OSR OSR News Roundup

Give Falk some credit, he broke down his estimates for producing the kickstarter and it came out to $2022 and it made a little over 3k. Glad to see if finished. Retailer tier was $37 for 5 physical copies so luckily retailers weren’t out a ton of cash without a product to sell for a couple years.
 

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Give Falk some credit, he broke down his estimates for producing the kickstarter and it came out to $2022 and it made a little over 3k. Glad to see if finished. Retailer tier was $37 for 5 physical copies so luckily retailers weren’t out a ton of cash without a product to sell for a couple years.
I hope that didn't come across as not giving Falk credit! And yeah, in the grand scheme of delayed Kickstarters it's pretty minor. The one that turned me off to backing at the retailer level was the OSE boxset one from a few years back. I had about 1k in that and it was nine or so months late. That was hard to bridge.
 

Here you go. I owe it some updates.

 

I hope that didn't come across as not giving Falk credit! And yeah, in the grand scheme of delayed Kickstarters it's pretty minor. The one that turned me off to backing at the retailer level was the OSE boxset one from a few years back. I had about 1k in that and it was nine or so months late. That was hard to bridge.
That would be a big ouch for sure for a business!
 


Welcome to the second news roundup in June. We're about a month out from SabreCon2025, the mini convention we're hosting in downtown Charlottesville. If you're in the central Virginia area and would like to check it out we've got tickets available here. Josh McCrowell will be running a game of His Majesty the Worm, Lyme running Dawn of the Orcs (and other games), and we've got Samantha Leigh, author of Anamnesis, Death of an Author, and more, will be giving a talk, as well.

Last week was pretty crammed with new releases. Let's see what this week brings us, shall we?
  • Goblin Pit Games has released the Miasma and Monsters Player's Pamphlet on itch. They've got more releases lined up to support it. I'm intrigued by the game, partially because of it's incorporation of Miasma, a physical manifestation of evil that reminds be somewhat of the mythic underworld tropes.
  • Matt Kelly has released Gamma Mutant, a submission to the Cairn Backgrounds Jam. It's inspired by post-apocalyptic literature of the 70s and 80s.
  • Nevyn Holmes and S. Quinn Morris (of Dinoberry Press) are gearing up to launch a crowdfunding campaign for Dragon Reactor, and have released a demo of the game on itch. Dragon Reactor is a game about conflicts on a grand scale, as well as 'mechs. We carry a number of their products, and the quality is always top-notch. I'm excited to see what they've come up with for this project.
  • Bundle of Holding has a Pride Bundle with a number of great titles on it, including one of my favorites, Moonlight on Roseville Beach.
  • James Floyd Kelly is raising funds for two OSR zines: Delver #18 and Runes #7. Delver is written for OSE, Runes for Shadowdark. He consistently puts out quality content, and is one of those publishers I can always count on to deliver on time.
  • I'm a big fan of Jess Levine's products, such as I Have the High Ground, a dueling mini-game, and Planet Fist. Along with Riley Rethal they're funding a new and combined printing of Galactic and Going Rogue. Galactic is inspired by the Episodes 4-6 of Star Wars, while Going Rogue by Rogue One and Andor.
  • Against the Darkmaster is a system I've never gotten around to reading, although it has been on my reading list for awhile now. I happened to notice Critters #3, a collection of monsters and foes to use with AtD and other similar systems.
  • The Corrupted Library is a one-shot adventure written for Shadowdark and designed for characters of roughly 5th level.
  • David Okum has released Wreck of the Stormglaive, another adventure for Shadowdark, but this one geared towards 1st level adventurers.
  • I am not familiar with the work of Ellie Valkyrie, but I spotted their recently published Redirections: Tiny Biomes #1 and was immediately interested. This 80-page pdf presents five system neutral "setting seeds", little mini-settings designed to be dropped into existing settings or campaign worlds.
  • The MultiOSR Creature Codex is a collection of 100 monsters for use with Troika, Into the Odd, or other OSR systems. It's a great value, and is something I'll likely be using to dip into every now and then when I need a new monster to confound players with.
  • Now that the year is almost half over we've marked down the 2025 Hexcrawl Workbook by 50%. It's a spiral-bound daily planner-style calendar and hexcrawl journal.
  • Issue 47 of Populated Hexes Monthly is winding down its campaign as we approach the end of the fourth year of this zine. This issue has a small, ruined keep and caves beneath occupied by brigands (which ties into the sewers in Dry Gulch from Issues 34-36) as well as some rules for downtime activities that tie downtime into leveling in a deliberate attempt to slow down the pace of play.
 

