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January 2, 2026

2025 TTRPG: The Road Travelled

Welcome to 2026. I hope the holidays have treated you well. So, on to a look back at my gaming in 2025.

three dice black with white pips, rolling dynamically across a white space
Dicing in 2025

Firstly, most of my Gaming took place on the Raspy Raven Discord; you can see the link to it below, and you are very welcome to join us!

I occasionally escaped to conventions around the UK and to what is seemingly becoming a monthly excursion into London, mainly at The Arcanist’s Tavern.

Some Statistics: 117 sessions, 4 conventions, 34 different systems. Top five: Dragonbane, Coriolis: The Third Horizon, The Yellow King RPG & The Electric State. I ran all of these apart from Dragonbane.

I will delve into the top three playing highlights of the year, followed by the top three games I ran, which really hit the mark.

Playing

Dragonbane - Path of Glory

Our GM, chekmx, does a great job of herding cats, as we do our best to, unintentionally, make things difficult for him. Mainly, this is in our choice of PCs, we were almost at a point where there was no more space at the back of the party, crowded as it was with wizards, rogues and folk that could barely lift a dagger, let alone a sword and took flight at the first sign of danger.

Over time, Dragonbane has certainly become a “Goldilocks” RPG for me, not too much and not too little crunch. I rarely run fantasy RPGs, but I do enjoy playing in these sessions. I get my fantasy/OSR fix in these Sunday evening get-togethers, which we’ve been a part of for over ten years.

This group have quickly gone from the Dragon Emperor campaign to Path of Glory (PoG). All seemed straightforward in the first phase as we gathered McGuffins to find a grand McGuffin before entering a complete hell hole, where character after character perished, until we eventually blasted our way through and out the other side. There, the story pauses to be picked up again in January.

As mentioned, it’s my fantasy fix, but it is also my only regular playing fix with a long-standing group. It’s a great way to start the week, and long may it continue, though I worry about the longevity of my latest character, Hackleswell.

two bull headed warriors hold axes and look menacingly out of the forest that they call their home
Dragonbane - Path of Glory

Swords of the Serpentine - Swords of the Bosphorus

I sadly had to drop out of this wonderfully inventive take on Swords of the Serpentine (SotS) due to life stuff. Martin was the GM and had a bit of a track record of creating these unique, ingenious hacks. So we took SotS and ended up in 12th-century Constantinople. I played a Portuguese explorer who’d fallen on hard times, but still kept his trust in St. Anthony of Padua, the patron saint of finding lost things, amongst other miracles! Martin had cleverly replaced the SotS magic system with reliance on Saints and other deities to grant miracles to the PCs.

The PCs spent much of their time trying to decipher passages from an ancient Prophecy, while battling foes both supernatural and mortal, but just as deadly. Sessions were undertaken around a series of wonderful brain teasers, linked to scripture and myth, and I got a lot of my kicks out of following up on our perceived understanding of them, sometimes rightly, sometimes a right royal red herring. Tremendous fun, endlessly inventive and shows how much the framework of SotS can stretch, much kudos to Kevin Kulp and Emily Dresner, along with Martin!

When it’s summer, you smell her before you see her. As you come around the curve of the Serpentine river the scent of the open sea is replaced by the stench of low tide, of boat tar, of rare spices spilled from a smuggler’s ship; of cooking smoke and human waste. Bells ring out across the water and echo like the song of ghosts, loud enough to almost drown out the chanted prayers of your ship’s rowers.  You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world.   It doesn’t matter whether you’ve come to kill a rival, earn a fortune, learn a secret, or hire an army. You’re home now, and the Sinking City will embrace you. All you need to do is survive.  Swords of the Serpentine is a sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. The rules adapt the GUMSHOE investigative roleplaying system to create a fantasy RPG with a focus on high-action roleplaying and investigation inspired by the stories of Fritz Leiber, Terry Pratchett, Robert E. Howard, and others.  Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.  If you want to track down foul sorcerers in a corrupt and decadent city, clamber through underground ruins to sneak into an enemy’s home and rob them, or wage a secret war against a rival political faction, you’re in the right place.
Swords of the Serpentine

17th Century Minimalist - Bring us that Book!

This was a face-to-face oneshot at Owlbear and the Wizard’s Staff. Aerkane ran an excellent game, getting the mix of history and play just right. There were also some nice improvisational tweaks to the character creation and at key points along the adventure via hidden prompts.

17th Century Minimalist is a strong little OSR game that has enough variation in it to make those seeking system over vibes happy at the range of tactical options and equipment.

Ultimately, though, any play comes down to the people, and we had a wholly committed group, who, even though they cut down my duplicitous PC in full flight, were to be applauded for sticking to such great roleplaying principles. Curse them!

Welcome to the 17th century minimalist.  This is a fast-paced and highly-deadly game with a pinch of black humour that puts characters as wanderers in 17th century Europe. You will play as tricksters, thieves, former soldiers, bankrupt swashbucklers and petty physicians, roaming the Old Continent in search of coin and glory. The system is designed to allow fast character creation, compatibility with other games (mostly in the OSR community) and a reckless style of play.   All rules are simplified and compressed to their essence. It assumes a historical, low-fantasy setting in the 17th century. It has firearms with flintlocks. It does not have magic. Combat is faster, deadlier and scarier. Why? Because characters do not gain more HP in higher levels. It has novel mechanics for experience and reputation. The two together offer opportunities for a more narrative style of play.
17th Century Minimalist from Games Omnivorous

Admittedly, there are many, many more games I’ve played that deserve a mention, but there is only so much ink in the Buttondown reserves.

