Tuesday, 28 July 2026

Table Tuesday

It's Ten-sided [dice] Table Tuesday! Here's three dice tables for your Game Mastering convenience.

 

1d10 only situationally useful magical items

For fostering ingenuity and/or populating the back of the archmagician's wardrobe.

  1. Circlet of Tartar Control
  2. Belt of Expertise With Monkey Bars
  3. Bag of Dehydrated Oozes
  4. Ancestral Spirit Blade of Somebody Not Yet Born
  5. Animated Bucket of Sandcastle Making
  6. Epaulettes of Depilation
  7. Boots of Walking Up 45 Degree Slopes
  8. Amulet of Protection Against Boors
  9. Sword of Being Sundered
  10. Movable Rod

  

Enchanted sword with coiled salamander.


1d10 fresh mysteries

To hand your players when everything gets unexpectedly resolved and you're in a pinch for content.

  1. Someone woke up invisible today, only fades in slowly
  2. The temple is doubling your tithes
  3. Who stole the horseshoes off your steeds?
  4. Those bodies you left strewn about vanished overnight
  5. The moon has changed colour
  6. Your guide was an illusion the whole time
  7. All the bed frames in this inn are altar-stones
  8. Sudden glut of impossibly cheap spices in market
  9. Various signs of a persistently-nonexistent secret door
  10. Urgent yet cryptic message from a patron divinity

 

All signs point to a secret door being discovered behind a tapestry.

1d10 strange allies

For dispensing sage counsel, showing up when all seems lost, giving clues, or being piteously in need of help.

  1. Sealed terrarium of hyperintelligent moss with questions about the world
  2. White-haired retired crimelord with huge family
  3. Gloomy intelligent enchanted shovel with unfulfilled destiny
  4. Human-shaped mass of solar plasma in need of a friend
  5. Trio of cursed gourmands at table they cannot rise from
  6. Charismatic leader of uprising amongst sorcerously-created henchthings
  7. Very bored dark magician entombed in ice, speaking telepathically
  8. Ascetic anteater monk on strict regimen of single ant per day
  9. Abominable flesh-heap once worshipped as evil god, now exploring spoken word poetry traditions 
  10. Hivemind of swamp damselflies communicating through coordinated flight patterns

Fighter having a chat with a friendly gentleman.

Illustrations by Gordy H.

Thursday, 23 July 2026

Ecoheroism and Dragonspill

 

Ecoheroism title. A slain dragon pierced by swords is emblazoned with caution tape.​


A dragon embodies fire, poison, and wrath. Slaying the monster doesn't make it safe!

Every part of the dragon's body, from claws to gizzard to skin, is uniquely hazardous.

Burying the heart will poison the groundwater for fifty leagues around. Burning the skin scars the sky for decades. Leaving the ribs exposed brings down a curse on the slayer's descendants. The lungs keep pumping out smog. The claws spread drought.

If left to decay, the dragon's hatefulness seeps into the environment, causing terror and ruin for leagues around.

Page divider.

Ecoheroism is a system-neutral tabletop roleplaying game supplement developing this idea.

To engage in ecoheroism​ is to deal with a dragon carcass in a responsible, safe, and environmentally friendly way.

Do you tie it to a church bell? Drop it in a volcano? Bury it fifty feet underground?

Find the best way to safely dispose of the bits of a dragon carcass, or experience a dragonspill: the terrible environmental consequences of your failure.​

Four pages from the supplement. Dice tables. Red and yellow colour scheme.
  

Random tables! Fantasy environmentalism! Esoteric lore! Gory humour!

d20 dice table for methods of safely disposing of parts of a dragon.

Fantasy gaming meets environmental rehabilitation and bomb disposal.

For use with any fantasy TTRPG. Get it now!​

Page divider. 

Ecoheroism is downloadable for pay-what-you-want at: 

Itch dot io

RPG Trader

DriveThruRPG

 

 

Dice tables to determine which curse follows when the dragon's body is burned, dissolved, preserved, or stuffed. Slashed red background.

