What’s The Story, Muthur?
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What if Stranger Things, Buffy, X-Files, and X-Men Had a Baby? Emergent RPG: A First Look
In Emergent your protagonists have been touched by the interdimensional fallout that explodes into our world when the barrier between Earth and the ‘Transverge’ breaks down.
By JimmiWazEre
Opinionated tabletop gaming chap, who’s very tempted to rewatch Buffy now.
TL;DR:
Emergent is a superhero-horror RPG blending Stranger Things, Buffy, and X-Files vibes. Teens with powers fight monsters while juggling exams and social life. Cool dice mechanics, strong inclusivity, but potentially heavy prep and GM load. Looks promising if you enjoy structured, thematic play.
Disclaimer
Now then! Before we get into the weeds let’s be nice and clear with the disclosure: I don’t want to call this a review because I haven’t played Emergent yet. I’ve definitely not received any financial incentive to write about it, but I did receive a copy of the PDF to share my thoughts on without any actual obligation to do so.
I will be providing affiliate links though, in case Emergent seems like it might scratch your itch, and if you buy from those links I’ll get a small kickback at no additional cost to you.
I trust that we’re all savvy now? Let’s gooooo :)

What Is Emergent?
Just The Facts
| Type | TTRPG |
| Theme | Superhero, horror |
| Players | 2-6 (Including GM) |
| Ages | Teens and up |
| Dev | Shield Brothers Games |
| Pages | 425 |
Successfully kickstarted to the tune of $6,256 in 2024, Emergent has been available digitally since March 2025 and represents the first foray into the TTRPG space for Shield Brothers Games design duo Daniel Staples and Austin Nachbur, with support from graphic designer; Blaine Greenway and a small squad of dedicated Q&A leads and sensitivity readers.
Staples and Nachbur began collaborating in college after they realised that they were both separately developing similar things, and decided to combine their projects into one, Emergent is the product of that collaboration - 425 pages all written in a diegetic style, as if the reader is inheriting a set of responsibilities, passed down from the old guard to the new.
What’s it Trying to Do?
Emergent wears its inspirations quite proudly. Stranger Things, X-Men, Supernatural, IT, Alan Wake… For me personally, I can see Buffy the Vampire Slayer and the X-Files embedded into it’s DNA too. That’s a lot to be blending together so let’s unpack it a bit:
It’s a superhero game, in Emergent your protagonists have been touched by the interdimensional fallout that explodes into our world when the barrier between Earth and the ‘Transverge’ breaks down. This singularity gifts you with minor powers that set you ahead of other humans, but it also draws the attention of ‘Division Omega’, the sinister shadow-government organisation responsible for all the transdimensional meddling in the first place.
It’s a horror game. Unknowable monstrosities call the Transverge home, and when they break through they’re angry, confused, and hungry. If you sit back and let Division Omega handle it then they’ll probably discover you too. That’s bad, you don’t want to be dissected and turned into the bioweapons of tomorrow, so you’ve got no choice but to defeat these Lovecraftian horrors yourself, all quiet-like. The only problem? They’re stronger than you and they’re getting stronger all the time.
It’s an investigation game! In order to get the edge, you’re gonna need to spend some time on recon, maybe investigating local sites of monster activity to look for clues, or heading to the library to check out the section on strange mythical beasts? It’s only when you understand the vulnerabilities of the monster that you should attempt a final confrontation. You’re going to need a plan.
“Pass Your Exams. Slay a Monster. Make it Home for Dinner”
It’s a coming of age game. Protagonists in Emergent are teenagers, typically in high school or college, learning to be adults, learning to accept themselves, learning how to survive in society. You’ve got to contend with the monsters whilst juggling all that stuff too, otherwise you risk becoming stressed out, socially ostracised, or failing your exams! I don’t want you to think this is just fluff though, this stuff is part of the core gameplay loop. Outside of school, work, and extracurricular activities you have limited time in your week, less so when your companions are also available. How are you going to make the most of it?
What Stands Out to Me?
Inclusivity
One thing that stands out straight away reading through Emergent is how seriously it takes inclusivity. The rulebook doesn’t shy away from pointing out ugly issues present in the real world (racism, sexism, homophobia) but it’s clear that whether these appear at your table is a matter of group consent.
Even in the sample cast of ‘Emergents’ (the game’s name for the superhero protagonists), inclusivity is matter-of-fact. Ash, for instance, is trans, but that detail is presented alongside her love of painting minis and running the school newspaper. It’s baked into the fabric of the game.
The result is a book where allyship feels foundational instead of performative.
The Core Mechanic
I love a cool core dice mechanic, and I’ve not seen this one before. To succeed in a check, you need to roll under your attribute + skill stats. The GM modifies the difficulty by setting the dice size (using the standard set of seven as made popular by D&D).