We've reached the halfway point of June and things are starting to heat up here in Virginia. On Wednesday I'll be posting an interview I conducted with Rob Conley of Bat in the Attic games, so be sure to check out the blog for that. It's likely going to be a short one this week; I'm traveling today to get my daughter to camp, and the blog interface keeps crashing, so, if I missed something this week, I apologize. Shoot me a note and I'll include it in next week's release.
  • Melfy has released the quirky Wizard-Mendicant of the Didactic Wasteland, a short entry into the Cairn Science Fantasy Background Jam. If you need an annoying wizard to pester your party with, this is your guy.
  • The Crypt of Saint Wendelgard is a one page adventure for Cairn about an undead saint.
  • I'd mentioned Flint, the solo adaption of Cairn 2e, awhile back. It is finally out on print on demand, and the author has released a code for 3.00 of the printed version.
  • Mist & Sorrow is a Mothership fantasy hack that takes a rules-light approach to the game while retaining the "Panic Engine" mechanic.
  • Red Ruin Publishing is out with Casket of Fays #16 of their Dragon Warriors fanzine. They're also delving into the world of offering pod versions, and have given me some News Roundup exclusive codes to provide: one for hardcover and one for softcover.
  • Tales from the Pog Wars looks like a fun hack of Shadowdark, a post-apocalyptic, weird west setting and game.
  • There's a ton of new stuff for Shadowdark out there this week, including Auxilary 2025 for Shadowdark, a release of supplemental material for SD.
  • The Bochord of Blasphemy is a short dungeon crawl for Mork Borg featuring stolen scriptures and the threat that the characters need to track down and return the stolen goods or face damnation themselves.
  • Zineventures 1: Deadwoods is a planned monthly zine with OSR system neutral content. This one features a necromancer stitching together with gleeful abandon the remains of dead animals and people and setting them free to terrorize the local forest.
  • I had missed Defy the Gods when it launched for the first time; it didn't fund, so the creators took it down and have relaunched it. It's inspired by Conan, Clash of the Titans, and Princess Mononoke, with themes of queer resistance and survival.
  • Temple of the Sheep God is a 3pp adventure for Shadowdark that centers on a single 24-mile hex. There's a dungeon and surrounding encounters.
  • One of the big projects I've been waiting patiently for is Hellwhalers: The Book of Leviathan. I had promoted Hellwhalers when it was first announce, and this new release expands on this amazing game. I can't say enough good things about this game: everything is great about it, from the woodcut-style art to the theme of sailing the stygian seas in a vessel crewed by an infernal captain.
 

Rob Conley is a publisher and author best known for the Blackmarsh setting and the excellent "How to Build a Fantasy Sandbox", and is currently raising funds for Into the Majestic Fantasy Realms: Northern Reaches. He's kindly agreed to answer some questions of mine. i

Question: Tell us a bit about Fantasy Sandbox. It's one of the publications that I always see mentioned whenever someone asks how to build a game world. What do you think sets it apart from other publications? What do you think it could do better?

Answer: There are a lot of excellent books out there that help with worldbuilding, like Matt Finch's Tome of Adventure Design and Atelier Clandestin's Sandbox Generator. They excel at using random tables and other tools to help folks generate ideas for their settings. Rather than try to compete with that, How to Make a Fantasy Sandbox focuses on coaching the reader through the entire process of building a setting from scratch.

Starting with an overview of the 33 steps, I walk the reader through each one in detail, using the Isle of Pyade as an example. Along the way, I point out things to watch for and offer practical advice based on my own experience.

My recommendation is to get both books I mentioned above, and then use mine as a guide for how to put everything together in a systematic way. One concern folks often have is how long it takes to do all this, so I included an appendix showing exactly how long it took me to write Blackmarsh from scratch.

Finally, I try to make it clear that you can jump in at any point in the process. Maybe you already have a region mapped out but want to zoom in on a town or a smaller area. In that case, you can start at Step 25: "Pick the starting population locale and draw a full-page map of the settlement." This is your "Home Base," and you can build out from there.

Q: How did Blackmarsh get started? I always love hearing how settings/concepts come into being, and I'm curious about Blackmarsh, especially given the ties into old school settings.

A: Back in the 2000s, I got started writing and drawing maps by doing contract work for Necromancer Games and Goodman Games. Most of it was for Judges Guild material they had licensed, like the Wilderlands of High Fantasy boxed set and several d20 conversions of classic Judges Guild modules.

One issue I noticed was that while the Wilderlands boxed set was a great product, it was a big ask, $70, which was a lot at the time. And back then, hexcrawl-formatted settings weren't as familiar as they are now. I thought to myself, "What if I did something like the boxed set, but with a letter-sized map?" That would make it more affordable and a lot less overwhelming. From working on the boxed set, I had a good sense of how many words it took to fill that kind of product. I figured I could fit four regions on maps of that size into a 64-page book.