A chapter title page. "Dragonspill". A bloody red dragon roars against a grisly background and a ring of yellow caution tape.

Clean-up crew characters. A mixture of heavy labourer, butcher, and chef. A team drags away a rapidly-decomposing dragon corpse.


Friday, 19 June 2026

Tuatara Deliquescence

If you were around the tabletop games hobby 20 years ago, you probably remember the infamous game-that-never-was, Tuatara Deliquescence. A product of early forays into crowdfunding, production flared out after developer Laura Khang vanished in mysterious circumstances.

The project was abandoned, and every part of it was thought lost.

But I have stumbled upon a staggering 63 pages of lost Tuatara Deliquescence development material, from character power cards to magazine covers! I have cleaned it up and digitised it and put it up on itch, with my commentary:

Scattered and tattered pages of esoteric artwork, metaphysics references, and tuatara logos.

What was Tuatara Deliquescence?

Laura Khang intertwined physics and metaphysics in a game that was deeply concerned with questions like "how we know things", "what it means to be perfect", and "what is the nature of infinity".

The game was philosophically transgressive, railing against the inevitable formation of a cosmos-wide sapience. Per Khang:

It is the fate of all things to become an interconnected consciousness of impossible scope. Your role as malefactors is to assail this destiny with every weapon you can find.

A tuatara reduced to a grid of dots.

Tuatara Deliquescence was completely unlike Khang's previous game, 15 Hours In The Oort Cloud With Ferdinand Magellan. The new project was inscrutable, complicated, and incredibly broad in scope.

With this new trove of information, we know that Tuatara Deliquescence was going to have twelve stats: Antagonism, Congruence, Curiosity, Enormity, Extensity, Imaginability, Incipience, Inevitability, Precedence, Selfhood, Standard Model Complexity, and Understanding.

(Standard Model Complexity's substats included the speed of light, the Planck constant, lepton flavour, and stringiness)

Characters had powers like "Nihilogony", "Reverse Entropy", "Demystify", and "Become Imperfect".

A strange character power card called Become Imperfect. Starry blue card art of a moon floating over a pool of water inside a head. The card has the "Dissolution/Dissipation" affinity.

A strange character power card called Nihilogony. Metallic green card art of a hat wearer unearthing a huge book in a desert. The card has the "Germination/Phototaxis" affinity.

A strange character power card called Demystify. Metallic red card art of a figure standing next to a huge book whose pages are starscapes. The card has the "Realisation/Denotation" affinity.

A strange character power card called Reverse Entropy. Metallic gold card art of a small featureless figure presenting a star to a larger one. The card has the "Imbrication/Transience" affinity.


The scope, metatextual nature, and dubious heroism of Tuatara Deliquescence is said to have inspired a laundry list of modern TTRPGs: Everything from The House Of Leaves RPG to Wallace Wunkle's Tragedy Factory to Triangle Agency, to say nothing of that weird subset of Homestuck fan games focused on travelling through time to kill frogs. (It has long been a widespread and completely unsupported theory of the fan community that Tuatara Deliquescence was somehow "about time travel".)

Photocopied errata pages, tuatara logos, and a card labelled ‘Understand the Scope of Infinity’.

 

We finally have more information about this lost classic

Now, with this rediscovery of a trove of early Tuatara Deliquescence work, we can get some insight into:

  • Laura Khang's favourite gameplay structure, the "Floorcrawl", which was used to model something called Single Planar Travel and depended on game / real-world values like Carpet Friction and Tile Hardness
  • What it means if "the cosmos has devoured its progeny", and exactly how inevitable that is
  • Things that could happen in the game, like "drinking the quantum foam" or accidentally "breaking euphonia"
  • Character powers that let you Understand The Scope Of Infinity, Reopen Loopholes, Diffract Reality, or Gain Omnipotence
  • Character creation mechanics like entrenchment and immurement
  • The community's fixation on things like the 1970s children's boardgame Hunt the Quark, Hofstadter’s Gödel, Escher, Bach: an Eternal Golden Braid, and the Tumblr joke about "Two-atara Deliquescence"