So, an easy task might use a d4 (more chance of rolling low, which is good) and a nigh on impossible task might be a d20. In this way, the game has two clear variables at play: firstly, how good your character is at a given skill - represented by their stats. Secondly, how difficult that particular expression of the skill is.
I’m also a big fan of the rulebook loudly making the point that skills checks should only be called for when failure carries risk. As opposed to calling for checks willy-nilly at every little thing that PCs might attempt to do.
Time & Scheduling
Emergent takes and tracks the passage of time very seriously. Gary Gygax would be proud!
Each day is broken into nine playable chunks called “sequences”. Three of these are for sleep (usually skip these), and three are reserved for school (sometimes skip these, unless there’s an interesting reason not to). That leaves you three sequences for responsibilities (like work and after school clubs), monster hunting and downtime.
At character creation all the players work together to build a shared calendar so that they can see when the group is free. Ideally, the PCs schedules overlap in places to allow for group monster hunting! However, the rules do encourage some deliberate mismatching to encourage the occasional solo scene too.
This strikes me as quite novel for a game to explicitly map out the PCs schedule like this. Most just hand wave it away, and it’d be interesting to see if this formal structuring impacts the natural flow of gameplay.
You might be asking ‘Why wouldn’t the PCs just ignore school and focus solely on the monster hunting?’ Well, for the same reason that Buffy the Vampire Slayer still went to class - exams, grades, and social obligations matter. Skipping them risks failure, expulsion, or drawing the wrong kind of attention.
Emergent goes a step further. If characters start blowing off school or other commitments, they accumulate Stress, which can escalate into Strain. In play, these translate into stat debuffs and penalty giving special rules - tangible consequences for ignoring the pressures of everyday life.
Superpower Themes
One of Emergent’s most eye-catching features is its catalogue of distinct superpowers. Each is presented as a theme, categorised into frontliner (tank), informant (scout), runner (skirmisher), support (healer), or controller (crowd control). Within those, abilities are unlocked as your character advances using a nodal system that connects abilities. You can only unlock a new node if it links to one you’ve already taken.
While these powers are written in a directive style similar to how D&D lays out spells, Emergent also stresses that abilities should be applied creatively at the GM’s discretion. The intent is to push players to think beyond the exact wording on their character sheet and use their powers imaginatively in the fiction.
Where things get particularly juicy is with Power Weaving. At higher levels, characters can choose to “weave” a second power into their existing one, broadening their toolkit in a way that’s reminiscent of multiclassing in D&D. A Blink user, for example, might weave Psyche to combine teleportation with telepathy.
Crafting
Crafting works through a recipe structure. Players gather components, match them to a blueprint, and assemble the item. Blueprints cover melee weapons, spray weapons, explosives, armour, and traps and even include the option for your players to MacGyver up anything that seems reasonable like the ruddy A-Team!
It’s good to see that crafting has consequences. Items can carry defects, and repairing damaged gear may become necessary. Because each Monster has unique weaknesses, the crafting stage is often where strategy takes shape. Players brainstorm together, share resources, and prepare tools that can turn an impossible fight into a survivable one.
Time is the limiting factor. Crafting takes up Sequences on the daily calendar, so every nail bat, molotov, or improvised trap represents time that could have been spent studying, resting, or keeping up with work.
Potential Friction Points
Possibly Heavy GM Mental Load
There’s a risk that the game undermines its otherwise elegant core mechanic. The GM doesn’t just pick the base difficulty die; they also decide when to apply advantage/disadvantage (shifting the die size), and when to apply situational modifiers (±1 to the skill). That’s three layers of judgement on every roll.
In my view it adds unnecessary cognitive load, and over a few hours of play I can imagine GMs starting to feel that weight. I’d houserule those away and replace them with a slight buff to player stats at creation.
Of course, your own mileage may vary depending on how comfortable you are juggling modifiers.
Emergent Gameplay?
Ironically for a game called Emergent, I wouldn’t say it proactively supports Emergent gameplay styles in the low-prep OSR sense, where outcomes arise unpredictably from light-touch systems or improv riffing from random prompts.
Instead, I can imagine game prep being quite involving, similar to a Call of Cthulhu session where the GM has to design the clues in advance so that they actually connect to a solvable answer. Additionally, the monster hunting loop follows a predictable pattern of investigate scenes, gather clues, discover weaknesses, prep, and then fight.
Call of Cthulhu is great, but I’ve only ever run it episodically and occasionally. That keeps the prep from becoming exhausting and stops players from familiarising themselves with the structure too much.
From my read through, Emergent feels similar. That’s not a bad thing necessarily, it just means the game leans into structured, thematic play where everything proceeds more or less to the GMs design, rather being the kind of game which relies on improvising and playing to find out.