So I pitched the idea to Joseph Goodman. He liked it, especially since the trademark "Points of Light" was available, which was fitting given the recent release of 4e D&D. For the content, I took the original material I had created for my own take on the Wilderlands and built a new setting around it. In my contract, I made sure to retain the copyright so I could continue developing the material independently if I wanted. Points of Light sold well enough to justify a sequel, Points of Light II: The Sunrise Sea, but long-term sales didn't support continuing the series beyond that.

Not long after, I got a contract to do the regional map for Judges Guild's City State of the Sea King. Instead of a regular payment, I negotiated a limited license to publish my own take on the Wilderlands. That led to the Majestic Wilderlands, which I focused on for the next ten years.

Around the same time, I was also blogging regularly. James Mishler made a post about how Dave Arneson had made the Blackmoor map by flipping a map of Holland over and tracing it on the back. I didn't know which map he used, but I figured I'd give it a try. I found an old Dutch map, flipped it, imported it into CorelDRAW, and used it as a bottom layer to draw my own map. Then I blogged about the process.

A few weeks later, I was talking to the folks putting together the first version of Delving Deeper. They were looking for extra content to include and asked if I had anything that would fit. I asked how many pages I had to work with, and once they told me, I said, "I can build a setting to fit that." I had the map ready, so I went ahead and created Blackmarsh. They released it as part of Delving Deeper, and I released it as a free download on my Bat in the Attic store.

Since I wanted it to be free and reusable, I released Blackmarsh under the OGL, and later under Creative Commons (CC-BY). I set Blackmarsh just north of Southland, one of the Points of Light settings.

As a setting, I designed Blackmarsh to feel like a frontier region shaped by ancient magical catastrophic event, the Mountain That Fell, which formed the Smoking Bay. That event scattered strange artifacts and a magical substance called viz across the land. Over the centuries, various tribes, kingdoms, and cultures fought over its riches until the Elves intervened and imposed a shaky peace. That peace, though often strained, has lasted into the present, giving adventurers room to explore the ruins and mysteries of Blackmarsh.

I'm happy with how Blackmarsh turned out. It's been used in a bunch of campaigns, published under different systems, and helped introduce a lot of folks to sandbox campaign and the utility of the hexcrawl formatted setting.

Q: Talk a bit about your current project. What should we expect going into it? Is there anything about it that you're especially proud of?

A: It takes many of my previous works, Southlands, Blackmarsh, and The Wild North, and combines them into a coherent whole. On top of that, I've added entirely new regions: the Duchy of Northport, the conquered province of Vasa, and I expanded Southland into what I now called the Southlands, which includes new areas like the vast Forsaken Desert. I'm calling the entire region The Northern Marches, as it marked the northernmost frontier of the long-fallen Bright Empire, my setting's equivalent of Rome. The broader setting is called The Majestic Fantasy Realms.

I chose to present the setting in a hexcrawl format. That lets me include a wealth of local detail in a compact, easy-to-reference layout. You can look at a location on the map and quickly find it in the text. Or start in the text and locate it on the map. I also wrote extensive summaries tying entries together, so you can get a clear picture of each area.

Altogether, the project will include four 12" × 18" maps, covering an area 320 miles east to west and 400 miles north to south. There will be four referee versions and four player versions suitable for display at the table or in a VTT. In addition, I've made two smaller-scale maps (one for referees, one for players) that combine the four maps together. Finally, there will be two full-size composite maps, one for players, one for referees, that join the corners of the four quadrant maps. That's 12 maps total, accompanied by a 200-page Guidebook that is cross-referenced and indexed for ease of use.

The setting itself has six major regions: the Wild North, Blackmarsh, the Southlands, Vasa, Northport, and the undersea realms beyond the Grey Sea. Northport is a medieval fantasy duchy within the Grand Kingdom, while the Wild North is home to the Rurasin Princes, locked in endless war beneath the vast Taiga that surrounds their towns. I drew heavily from Russian and Slavic mythology to create a fantasy version of early Slavic and Rus history. There are Vikings, blood cultists, fallen Elven kingdoms, faeries, and vengeful druids scattered throughout the Northern Marches.

Of course, there are plenty of great fantasy settings with similar potential for adventure. What sets the Majestic Fantasy Realms apart is that I take the time to paint it as a living world, one that's ready for the players to visit. It's not about a Dark Lord trying to conquer the world or conjuring images of towering mountains and forests older than memory. I take the time to paint the quiet moments, the daily struggles, the lives of ordinary folks living in extraordinary times. These battles don't shake the continent but the world remembers the adventurers who stood and fought them.

Despite all the detail I provide, there's still room for the referee to make it their own. Most locales are spaced three to five hexes apart, leaving plenty of space to expand. I rely heavily on classic fantasy medieval tropes that are easy to customize or reinterpret. I might suggest an adventure in a few lines, then move on, leaving the referee free to flesh it out however they see fit.