Regarding the game's curious title, the rumour that it comes from Dorothy Parker’s list of the English language’s most phonaesthetic short phrases (fourth after ‘halcyon jonquil’, ‘darling syllabub’, and ‘mellifluous hush’) is not true. Nor did Welsh prog rock duo Two Atari Delinquents sue Laura Khang. The old image macro featuring a puzzled Patrick Troughton tipping out a grey liquid from a metallic prop mug, titled ‘Reconstituted Dalek Essence’, is almost certainly unrelated.

A series of merged Tuatara Deliquescence logos.

 

An interesting read whether or not you've heard of Tuatara Deliquescence

This is a weird game that has left a weird legacy. You can get the Tuatara Deliquescence ephemera on itch.io,

https://periapt-games.itch.io/tuatara-deliquescence

RPG trader, 

https://rpg-trader.com/products/5322/tuatara-deliquescence

or DriveThruRPG,

https://www.drivethrurpg.com/en/product/572441/tuatara-deliquescence

 

Disclaimer: This is an experimental art project made for the You Cannot Play This TTRPG Jam. In the space of all possible worlds, Tuatara Deliquescence surely existed and you could play it. In this world, it did not. You cannot play it.

Saturday, 6 June 2026

Belletrism, Bigotry, and the Bummel: Six old books

I've been reading some older books lately. Here are my quick reviews of:

  • How to Shoot an Amateur Naturalist
  • The Unexpurgated Code
  • A Century of Humour
  • Three Men in a Boat (to say nothing of the dog)
  • Three Men on the Bummel
  • Men, Martians and Machines

With a scattering of ideas that might be tabletop-gameable.


How to shoot an amateur naturalist. Book cover.

How to Shoot an Amateur Naturalist. Gerald Durrell (1984).

I read a bunch of Durrell's zoology-memoir books as a teenager. The prose is purpler than I remember it being! Sometimes that hits (describing a mole as a "furry ingot" is just delightful), but a firmer editor would have cut every other adjective.

Various pat little details also made me suspect that some of the anecdotes have been, shall we say, punched up. I don't think the stories really matter though. If you're reading this book, you're mostly in it for the descriptions of animals, and the author does just fine there. 

The Unexpurgated Code. J. P. Donleavy (1975).

This is a parodic "complete manual of survival and manners". It's infuriating. The premise (providing utterly cynical etiquette advice for social climbers and bastards) is such a good one.

In practise, that deep potential for humour is completely ruined by the violent misogyny (and several other forms of bigotry) which intrude on the text at every turn.

I opened this hoping to find unusual mid-century turns of phrase for a future project. Unfortunately the turns of phrase I found were unprintable. Avoid. 

A Century of Humour. Edited by P. G. Wodehouse (193?).

A book too old to bother printing its own publication date! Wodehouse mentions in the introduction "It is a bare thirty-four years since I started earning my living as a writer", so I infer the book was produced c. 1934–1939.

This is a hefty thousand-page tome that's been sitting on my bookshelves since forever. It's 77 short from almost as many authors, many of them former Punch editors. Notables include A. A. Milne, Oscar Wilde, G. K. Chesterton, H. G. Wells, Charles Dickens, Arthur Conan Doyle, and Wodehouse himself. The front matter strongly implies that the choice to include some of these works was in "better to beg forgiveness than ask permission" territory. Yikes!

The book's main weakness is that almost all the authors are middle-to-upper class, highly educated, white male Brits, so there's shall we say a narrow band of perspectives. Anyone from another country or class has their accent written phonetically and that sure ain't the worst of it. William Caine's "Spanish Pride", for example, is a touching story of human goodness. It's followed immediately by another story by Caine that is so revoltingly racist I don't even want to type its title.