Whether that’s your vibe is up to you to decide :)
Do You Want to Know More?
There’s not much information out there about Emergent yet, but Quinn from Shield Brothers Games has GM’d a couple of actual plays. You just go right on ahead and feel free to take a poke if you want to learn a bit more about how the game plays out.
Conclusion
Yeah so, Emergent seems like it should be pretty cool to me, and a couple of my usual players have already decided that it ticks their boxes and are eager to give it a go when time allows. If you want to pick up Emergent it’s available from Drive Thru RPG, and buying from my affiliate link will provide me with a little kickback at no additional expense to you.
Anyway, what do you think to it? Interested? Anything that puts you off? Let me know below the line.
Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!
Catch you laters, alligators.
A Lesson From Solo RPG Gamers? Oracle Dice
As a GM, do you ever find yourself called upon to make a call, and for whatever reason - you struggle? For me it’s when it’s a particularly close call, and I’m acutely concerned/aware that my own GM conflict of interest might be swaying my decision one way or another.
By JimmiWazEre
Opinionated tabletop gaming chap who’s been really busy this week writing a report on the merits of workplace coaching.
TL;DR:
Solo RPG players use oracle dice to improvise and guide play. GMs can borrow the same tool to resolve tricky calls, avoid bias, and keep the game moving with unexpected twists.
Introduction
Just a quick one this week guys, I’m running on fumes writing a report on the merits of workplace coaching to earn a level 5 qualification. 1500 words to go!
OK, so, if you’re a subscriber to the Mailer of Many Things (if not, fear not! You can fix this egregious error) you’ve seen me advocate a few videos from the Man Alone Youtube channel. Solo Roleplaying interests me for a couple of reasons. Yeah, first up is the obvious one - it means you can play RPGs even when all your mates are unavailable.
That’s a good enough reason by itself, but I’ve got a theory about another. I reckon that gaining aptitude with solo RPGs will make you a better GM.
Hear Me Out
A key component of GMing RPGs, especially the OSR ones I favour, is the ability to take prompts and then improvise a situation from them. Typically, people find this daunting, especially early on in their GM careers. The good news is that it is definitely a learned skill, and you can get better with practice. Solo roleplayers are doing this all the time - typically a solo RPG isn’t an event based campaign, it’s something that’s largely improvised on the spot with the help of oracle and spark tables, that makes solo games a great low-stakes practice for improving your improvisation skills.
Hold on to that a moment, we’ll come back to it because here’s something else I want you to consider:
As a GM, do you ever find yourself called upon to make a call, and for whatever reason - you struggle? For me it’s when it’s a particularly close call, and I’m acutely concerned/aware that my own GM conflict of interest might be swaying my decision one way or another.
Oracle Dice
OK. Here’s the point: have you tried incorporating an oracle dice into your regular GMing? I figure that next time I face one of the those awkward situations, I can crack this little badger out and let it make the decision for me, and then I can just riff off the result.
It couldn’t be easier to make: Simply pick up a cheap blank d12 online and then in accordance with the idea that you should say ‘yes’ more than ‘no’, I proceeded to weight the outcomes by labelling each side with a black sharpie accordingly:
| Value | # |
| YES AND | 1 |
| YES | 3 |
| YES BUT | 3 |
| NO BUT | 2 |
| NO | 2 |
| NO AND | 1 |
I’ve pretty much just pulled these weightings out of thin air, but the nice thing is that sharpie markers can be removed with light chemicals, and I can reassign the values if I decide to make changes.
For the uninitiated, the AND modifiers amplify the YES or NO result, and the BUT modifiers add a twist which is positive or negative - whatever is the opposite of the YES/NO result. So for example, “YES BUT” might mean that the pirate captain will sail you to the island, but you need to help him quell a mutiny first.
Conclusion
I’ve not tried this out yet because I’ve just finished up with running my last campaign, but I’ll definitely be giving this a go in my next game. I’d appreciate your thoughts on if you think I’ve got the weightings right? Do you think that an oracle dice like this is a useful tool? Answers in the comments please.
Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!
Catch you laters, alligators.
D&D’s Best Intro Campaign? I ran Lost Mine of Phandelver For My Group
Lost Mine of Phandelver (LMoP) is the first D&D 5e starter set adventure. Released in 2014, LMoP is an event driven campaign for 3 - 5 players, taking characters from level 1 - 5.
By JimmiWazEre
Opinionated tabletop gaming chap.
TL;DR: Lost Mine of Phandelver starts strong with tight early dungeons and a solid onboarding for new players, but quickly loses focus. The villain is forgettable, the pacing drifts, and structural choices teach new DMs bad habits like railroading and pulling punches. I rebuilt huge sections and turned it into a spaghetti western, giving the BBEG presence, adding time pressure, and replacing the green dragon with a recurring ancient red. The result was decent enough, but only because of heavy rewrites.
