Good Monday, Gamer!

āWork, work, work, work, workā ā Rihanna
Veterans Day PSA
Re-sharing an oldie for Veteranās Day weekend ā it still stands.Iām doing Ok: still kicking the asses of diabetes, PTSD, and high blood pressure. Iāve got games to run, TPKs to do.But many veterans arenāt doing fine.If youāve got a minute, check in with your local VA, veteransā service organizations, or community outreach centers. A small gesture ā a meal, a conversation, a connection ā can make a bigger difference than you think.

Iāve been reinvigorated lately ā thanks to recent player runs through Mythic Bastionland, Flying Circus, and now Cairn.
Getting to play, not just GM, reminds me what I actually love about these games: how they push character, tone, and world through play. And itās pulled me back into GM prep mode again. Feels good to have multiple worlds open at once. Hereās what Iāve got cooking.
Apocalypse World 2e
Prepping what might be my farewell run before I dive into the new 3rd Edition.
For the uninitiated: Apocalypse World (by Vincent & Meguey Baker) is the game that launched the āPowered by the Apocalypseā movement ā playbooks, moves, and āplay to find out what happens.ā Itās punk, messy, and brilliant.
This time, Iām taking it to space.Iāve got two Hard Zones roughed out:
The Grave Belt ā derelict stations and drifting bones of dead colonies.
The Anadyomene Artifact ā a strange, ancient alien megastructure.
Right now, Iām swapping out road hogs and motorbikes for shuttles, freighters, and scavenger rigs, tweaking the AW frames for the Kuiper Belt instead of desert dust. Once I finish some descriptors for the Hard Zone locations, Iāll call prep done until we sit down to make characters.Iāve been pinning concept art for use in Mad Dice to set the mood, and noodling on a Debt Move inspired by the Psi Harm Move ā honestly, funnest game prep ever.
Wild Talents: One Night in Irama
A short 4ā6 session series set in Irama, the fictional Brazilian megacity from my Lifted universe ā part city of tomorrow, part post-human cold war.
Wild Talents (by Arc Dream Publishing) is a flexible superhero RPG built on the One-Roll Engine (the same system used in Godlike and Monsters and Other Childish Things). Itās all about powered people in a grounded, sometimes brutal world.Right now, the big question is: do I provide pre-gens, or build from scratch?Both options shape tone differently ā pre-gens lets us get going quickly; player creation gives us ownership and surprises. There might be a middle path here, and Iām toying with that balance.
Ultraviolet Grasslands (sort ofā¦)
This oneās been gnawing at me.
I love the art and the psychedelic ācaravan across a dying worldā premise ā itās a heavy-metal road trip through myth and entropy. But tone-wise, Ultraviolet Grasslands leans a little too Adventure Time for my taste...what to do, what to do...
So the question: what system delivers the feel I want?
OSE (Old School Essentials) gives crunchy expedition survival.
Burning Wheel gives belief-driven drama.
Cairn keeps it sharp and fast.
Each one shifts the play texture. I donāt need to run UVG as-is ā I just want that feeling of slow apocalypse, trade, and mythic travel. Still chewing on it.
š Reading + Rebuilding
Iāve been dipping into Wareblades and Sword World, mostly out of curiosity. (If you havenāt heard of Sword World, itās Japanās homegrown fantasy RPG ā sort of their equivalent of D&D, full of interesting mechanics and cultural takes on adventuring.)
On the tech and media side:
Rebuilding the Diceology website using Hugo ā static, fast, minimal.
Podcast relaunch is underway, starting with Muses of Play (very soon!) and some superhero APs.
A copy of Batman: Gotham Chronicles RPG is en route ā curious to see what it does.
ICYMI
A few things from the archives and orbit:
š§ Roll for Origin w/ Lowell Francis Weāre 56 episodes Strong!!
š„ Apocalypse World: Burned Over Kickstarter** Open those wallets to the Malestrom!!
Itās good to feel hungry at the table again.
As always, thanks for reading, sharing, and building strange worlds with me.