But some stand the test of time. My favourites were:

  • The Shooting of Shinroe (Somerville & Ross)
  • Family Faces (Herbert) 
  • Chapters from Three Men In A Boat (Jerome) 
  • Biffin on Acquaintances (Graham) 
  • The House-Warming (Milne) 
  • The Gold Cup (Darlington) 
  • The Toy Dogs of War (Emanuel) 
  • Soaked in Seaweed (Leacock) 

Almost all the stories are laced with that characteristically British styles of humour: sardonic-to-droll tiptoeing into absurdism with a focus on institutional incompetence.

When it comes to comedy, it's interesting to see what holds up and what is rendered bewildering by age. Take for example The Whole Truth, by Inglis Allen. On just page 734 alone we get

  • an adverb for almost every verb: somewhat intricate, tolerantly rapping, looks down jocosely, silently contemplates, excessively jocund, assents with indulgence, taps mysteriously, says protectively, etc
  • six instances of 'jocund' or 'jocosely', and a policeman who is described as 'stout' three times
  • instead of 'says': observes, observes, observes, inquires, queries, assures, assents, says protectively, inquires, returns, cries, whispers

Pair this eye-rolling writing style with a slice-of-life plot and I have no idea what about the story is meant to be funny. I can only assume that it's some lampooning that's gone over my head.

I take it a a lesson for world-building that big cultural divides can spring up in only a few generations. Even societies that are close to us in absolute terms are full of now-inexplicable tics and customs. Would things be different if supernatural longevity meant a few of these authors were still around, providing a long thread of cultural touchstones and explanatory power? 

Side note: Spare A Penny (F. E. Baily, originally published 1932) uses the phrase "pack a gat", making the phrase at least 50 years older than I would have guessed.

Three Men in a Boat (to say nothing of the dog). Jerome K. Jerome (1889).

I found the extracts of this book in A Century of Humour so fun that I went and read the whole thing. Three friends go rowing (and towing) up the Thames, with a travelogue itinerary of the towns and villages on the river. It's all wrapped in humorous anecdotes and tall tales.

The language, humour, characterisations, and situations are bizarrely relatable. Half of the jokes feel like they come from Tumblr! But then it hits you with a line like

"There is no more thrilling sensation I know of than sailing. It comes as near to flying as man has got to yet—except in dreams."

Or they just find a corpse in the river like that's something you have to deal with now and then.

The dry/wry humour is counterbalanced by loving descriptions of the riverside country that remind me a little of Tolkien.

Jerome has a very endearing trick where his first-person authorial voice tells you something with a false earnestness that is part of the joke.

For example, in Chapter 13 there are some passages roundly condemning steamboats on the river, and talking about the tricks the protagonist uses to deliberately hinder them:

There is a blatant bumptiousness about a steam launch that has the knack of rousing every evil instinct in my nature [...]

They used to have to whistle for us to get out of their way. If I may do so without appearing boastful, I think I can honestly say that our one small boat, during that week, caused more annoyance and delay and aggravation to the steam launches that we came across than all the other craft on the river put together.

“Steam launch, coming!” one of us would cry out, on sighting the enemy in the distance; and, in an instant, everything was got ready to receive her. I would take the lines, and Harris and George would sit down beside me, all of us with our backs to the launch, and the boat would drift out quietly into mid-stream.

On would come the launch, whistling, and on we would go, drifting. At about a hundred yards off, she would start whistling like mad, and the people would come and lean over the side, and roar at us; but we never heard them! Harris would be telling us an anecdote about his mother, and George and I would not have missed a word of it for worlds.

and then three chapters later, this turnaround:

At Reading lock we came up with a steam launch, belonging to some friends of mine, and they towed us up to within about a mile of Streatley. It is very delightful being towed up by a launch. I prefer it myself to rowing. The run would have been more delightful still, if it had not been for a lot of wretched small boats that were continually getting in the way of our launch, and, to avoid running down which, we had to be continually easing and stopping. It is really most annoying, the manner in which these rowing boats get in the way of one’s launch up the river; something ought to done to stop it.

