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Category Archives: Tabletop Games

Our catch-all category for games that you can play on a table. Or the floor. Or anywhere you can manage it.

Adventure Log: Living on Borrowed Time Part 14

The Borrowed Time, the CR-90 corvette called the Last Ditch, and a mixed group of starfighters cruised through the darkness of space, several hyperjumps away from the planet Dahvil and the now-destroyed Rebel base there. While the rebels had made good their escape and savaged the Imperials in the process they were faced with an […]

Gaming in the Wild: Pretty (Frustrated) in Pink

I want to thank everyone who took the time to let me know how much you enjoy my writings, and your further encouragement for me to keep producing content once the Mad Adventurers close their doors in the new year. It means a lot to me to know that you are out there…

Gaming in the Wild: Hallowed Halls

The word has come down, the final bells are tolling. We stand at the precipice of change, as the windows begin to be sealed and boarded, the furniture draped in dust cloths and the finer relics of our endeavours distributed among their owners. New homes will come for most, but for all? We shall see…

The Independents: Mistborn Adventure Game

The immortal Lord Ruler reigns over a land of ash, where it is a daily struggle simply to keep crops growing. Nobles play games of intrigue and lead lives of luxury while an entire peasant/slave caste known as the skaa toil away with no rewards other than enough food to survive and maybe fewer beatings. […]

Gaming in the Wild: Expansions and Editions, Fun at a Profit

The world we have created for ourselves is rife with complexity and confusion. After millennia of civilised society we have a plethora of systems and states, hierarchies and red tape, and almost everywhere you go in the world, there is a monetary value placed on almost everything, even things that are labelled as “free…”

Dungeon of the Mind

The mind is the most powerful thing we mortals possess. With it we have altered the course of history, invented marvels of sciences, and created entire worlds. In a world of magic and multiple planes of existence it would be no surprise that dungeons could exist in the very minds of its inhabitants.

Adventure Log: Living on Borrowed Time Part 13

Cole ran for the cockpit, leaping into the pilot chair and desperately trying to get the Borrowed Time up and running even as Bas did the same in the engine room. Nak dropped into the dorsal turret and strapped in, swinging the blaster cannons towards the blown-open hangar doors. Verjylla was on the ship’s comm, […]

Gaming in the Wild: A Clear Canvas

A funny thing happened when I cast off the shackles of the somewhat underwhelming experience we had going through Dungeons and Dragons’ “Princes of the Apocalypse” adventure module. As the internet does with its click-bait, “The Dungeon Master gave the players control, and you won’t believe what happened next…”

Gaming in the Wild: The End of the Apocalypse

Over the last year or more, my table at the Bracebridge Tabletop Gaming Community has been plodding their way through the Dungeons and Dragons adventure module “Princes of the Apocalypse.” After a meeting with the group, here is what we have decided…

Traps, Triggers, and Puzzles 1

Dungeons should be filled with danger and contains the remnants of those who built it. Dungeons are built for many different reasons: to house ancient treasures, imprison powerful creatures, hide secrets, etc. In order to protect these treasures and creatures the builders create traps and puzzles to keep out unwanted visitors.