Run it as written and you’ll learn the hard way.
Introduction
Belch, Duncath, Twig, Diego, and Nasbo fire up the Forge of Spells.
From the shadows: slow clap. “Well done…” says the Black Spider, stepping into the dim light. “You have been my pawn from the start…”
Her skin tears away. Her back splits. The Black Spider crumples, replaced by an ancient red dragon — Dragos, the Destroyer of Worlds.
“Bow before me… or burn in this place!”
What is the Lost Mine of Phandelver?
Lost Mine of Phandelver (LMoP) is the first D&D 5e starter set adventure. Released in 2014, LMoP is an event driven campaign for 3 - 5 players, taking characters from level 1 - 5.
It took me several months of play to finish this, you could probably do it faster but we’re limited to 2-3 hours sessions twice a month.
That’s right folks, it’s another review from Jimbo about a product that’s been out for chuffin’ ages already! Wooo.
Spoiler Warning
As written, the adventure is set on the Sword Coast, near Neverwinter, this dwarf dude named Gundren Rockseeker has found the legendary Wave Echo Cave (WEC), and the valuable Forge of Spells (FoS) within. He's recruited you to help him clear the place out and get it up and running.
The only problem is that en route to the frontier town of Phandalin, near WEC, Rockseeker is kidnapped by the Cragmaw Goblins, leaving you and your fellows to pick up the pieces.
The bulk of the adventure then follows the PCs as they attempt to find and rescue Rockseeker, discover the location of WEC for themselves, and thwart the various factions who're standing… sometimes in their way, and sometimes just off to the side.
This all ends with a fight against a BBEG you’d be forgiven for forgetting about called The Black Spider, who's been orchestrating all the local problems from the shadows like some moustache twirling villain out of a Saturday morning cartoon.
Ok, that's you all caught up.
So, What's it trying to do differently?
LMoP is a starter set, so it's trying to teach new DMs and players how the game works over the course of a strictly Event Driven Campaign (EDC). Emphasis on strictly, because all modules sit somewhere on a scale between sandbox and railroad. Well, this adventure sits at 90% railroad and IMO that’s too much for something that’s meant to set expectations.
The big problem here is that the EDC structure is a rigid sequence of set pieces where the players are nudged from one scene to the next. In my opinion, that’s a rubbish exposure to how an adventure should look for a new DM, and it’s a big reason you see so many online complaints about railroading from players regarding their lack of agency, and from burnt out DMs begging for help over their stress trying to force the flow of the game towards the predefined solution.
What does it do well?
Cragmaw Hideout in act 1 is a neat and concise little dungeon that does a good job teaching players about stealth, traps, competing factions, multiple paths and solutions. Aside from being too verbose, (which I’ll get to later) the dungeon presents a nice little challenge to the players, and is easy enough to run for the DM.
Redbrand Hideout too, is a little bigger but still very well designed and reinforces those lessons about multiple routes, traps, and adds rewards for extra exploration. It also includes a cool encounter with a Nothic which can lead to fun shenanigans - like sucking the skin off a willing dragonborn’s finger!
Finally I can confirm that this adventure contains both dungeons and a dragon, which at the very least earns it points for correct advertising.
Unfortunately that's about as much as I can honestly say that I thought was legitimately good. Everything else is 'meh' at best.
Yikes, I've got some beef. What didn't I like?
Deep breath.
Teaching the Wrong Lessons
Ok, so, as it's meant to be played the first encounter is a forced combat, seemingly 'balanced', and yet it's so deadly that any DM playing the ambushing goblins with any degree of tactical nouce should cause a TPK within a few turns. This is a terrible lesson - forced combats are bad enough, but making brand new DMs fight with one hand tied behind their back to give the fledgling players half a chance sets a bad precedent about expecting fudged rolls for both parties.
The text should acknowledge the deadliness here, and then give very specific guidance on what to do as DM if the player’s do not win.
Much later, Cragmaw Castle offers a false dichotomy. You see, players can go in the front door but that's obviously trapped, but if they do then it leads to several routes through the dungeon until the end and a potentially satisfying experience.. However, because of the aforementioned trap, the players do a quick bit of recon, and discover that they can just walk around the outside the castle and go in through the prominently placed side door with a simple pick lock check. After that they can chance upon skipping the entire dungeon by turning right on a whim and walking straight to the boss room with Gundren.
The game is trying to teach players that there are multiple paths and choices, but if one of those choices is obviously the right answer, then that's no choice at all - all we’re left with is an anti-climax.
Terrible Layout
Man alive, I hate long form text! If you want to run from the book (because, you know, that's why you bought a book in the first place) without having to spend hours rewriting and summarising it, then the DM is required to parse long form prose over several pages then flip back to a map for reference. This is no way to design an adventure, and it makes running scenes slow and easy to mess up.