And they are so confoundedly impertinent, too, over it. You can whistle till you nearly burst your boiler before they will trouble themselves to hurry. I would have one or two of them run down now and then, if I had my way, just to teach them all a lesson.

 Delightful.

 

Three Men on the Bummel. Jerome K. Jerome (1900).

The sequel to Three Men in a Boat is a bicycle tour of the Black Forest, sporadically illustrated.

Illustration from Three Men on the Bummel. Man with crossbow. Policeman.

It starts off with a promise: "I have come to restrain my passion for the giving of information; therefore it is that nothing in the nature of practical instruction will be found, if I can help it, within these pages."

The book has sequel problems. There's no dog, for a start! It's less funny and characterful than the first. It also deviates frequently from anecdote into much longer reports about 'what the Germans are like as a people'. This is slightly eerie, given the burgeoning historical context, with passages like:

In Germany to-day one hears a good deal concerning Socialism, but it is a Socialism that would only be despotism under another name. Individualism makes no appeal to the German voter. He is willing, nay, anxious, to be controlled and regulated in all things. He disputes, not government, but the form of it. The policeman is to him a religion, and, one feels, will always remain so. 

and 

Hitherto, the German has had the blessed fortune to be exceptionally well governed; if this continue, it will go well with him. When his troubles will begin will be when by any chance something goes wrong with the governing machine. But maybe his method has the advantage of producing a continuous supply of good governors; it would certainly seem so.

Overall, where Three Men in a Boat is entertaining and funny, Three Men on the Bummel mostly just feels like one historical English writer's account of a German bicycle journey.

(By the way, a 'Bummel' is only explained in the book's final paragraph. It is a journey "without an end; the only thing regulating it being the necessity of getting back within a given time to the point from which one started. Sometimes it is through busy streets, and sometimes through the fields and lanes; sometimes we can be spared for a few hours, and sometimes for a few days. But long or short, but here or there, our thoughts are ever on the running of the sand.")

 

Men, Martians, and Machines book cover.

 

Men, Martians and Machines. Eric Frank Russell (1955).

I enjoyed this book as a kid and went into the re-read with nostalgia goggles. It's slightly Wodehousian – Russell was British but writing for American readers, and that shines through. The language feels even older than the mid-century, and the descriptions of action are quite convoluted. It's hard to believe I got through this as a child!

I was tickled by the nonsensical futurism. There are friendly chess-playing Martians, tobacco and beef ranches on Venus, and spaceship cargos of watch-making tools and radium needles. The objects 'duralumin gangway' and 'rawhide suitcase' appear in consecutive sentences.

I love this whole aesthetic and might draw on it if I ever make a SF game. Crewmembers carry a needle-ray projector, mud-skis, "thin, multi-purpose oil", a jar of graphite, a microwave radiophone powerpack, and "nutweed pellicules". There are audiojournalists, astro-computators, plate photography, grenade-sized atomic bombs, and pervasive cigarettes. To my surprise, a "quasi-arc welder" turns out to be a real thing.

The book establishes its main characters with a very short story on the delightfully-named spaceship Upskadaska City. The remaining three self-contained chapters are set in an experimental FTL spaceship which provides the framing device (first contact on three different worlds). To the modern eye the protagonists in these situations come across as inept, aggressive, and basically 'would-be colonisers'.

Men, Martians, and Machines hasn't aged well. There's casual and direct racism throughout, plus coded forms: the Martians read in several ways as problematic Asian stand-ins, and newly discovered aliens are immediately labelled "greenies" despite having other notable physiological differences from humans. There are no female characters. Of the two mentions of women in the whole book, one is sexist.

