Thursday, July 9, 2026

Three Things I Do Instead of Cancelling Games

 

We all struggle with scheduling games or cancelling games when people aren't available. I've found a stack of three tools that help me keep continuity at my table.

Kate over at Kate Plays recently wrote a piece called "The Open Table" and it is worth your time. She makes a strong case for the Open Table as a structural answer to Schedule Tetris. Her argument is essentially that a game built around a rotating fellowship of players, anchored to a persistent location rather than a fixed cast of characters, is more resilient than one that depends on the same five people showing up every week.

She's right, I've run and played this way, the Open Table is a real solution, but it's not right for everyone.

  • My table runs small, usually four or five people. We're a small group of friends who play games during our lunch hour at work, so an Open Table isn't on the table for us.
  • Playing during our lunch hour makes it hard to run a full delve per session. We can't really run the expeditionary model Kate proposes. (Though we certainly lean into the location driven, chronical model.)

With these constraints, here are the three tactics, we use to preserve continuity. Bubble Wrap preserves characters. Love Letters preserve player ownership. Demo Games preserve momentum.

What It Looks Like in Practice

These three tactics stack. On any given week, I'm looking at who's at the table and deciding which combination applies.

Full table: run the campaign normally.

One player missing: bubble wrap the absent character, run the session. Write a Love Letter before the next session opens.

Two players missing from a four-person table: this is the edge. I'll sometimes still run, depending on which characters are absent and what the session requires. Love Letters for both on return.

GM missing, or more than half the table gone: pull a demo from the library.

Tactic One: Bubble Wrap

The first tactic comes from watching John Britton over at 3d6 Down the Line. It's exactly what it sounds like. When a player can't make it, their character is still present in the fiction but is wrapped in protective foam for the session. They're there. They participate in the scene-setting. But they don't make moves, they don't take consequences, and nothing significant happens to them while their player is gone.

Before I started doing this, there was a standing joke at the table about the time I was "ghosting" a missing player's 1st level (AD&D) Magic User and I burned their one spell that day on a bunch of tunnel prawns (almost as dangerous as giant rats). It still comes up occasionally.

This is a social contract more than a mechanical rule. It asks the table to agree that a character's story is the player's to tell, and that the GM won't advance or damage that story without the player in the chair. It works because it's honest. We're not pretending the character is somewhere else. We're acknowledging that the fiction requires the player to be real. It's been a popular change with my players.

Bubble wrap lets us run most sessions at reduced capacity without compromising anyone's investment in their character. If three of four players are there, we play. The absent player picks up where they left off.

Tactic Two: The Love Letter

Bubble wrap handles the absence. But it creates a problem on the far end: the player comes back, and the game has moved without them. Their character was present but passive for a session or two. There's a gap between what the character fictionally experienced and what the player actually played. That gap needs to be bridged.

The Love Letter is my answer, and the credit for the original form goes to Vincent Baker, who introduced them in Apocalypse World. A Love Letter is a short, personalized move written directly to the absent character, addressed by name, that catches them up and immediately puts them in the action. It does two things at once: it acknowledges the fiction that happened without the player, and it gives the player something to do with it right now.

Here's one I wrote for Cedric, a legionnaire in my ongoing Dungeon World Arden Vul campaign, after he missed a session that ended mid-combat:


Cedric, training takes over before thought does. The chest crashes through the doorway. The crossbow fires. Lorez's fireball turns the room into an oven. In moments like this, legionnaires don't wait for orders. Tell us what command you barked as the fight exploded. Then roll +CON.

On a 10+, hold 3. On a 7-9, hold 2. Spend hold, one-for-one, during the opening moments of the fight to:

  • Put someone exactly where they need to be.
  • Spot a threat before it acts.
  • Create an opening for an ally.
  • Keep panic from spreading.

On a miss, hold 1, but the GM will tell you what danger you completely overlooked.


Here's another I wrote for Swalthazar, returning to the Plundered Catacombs in one of my Beneath Ahknoor playtests after two sessions in bubblewrap:


Here's a more recent one I wrote for Swalthazar, returning to the Plundered Catacombs in my Beneath Ahknoor playtest after two sessions on bubble wrap:

Swalthazar, you were there for all of it. You watched the chapel fall into chaos. You watched Caspian look away from an explosion like he'd planned it. The cursed spear on your back hasn't spoken to you for two sessions, and you haven't decided yet whether that's a relief or a warning.

Tell us: what were you doing while the others were making their moves? And what did you notice that nobody else did? Roll +VIT.

Depending on the roll, Swalthazar may return with new insight, lingering consequences, or an uncomfortable conversation with the spear.


The Love Letter works because it makes the returning player's first action about their character's interiority. They're not just picking up from a pause. They're narrating what it was like to be present without acting, and the roll shapes what that costs or rewards them.

Done well, a Love Letter lands a player back in the fiction faster than any recap could. And, it engages the rest of the table at the same time.

Tactic Three: The Demo Game

Bubble wrap and Love Letters together handle most situations. But there's a threshold where even that isn't enough. If the GM is missing, or if half the table can't make it, running the main campaign doesn't make sense. You either cancel or you do something else.

We do something else. We've been building a small library of short game demos: complete, self-contained scenarios that can be picked up and run in a single evening with minimal prep and a reduced group. I heard about demo games from two sources: Justin Alexander and the +1 Forward podcast.