Below is just 2 pages from the 9 page WEC dungeon. Can you imagine trying to read that at the table, under pressure, and then articulate it back to your players? And those read aloud text boxes - my player’s would be asleep!
Half-baked “Story”
Gundren, the whole game is about rescuing Gundren, but other than a single boring real-aloud text box which mentions him at the start of the game - the players never meet him or have any genuinely gripping reason to care that he’s missing other than an underwhelming amount of GP offered as a reward.
In truth, the game comes with pre-gen characters that we didn’t use, and one or two of them have some tertiary connections to Gundren and Phandalin, but you don’t meet his brothers until the end so they’re not pressing you forwards, and the relationship Gundren has with Sildar is only mercantile, so why should he bust a nut begging for your help?
Then there’s the Black Spider. A BBEG that players just don't care about. As written, you never meet the Black Spider until the end, and you barely learn anything about them, their motives, or even that they're particularly evil or just misunderstood. That's a real kicker when you consider that this is so story driven - what's the point of a baddie if the players don't have an opinion about them?
It feels like ancient wisdom to say that a dragon that most players will never meet is no dragon at all. If a dragon falls over in the woods but no PC is there to hear it - does it still make a noise? Well, said dragon lives in Thundertree, which is so far removed from the main quest that I can't see many players naturally finding it without heavy DM fiat. What a waste of the game's only dragon!
Important DM Skills Completely Ignored
The game doesn't give you any tools to address pacing. Gundren has been kidnapped, but time might as well be standing still for days on end whilst you side quest. This should be used to teach DMs about driving urgency and hammering the game forwards with a simple GM facing timeline of steadily worsening events that happen if the PCs fail to act.
Speaking of act - after you finish up with the Redbrands, act 3 suddenly opens up into a sandbox which sends jarring messages about the game becoming a hex crawl. There’s only the most cursory guidance given to teaching DMs this new skill, and when the players have just experienced two acts teaching them that the game is a railroad about a time sensitive rescue mission, the sudden lack of direction brings the game screeching to a whiplash inducing halt.
Then, in act 4, WEC is such a large and boring dungeon that even the designers feel obliged to acknowledge as much. To combat this, rather than equipping the DMs with detailed knowledge about how to run a procedural dungeon crawl, the game settles for a quick paragraph about rolling a d20 on a random monster table according to GM fiat. This is not sufficient, not even close.
How did I run it?
I'm an experienced GM so after giving the game a cursery read through and seeing a tonne of things both objectively and subjectively bad, I had lots of work cut out for me to make a bunch of changes.
Some of those changes were quite experimental and not all of them worked as I'd hoped. We lives and learns, don’t we precious?
Setting
To start with - old forgotten mines, gangs, a frontier town... come on - this is a western, and yet, the game seems to forget this. Barely anything else nods towards this as the game defaults again and again to generic European fantasy land. Bugger that. So I reskinned it into a spaghetti western, including house-ruling in sixshooters. Much better.
Then, given my aforementioned loathing of long form prose at the table, I went through every dungeon and rewrote every room out for brevity and utility. Check out this post if you want to learn how to do this.
Goblin Arrows
This was really experimental, I ran act 1 as a lvl 0 gauntlet - each player had a cast of 4 characters each and whoever survived until after Cragmaw Hideout got to level up to 1, gain a class and became their primary character. This worked pretty well, but if you try it yourself make sure your players fully understand what's going to happen, as most of their characters will die by design and the players are expected to embrace this. It worked for me, just about - but you do you.
Phandalin
The cast of Phandalin got pruned down to just a few memorable NPCs. One of Gundren’s brothers was dead from the start, murdered by the Redbrands to push that conflict to the front. Sister Garaele became possessed by Agatha the Banshee, forcing the party to solve that before they could get her help.
I got rid of Thundertree as well, it's too far away from the adventure site and has absolutely nothing to do with anything. I also swapped out the young green dragon who lives there with an ancient red dragon; Dragos, Destroyer of Worlds, and I had him turn up every now and then as this ever present threat to extort treasure from the players. Man, they hated that dude!
The Black Spider was given presence. Introduced early under the guise of a serving girl at the Sleeping Giant Inn, I had her and the party competing to secure a lockbox (Thanks Matty P) containing a vital key to the Forge. She even kidnapped a beloved NPC, turning her from an abstract villain into someone the players actively hated.
The Spider’s Web
In Act 3, I tried expanding Old Owl Well into a full “funhouse” dungeon, and even though it was cool, it heavily distracted from Gundren’s rescue and confused the group about what mattered. The lesson there was clear: trying to add sandbox elements into a strict railroad just muddies both.