Running

The Electric State - Into the Dust

Probably the most fully realised of the campaigns I ran AND completed. It also leaned into more narrative and less mechanically focused sessions, though I would say it is perversely one of the more complex Year Zero Engine games.

Again, we had an excellent group, fully committed to the setting and their characters and always up for introducing aspects of their character or the setting that didn’t always make it easier for them, but always added interest and enjoyment to each session.

I did put together a detailed review of the campaign, which you can see by searching back through my archives, but I’ll highlight some thoughts that have come to me since we completed the campaign.

I’ve reversed my feelings of restoring Hope via resolving conflicts. It felt clunky on the page, but for our group, it produced a series of lovely little vignettes as relationships deepened and the previous scenarios were reflected upon. An impressively realised bit of design.

The setting for me perfectly reflected the art and words of Simon Stålenhag; ignore the rancid Netflix movie, this for me pinpointed a certain set of pre-apocalypse conditions, which are easy to recognise in today’s world. They are horrific, and again, the designers have done a brilliant job in reflecting these elements - decaying societies, The Neuroscape, Hope vs Bliss dynamic - into the mechanics.

It is still a mini campaign I continue to reflect upon, now to get my Pilgrim’s Way UK version of The Electric State to the table.

Into the Dust, white writing with black shadow. Behind a red tinged dusty scene on a highway, with cars in the distance, spread across the road and waiting with taillights on a card with a canoe on the roof
Into the Dust

Liminal Horror - The Bloom

I could have picked any number of scenarios for this system: The Chair, Gongoozler, One Night at the Shelterwood Inn, Messenger National Park.

The Bloom, though, was what I plumped for, in part, because the scenario coincided with reading lots of articles about the main protagonist in The Bloom. It was a joy to set up. I transferred it all into FoundryVTT, which worked perfectly.

The guidance in the scenario for campaign versus, in our case, one-shots, was so helpful, as was the community on the Liminal Horror Discord, always happy to give advice or comments, but above all, super enthusiastic about their games.

So I was on a wave of positivity as I dropped the players into this sandbox and sat back as I improvised or rolled on tables to create an increasingly creepy wilderness survival game. A highlight was a shot ringing out in the forest at night. I’d linked a gunshot sound to the Discord voice channel, though it eventually went off at about a hundred times the volume I’d anticipated! A public apology to my players is warranted!

Definitely more Liminal Horror in 2026!

A postcard of a mountain scene with a forest and lake. Words: Greetings from Coldwater, our little slice of paradise!
The setting for The Bloom

Tales of the Old West - The King of Santa Fe

I’d loved what the Effekt folks had done with this setting, and given it was Year Zero Engine, I thought this would be easy to pick up and run. In retrospect, it has proved to be much more challenging, mainly because it is so unlike anything else I’ve run or played.

I did a fair amount of prep and reading for this, particularly on session zero, to tease out what the players wanted in terms of game experiences and to give them enough agency to drive the story.

A slow burn, as we got to grips with the mechanics and each other, but it’s now throwing up regular Western tropes - card games, duels, survival in the wilderness and shady goings on.

It is definitely the campaign that has got my brain whirring the most, given my other campaigns are off the written page. It’s a direction I want to go in, but I think it’s also something that I need to ramp back on other games to accommodate some brain space.

Looking forward to more epic events with this excellent group.

Welcome to the Old West, where life is hard, life is short, and life don’t owe you a goddamn thing.  But you are extraordinary.  Neither race nor gender can limit what you can become. It don’t matter where you come from, it’s the West that makes you. There are no monsters but other folk, and only the dead forget the land is your enemy.  This comprehensive core book contains everything you need to create an adventure for you and your compadres in the American West of fiction, film and history. The rules expand the acclaimed Year Zero Engine to help you create diverse characters, to build your reputation, your home, your business, your family, and a thriving community.   Coming in around 300 pages (!), the book contains extensive guidance on creating a player focused campaign in the historical West, and a whole campaign framework set in New Mexico and a full starting adventure. If you enjoy TV shows like Deadwood and 1883, films like 3:10 to Yuma and The News of the World or novels  like Lonesome Dove and Blood Meridian, then you will enjoy playing Tales of the Old West.   *on life as an outlaw, shortly before he was shot dead while robbing a bank
Tales of the Old West from Effekt Publishing

Honourable mentions: Coriolis: The Third Horizon, The Yellow King RPG, The Silt Verses, Cosmic Dark, The Dee Sanction, First Responders & Pressure

Overall, very happy with the gaming for 2025, I feel I’m at the limit on what I can comfortably cope with and given my wish to do more writing in 2026, I may have to ramp back. But there is still enough innovation, creativity in the TTRPG community to keep me excited and engaged with this excellent hobby.

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