The actual stories aren't particularly good. The ship has a dedicated radio operator... who didn't think to check the radio waves upon landing on a new alien planet. Radio is presented as being centrally important, and then in one story the Martian crew members turn out to have been telepathic all along, saving the day. In fact the Martian and robot characters have such huge advantages that the human crew are rendered narratively worthless. I was also annoyed by Captain McNulty's inconsistent characterisation: he is by turns understated and taciturn, opinionated and bloviating, risk-averse and non-committal, or self-assured and overconfident.

The final story of Men, Martians, and Machines is by far the best. At this point Russell seems tired of his central conceit: many characters resent or regret going on another mission, and several (including the narrator) want to retire. The setup is more of a science fiction horror story. It's a sort of proto-antimemetics trope, and also made me think of Arnold K's false hydra. The weird ending is a high point, tying together a couple of the book's throughlines.


Friday, 29 May 2026

1d20 wizardly afflictions

In the vein of 1d20 spells from a cursed spellbook, here's 

1d20 wizardly afflictions

An afflicted, staring wizard face.
Art by Perplexing Ruins

  1. Localised portent. The patient's viscera rearranges into meaningful forms. Small objects nearby may transform into birds or comets.
  2. Mano-a-manomania. An uncontrollable obsession with magical duels. Treatable with high dosage antimagic.
  3. Sympathetic polymorph. The patient reflexively takes on the forms they magically impose on others.
  4. Partial possession. Intermittently under the control of imps or quasi-elemental spirits. Contagious.
  5. Cetaceanthropy. Transmitted by bite (usually a disease of krill). The patient swims amok on the night of the full moon.
  6. Antimitosis. Sometimes called 'void disease'. Incurable reverse aging accompanied by disintegration of bodily tissues.
  7. Clone narcissism. Obsession with the perfection of one's own form, growing in a vat.
  8. St Belthin's Fever. Infection occurs during thunderstorms. Symptoms include glowing eyes, shivers, electrical discharge.
  9. Intestinal bookworms. Ubiquitous parasitic reminder about proper hand hygiene while reading mouldering tomes.
  10. Persistent featherweight. A lingering spell reduces the patient's mass. Prolonged affliction causes brittle bones and muscle atrophy.
  11. Psychic papercut. Stinging pain in the mind brought on by telepathically reading recklessly fast.
  12. Orb-gazer's wrist. Strain caused by the weight of an overheavy head resting chin-on-upturned-palm.
  13. Oak gall stones. A solstice-time disease, thought to be caused by mishandling of galls during preparation of magical inks.
  14. Chronic hubris. Pathological egotism characterised by challenges offered against the gods. However, see also early onset apotheosis for differential diagnosis.
  15. Transitive curse. A tomb-hex heritable from mentors, yes-men, and ideological allies.
  16. Wand splinter. Burrows deeper to get away from any tweezers not made of meteorite iron.
  17. Petridermis. Overuse of protective spells leads to gradual stoneification of the patient's skin. Very bad for the pores.
  18. Prophetic bones. Generally benign. Affected bones have a telltale ache on planes where the concept of weather does not exist.
  19. Component magnetism. A lingering magnetic attraction to moss, sulfur, dried spiders, guano, and so on. Brought on by reckless overreliance on telekinesis.
  20. Early onset apotheosis. A traumatic rupture in the godhead leads to total or partial deification.


I had been thinking about Discworld's magical afflictions (like 'planets'), and that made me wonder what sort of bedevilments the Thirty Wicked Wizards would suffer from.

Book spread. Characters from 30 Wicked Wizards.
 

For more build-your-own wizardly fever-dream content, check out my zine, Wiki Articles Are Wizards [citation needed].

Book spread. Utterly forbidden wizardly knowledge. Torn pages.


Table Tuesday

It's Ten-sided [dice] Table Tuesday! Here's three dice tables for your Game Mastering convenience.   1d10 only situationally useful ...