By the end of the Old Owl Well thread my players had pretty much forgotten all about Gundren, so I very quickly abandoned the idea of the exploratory sandbox, and swiftly provided more clues to guide the players towards his rescue where I made liberal use of progress clocks to make sure my players knew what was at stake. That alone is responsible for rescuing the Cragmaw Castle session from being a massive anticlimax due to it's bad dungeon design. If you want to learn about how and why to use progress clocks, check this post.
Wave Echo Cave
Wave Echo Cave was rebuilt into something tighter and easier to run. The maze became a tense skill challenge instead of a drawn-out slog.
At the climax, I revealed that the Black Spider was actually Dragos all along, which was a nice twist. One of my players even sided with the ancient red dragon whilst the others chose to fight, which gave me the opportunity to finish a campaign my favourite way - with a massive PvP monster bash.
You see, I placed 5 pilotable stone golems in the FoS chamber, and when battle commenced, the players used these in their combat against Dragos (who was controlled by the player who sided with him) - it was awesome and played out like the finale of an episode of Power Rangers, whilst I got to sit back and watch this really tightly fought match between titans.
What do other commentators say?
Matty P over on YouTube really likes LMoP, and I took a lot of his tips to heart about improving the story and trimming some of the fat, over the course of his full playlist . Definitely worth watching if you're planning on running it.
Conclusion
In the end, I have mixed feelings about LMoP, but I'm unfortunately leaning towards it being a bit pants. I really enjoyed acts 1 and 2, but the adventure rapidly drifts away from focus in act 3. additionally, for a game all about a prewritten story, said story requires a major rewrite to make it satisfactory.
Also, as a starter set to introduce new players and DMs to D&D, I think it probably does more harm than good if I'm being honest. I'd like to try to excuse it's flaws by saying it's really old, but frankly, there are starter adventures for earlier editions that have existed for much longer and nail it - Keep on the Borderlands anyone?
I guess I enjoyed myself running it, but only because I enjoying playing games with my friends, and maybe that's enough for you too? That said - I would have enjoyed myself even more running something better.
Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!
Catch you laters, alligators.
How I’m Laying The Foundations Of A Great Pirate Borg Campaign
I’ve just finished running the Lost Mines of Phandelver (my thoughts on that will be up soon) and one of my players, Chris, is going to be taking up the GM mantle again in November to run us through Curse of Strahd. This gives us just a couple of months of palette cleansing time.
By JimmiWazEre
Closeted Pirate. With many opinions on tabletop games.
TL/DR:
Pirate Borg grabbed me like a sea curse and hasn’t let go. Here’s a look at how I’m preparing my first campaign
Why Pirate Borg?
I picked up Pirate Borg (PB) on a whim after seeing a few favourable reviews on YouTube, I was out of town and in a LGS and there it was. It’d have been rude not to. Scanning through it on the train journey home I was really pulled in with it’s evocative vibes and rules-lite grounding. I was reminded of the old Monkey Island games I used to play on the Amiga.
It’s consumed me! I’ve gone in deep down the special interest hole, consuming every piece of quality pirate content I can find:
Pirates of the Caribbean: The Curse of the Black Pearl (the rest are varying degrees of beautiful garbage - fight me!)
Black Sails on Netflix
The Lost Pirate Kingdom (a short docu-drama series on Netflix)
The Pirate History Podcast on Spotify
Real Pirates Podcast on Spotify
The Republic of Pirates by Colin Woodard
On Stranger Tides by Tim Powers
Countless YouTube videos on the differences between Sloops, Brigs, and Frigates - fore and aft sails vs square rigged sails, how they work. What a “Jib” is. Blackbeard, Benjamin Hornigold, Black Sam Bellamy, Charles Vane. The list goes on, and I love it all!
I especially love the idea of taking all that and then smushing it with other cool things like: the legend of Atlantis, El Dorado, Voodou, Necromancy, Cultists & Cosmic Horror, the Bermuda Triangle & mother trucking big assed beefy sharks! Anachronisms be damned!
Awesome. I have a very good feeling about this!
Structure & World Building
I’ve just finished running the Lost Mines of Phandelver (my thoughts on that will be up soon) and one of my players, Chris, is going to be taking up the GM mantle again in November to run us through Curse of Strahd. This gives us just a couple of months of palette cleansing time, so I’m thinking that sandbox style campaign is the way to go. Fortunately, PB seems to have been built with that in mind.
The developer, Limithron has provided a free campaign hex map of the “Dark Caribbean” and alongside the multitude of official and third party modules, this means that you can just feed the players rumours for one of these modules, and then drop it in as an adventure site in one of the hexes. That’s exactly how I’m doing it anyway.
The Dark Caribbean Campaign Map
Here’s one of the official maps that I’ve relabelled to be player facing, and drawn shipping lanes all over it so that players can make informed decisions about where the best pirating might be found. The GM version of this contains spoilers so I won’t be posting it here, but it’s basically this with a load of adventure sites keyed in.
