCs more distinctive, but running a game seems to be second nature at this point. Having the mental processes mapped out to make and record rulings for spot situations has helped massively. 

I was surprised at how many of the players were brand new to the hobby, but having thought on it I imagine most folk who play RPGs will have found a group that they game with regularly. The new players have been some of the most creative and fun of the lot, and I hope I'm setting them up in good stead to play in other games in the future.

Recruitment has hit a bit of a wall recently - I'm hoping to broaden the pool of players a bit more, or at least get some of the sign-ups who haven't attended a session to come along to one.

Having a discrete objective for each session helps keep things focused - I'm looking forward to opening up play into a hexcrawl as the characters progress.

Running the game as a black-box, despite it being unintentional, has been a real eye-opener, in a good way. The game has ended up almost being a not-quite Kriegspiel, and I'm definitely keen to try running something more explicitly that way. Death to the system, long live the game.

Session Report - OSE Open Table #12

Party Members Robin Redwood (Magic-User 2) Mal e neth (Thief 2)   Accompanied by: Gorato the Ox  (Fighter 1),  Losandro (Thief 1)   Event...

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