You asked what I'm most proud of? Its utility. I've built this project to be as useful as possible, for different kinds of campaigns, for different playstyles, and for referees who don't have time to absorb a massive setting all at once. I hope it serves as a helpful example for others looking to create a setting of similar scope.

And if someone decides to make The Northern Marches their own, maybe even share or publish what they create, they'll be able to. I'm planning to release the text and maps as part of a Setting Reference Document under the CC-BY 4.0 license.

Q: Finally, it seems pretty apparent that you've got other releases up your sleeve. What's next on the platter?

A: Yes, I've got more in the pipeline, much of it already mostly written. There are two projects I set aside while writing the draft of The Northern Marches.

The first is a Guidebook to the Majestic Fantasy Realms, covering the entire continent. Unlike the hexcrawl format of Blackmarsh or The Northern Marches, this one is written as a travelogue, not unlike the original World of Greyhawk folio. The second is Towns of the Northern Marches. I'm drawing inspiration from the original Cities of Hârn for its format, though the writing won't be quite as terse as those early Hârn releases.

After that, I have two sandbox adventures I want to publish: a 2nd edition of Scourge of the Demon Wolf, set within the Northern Marches, and a new adventure titled The Deceits of the Russet Lord.

My next major project will be the full Majestic Fantasy RPG. It'll be released across five digest-sized books and expand on the basic rules I put out a few years ago. A big part of it will be explaining how I run my sandbox campaigns, what I call a Living World Sandbox. I'll cover it from both the referee's perspective and the player's.

The goal behind how I run these campaigns is simple: to make it feel like the players actually visited the setting as their characters, while pursuing the adventures that interest them. There's more coming, and I hope what I've built helps others bring their own worlds to life.
 

Welcome to the fourth news roundup in June. Last week was a short release, due to travel plans and storms that interfered with my internet connection, so let's see what we can do this week to make up for it, shall we? I have found that the summer months, especially the month and a half leading up to GenCon, tend to be slow for releases.

  • Matt Kelly has released Cities & Towns, an expansion for Cairn and Into the Odd. It provides urban options for adding to domain-level play in those two games, and looks to be a welcome addition to supplements for fleshing out your campaign.
  • I had missed this earlier, but there's a No ICE in California game jam going on over on itch that will be ending tomorrow. There are over 500 entries, and when it's done the jam will be collated into a bundle, with sale benefits going towards organizations working for immigrant rights.
  • Rat in a Suit has released their first solo play zine: Ice, Snow, and the Quest for Salvation. Inspired by Shackleton, Scott, and the early days of polar exploration, you take on the role of a ship's crew stuck in ice and forced to disembark and journey overland.
  • I had mentioned Miasma and Monsters a few weeks back, and the creator reached out to let me know that they've just released the first adventure for it: Sacrifice at Mount Sampo. It looks really well done, and I'm looking forward to more releases from them.
  • Solo games have experienced an incredible surge in popularity, and one of the new entries is Solo Compendium, by Sam Bickley, which is less a system and more a toolkit to help folks play solo games.
  • Pickpocket Press, the publishers of Tales of Argosa, has just released Adventure Framework 70: The Lost Roads of Dol-Karok. There's a bunch of material jammed into 34 pages, with two really cool adventure generators. I'm a big fan of ToA, and think the stuff PP is putting out is top notch.
  • Mudbones is an interesting-looking four page dungeon statted for Shadowdark. It's part of a series of short dungeons by the same author. It's got a pretty broad level range, written for 3-6 PCs of levels 1-4, but I also like that it comes with VTT compatible maps.
  • The prolific Christian Eichhorn has released Sinners, a new zine for Mork Borg. They consistently produce high quality, interesting work, and it's totally worth checking out their newest venture.
  • The Untitled Runic Manuscript is a neat looking, system-neutral product that introduces a system of runes and runic magic designed to be plugged into an existing game.
  • Bog Iron is a mini-setting for Mork Borg based on Swedish folklore. The art and layout is phenomenal.
  • Michael Duggan reached out to me at Sabre about carrying Ligaments, and I see that it's also available on Drivethrurpg. It's an interesting premise, a game that blends WWI technology with a post-apocalyptic setting.
  • Outcast Silver Raiders is a beautiful game that we can't seem to keep in stock at Sabre, even though it is a bit grim for my tastes. I saw recently that Altar, Issue 2 is now available, sixty-six pages with three dungeons and a bunch of extra material.
  • I'm getting ready to launch Hexapalooza, a crowdfunding campaign with two goals: printing an offset, slightly revised version of Filling in the Blanks (this version is designed to be system neutral) as well as a calendar-agnostic hexcrawl workbook that goes along with it. It's the first time I've done an offset print run of Filling in the Blanks, and I wanted to make it more usable to folks using other systems.
 


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