Campaign Setting
PB comes with a framework of fictional history for you to work with. For my campaign, I’ve taken this and built upon it, whislt still keeping it fairly abridged. There’s a version that’s GM facing, containing facts for the players to maybe find out if they’re interested, and there’s also a common knowledge version (below) that the players will have access to from the start.
Known Facts
It is end of the beginning of the 18th Century. The so called ‘Golden Age of Piracy’ is almost over.
As foretold by the Voodou shamans - the dead have risen. Sailors and settlers vanish. Graves are empty. Ships return crewed by corpses.
A strange white powder called ASH is the most valuable substance in the region. Some use it as a drug, others for occult rituals. It's the main reason anyone still braves the Caribbean, and it’s harvested from the burnt remains of the undead.
The sea has opened up a yawning abyss South West of Cuba, darkening the sky above and inspiring terror throughout the region.
The pirate republic of Nassau still holds out, but barely. It’s one of the last ports free from colonial authority.
Familiar Rumours
An Old Stone Church in Havana is ruled by fanatics. They chant to a “Deep God” and claim death is not the end.
The mythical city of Atlantis has risen in shattered pieces from the Bermuda Triangle. Relics from its ruins fetch a fortune, and many who seek them go mad.
Additionally, strange golden artefacts have found their way to market, which the antiquarians have traced to the lost city of El Dorado.
Blackbeard; the legendary pirate of Nassau was thought dead - killed by the British Navy. But somehow, he’s returned. He is changed; undead, terrible, and now commands a fleet of the dead laying waste to everyone in their way.
Sailors whisper of a lone tribal figure, seen in jungles or cliffside ruins, never speaking, never ageing. His arrival always precedes catastrophe.
Conclusion
So there we go. If you’re one of my prospective players - I hope this tickles your pickle. If you’ve just stumbled upon this, I hope you can find inspiration in some of this.
Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!
Catch you laters, alligators.
Very Belatedly, The Monster Overhaul Is The Best Damned ‘Monster Manual’ I’ve Read
Geared towards value as an in-game tabletop resource, The Monster Overhaul is a TTRPG bestiary that contains 200+ creatures, 20+ maps, traditional D&D style line art, and about a bazillion random tables of improv friendly prompts.
By JimmiWazEre
Really quite hungry, but otherwise opinionated tabletop gaming chap
TL;DR: Looking for the best monster manual for TTRPGs? The Monster Overhaul delivers 200+ creatures, logical organisation, and improv-focused tools that make running games faster (betterer, strongerer) and more dynamic.
This post contains affiliate links
What is The Monster Overhaul?
Well obviously, it’s “a practical bestiary by Skerples” of course, it says so on the front cover, see the image below if you don’t believe me :)
In case you don’t know, Skerples (a pseudonym, their real name unknown - Although, I’d like to think it’s something like ‘Max Danger’) is a bit of a rockstar in so much as we have them in the OSR blogging community. Kind of like a Banksy, for nerds.
Coming on the scene in the back end of the tweenies with the successful Coins and Scrolls blog, Skerples is responsible for community favourites such as the introductory OSR dungeon; the Tomb of the Serpent Kings and the somewhat gloriously whimsical Monster Menu-All: Eating the AD&D Monster Manual.
“Skerples wanted this book to exist, and it didn’t exist, and therefore had to create it” - Kickstarter
Geared towards value as an in-game tabletop resource, The Monster Overhaul (TMO) is a TTRPG bestiary that contains 200+ creatures, 20+ maps, traditional D&D style line art, and about a bazillion random tables of improv friendly prompts.
It was launched as a Kickstarter in 2022 with the help of Editor; Dai Shugars and a small team of artists including Dyson Logos & Lucas Roussel (and many more), and then delivered in 2023.
Naturally, I’m late to the party with my review coming in a solid 2 years after the fact. That means this blog post is neither evergreen, timely, nor an attempt to make an emotional connection with the audience. Good work there Jimbo - blogging 101 master… Don’t worry folks - I’m gambling on a late surge of interest which will rocket this post to the top of every single Google search. Wish me luck.
OK, this review isn’t sponsored in any way either, I bought the book myself. Twice technically, because I’m an idiot. Sigh, let’s get on with it shall we?
What’s It Trying To Do Differently
I see TMO as a clear reaction to the popular mid/late-tweenies 5e school of thought, whereupon a surge in new people into the hobby lead to the inability to correct en masse an oft held assumption among GMs to view creatures as little more than bags of hit points to simply be balanced against player characters for them to fight. “Fairly”.
Instead, this book wants to flip the script and give creatures breadth and depth to their behaviour and motivation, to help train GMs to replace the idea of a “combat encounter” with the more liberating idea of a “generic encounter” - in other words, not all encounters with creatures need to be conflicts, or if they do, then they certainly don’t all need to be combats, or if they do, they certainly don’t need to be balanced!
Additionally, it’s clear that TMO wants to address the issue of TTRPG books being mostly full walls of top to bottom long form text, and nigh on impossible to use effectively whilst under pressure at the game table. If you’ve read my guide on how I prep notes for an adventure, you’ll understand where I’m coming from.
So, What Works Well
All the information in TMO is presented concisely, which is great when you’re at the table trying to find something out on the fly. If you’re anything like me - then you cease to be able to function efficiently when presented with lengthy prose to parse under pressure. Skerples (AKA Max Danger, by me exclusively) obviously recognises this and has made sure that each monster write up is lean and to the point, functional, and respects the urgency of the moment. That’s… liberating.
Additionally, each creature gets a set of bespoke prompts delivered in a tabular format which allows the GM to quickly add some extra flavour to a vanilla monster (terrible metaphor - I bloody love vanilla), in turn presenting the players with an array of hooks and roleplay opportunities to explore as solutions… you know, as opposed to simply presenting the same bland goblin we’ve seen a hundred times before, thus setting the expectation of another combat.
Such flavour might include names, attitudes, motivations, where their home is, modus operandis, catchphrases, favourite riddles - the list goes on and is bespoke for each creature, with more options provided for more worthy creatures.
Without saying the same thing over and over again in a slightly different way, this; 🡱 is the money, right here. If you only wanted the main reasons to pick this book up, they’re in the former three paragraphs. Reread them if you have to - I’ll wait. If they don’t sell you on it, then nothing else will.
You want to know more? OK, well the book is organised by the logical category (habitats, seasons, game genre) that you would find the monsters in - so what, right? This is another clever way of saving your time at the table. Imagine, your players are in a dungeon and you need to make up an encounter on the fly - Now the most relevant ingredients of that encounter are all next to each other in the book and you don’t have to go page flipping.
Not that the book makes page flipping hard though - with a handy ribbon bookmark to keep your page, and sturdy stitch binding, I’m confident that my copy of TMO is going to last for years despite the regular use.
Why It Might Not Be For Everyone
This book is great, but I wouldn’t be doing you any favours if I didn’t highlight some of the reasons that it might not be right for you. So here we go:
It ain’t cheap by a long shot. I mean, sure, you pay for quality - and I’m certain that Skerples can’t afford a loss leader business strategy, but we’re talking £50 for the hardback book. Even the corporate overlords at WOTC are only charging about £35 for their latest monster manual wheeze. The PDF isn’t much cheaper either: £22 squidlyroos! That said though, would I rather have something cheap, or good? For me - it’s totally worth it. Twice in fact.
If you’re running something with heroic style characters like Pathfinder or D&D 5e, then this book is still great for you for all the improv prompts and stuff, but you are gonna need a separate resource for your monster stats - well, either that or the ability to convert them satisfactorily on the fly.
The book is the same sort of size as a WOTC book. It’s mahoosive. Sure that means it’s packed full of value and creamy marrowbone jelly, but it also means it’s quite unwieldy to have this beast hidden behind your GM screen among your dice, notes, and stash of Universal Monster Tokens.
The artwork inside is all very old school, black and white lines - I think this is very, very cool in general, but some of the art isn’t for me, maybe not for you either. Additionally, if you’re wanting full colour spreads, this isn’t that.
Reeeeally nitpicking now, but I wasn’t kidding when I said those pages were chock-a-block full of stuff. I’m… not normal (ha!), when I see that much stuff on a page it can be quite disorienting. That’s not to say that I didn’t get used to it though, but it’s something to be aware of which could be an issue for some folk, let’s call it a lack of whitespace!
What Other Reviewers say
My own conclusion is coming below, but in the meantime, whilst you might think that it’s a novel approach to include content from other creators in my review, my stance is that if information is power, then my dudes, I want you to be powerful. Let me know in the comments at the end of the review if you appreciated the links to these videos, or if you think I should leave them out next time.
Conclusion
I really like this book! It’s an evocative, actionable toolbox for GMs, and so much more than a mere monster manual.
If you want to pick it up, I have an affiliate PDF link for Drive Thru RPG (The Monster Overhaul) and physical copies affiliate links for Compose Dream Games (UK) and (North America). These should give you plenty of options, and if you use them then it means I’ll get a small kickback on the sale at no extra cost to you. Go on, treat us both ;)
Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter - it really makes a huge difference, and helps me keep this thing running!
Catch you laters, alligators.
In Emergent your protagonists have been touched by the interdimensional fallout that explodes into our world when the barrier between Earth and the ‘Transverge’ breaks down.