The pitch in both cases is roughly the same: a well-designed demo scenario is short, punchy, requires no prior knowledge of the system, and gives players a complete experience with a beginning, middle, and end. It's not a tutorial. It's a real game, just a small one.

What I've added to this is intentionality about what goes in the library. I'm not grabbing demos at random. I'm looking for games that might be candidates for an upcoming short arc: a holiday special, a one-shot, a mini-campaign to run on the days we set aside for exactly that purpose. The demo doubles as a proof of concept. If the table responds well, we know we have something worth returning to.

I recently ran a demo of Enigma (by Andrew Pelham, PWYW on itch.io) for a couple of Beneath Ahknoor playtesters when the other testers were away on family vacations. We got a complete session out of it, I learned something about the system I wanted to know, and the players got to play a session we'd have otherwise cancelled. Both player mentioned it was a game that they wanted to bring to their non-work groups.

Other games in the library include:

  • Scum & Villainy (played)
  • Escape from Dino Island
  • Cthulhu Dark

Next week I'll share what's actually in my demo library and how I decide which games earn a permanent spot.

If you want to see the campaigns where this is in use, I have an index for Beneath Ahknoor and for Arden Vul. Both pages have links to session recaps, short posts about what I'm learning, and more posts like this.

Tuesday, July 7, 2026

Beneath Ahknoor - Tue Group - The Honey and The Mirror

Group 1 | Session 5: The Honey and The Mirror

Four adventurers spent a session trying to get somewhere and arrived somewhere else. They found the dungeon's third faction, its third clue, and a voice that had been expecting them.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Tuesday group includes:

  • Chris as Gueller
  • Danny as Caspian
  • Matt as Swalthazar
  • Torrens as Tengi

The catacombs are waiting.

Friday, June 19, 2026

Beneath Ahknoor - Tue Group - Who Knew You Were Coming

 

Group 1 | Session 4: "Who Knew You Were Coming"

Four adventurers spent a session trying to get somewhere and arrived somewhere else. They found the dungeon's third faction, its third clue, and a voice that had been expecting them.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Tuesday group includes:

  • Chris as Gueller
  • Danny as Caspian
  • Matt as Swalthazar
  • Torrens as Tengi

The catacombs are waiting.


Previously: Three suits of animated armor came apart in the halls. A funeral mask of pink salt was found in the niche behind the last one. It was carved to resemble one of the adventurers, and it was here before any of them set foot in the dungeon. Nobody has asked the right question about it yet. Nobody is sure what the right question is.

The party is lost. Gueller knows this for certain because he is the one who navigated them in a circle using the right-hand rule and brought them up directly behind the thing they were running from. He has the condition for it.

Somewhere ahead is the Processional Hall. The glass eye on the chapel altar has been pointing toward it. Caspian tried augury to confirm the direction and got seventeen percent accuracy, which means it is probably not that direction.

The halls are quiet.


What the Cat Knows

The camera opens on Ink.

She has spent three sessions being a reasonable amount of alarmed about this dungeon, which is the correct response. She sat out the Walking Hive. She has been riding on shoulders, watching corridors, making the specific assessment that cats make when they are deciding whether a place is survivable.

She has reached a conclusion.

Close on Gueller, not moving. Close on Caspian, who remembers, finally, that his cat knows the way back.

He asks. She resigns herself to it. She gives an agitated meow, not hostile, not frightened, just the meow of a creature who has been waiting for the humans to figure out what she has known for ten minutes, and turns and starts walking.

The camera follows.

At corners and intersections, the camera catches something: Ink pausing. A small hesitation. The question in the pause is whether to wait for them or keep going, and she is deciding it each time, and Caspian can see it happening, and the sight of it changes something small in how he thinks about her.

The chapel is close. She knows exactly where it is.

She stops.

The camera holds on the intersection. On the floor ahead. On Ink, who will not cross.

The drops are amber and reddish and spaced out in a trail that leads straight down the corridor Ink wants to take. They catch the torchlight. They look like something that dried slowly.

She will not cross them.


The Trail

The camera cuts to Tengi.

He has the highest Reason in the group. He looks at the trail. He looks at the other corridors branching off at this intersection. He thinks about where they have been and where the chapel is and which route does not cross whatever laid that trail.

Close on the other corridor. The one that goes around.

He says: this way. He leads.

The camera tracks them through the dark.

At the next intersection, the trail crosses their path again. The camera is already pulling back before they register why.

Hold on the ceiling.

A corpse ant hangs from the stone above, encased in a shell of its own making, its abdomen the size of a large sack and the same reddish color as the drops on the floor. It is suspended like a natural formation, like something the dungeon grew rather than something that walked in. Its legs are folded. It is not moving.

It is fermenting.

The camera holds on it for a long moment. Then the party is past it, and the corridor is empty again, and the sickly-sweet smell of it does not follow them.


The Chapel, and What the Eye Has Been Doing

The camera opens on the chapel.

It looks the same. The overturned benches. The scraped altar wall, the shadows of what was pried out of it. The statue in the central alcove, handless, eyeless in one socket.

The camera moves to the glass eye.

It has turned. The angle is different from the last time any of them stood here. It is no longer aimed into the room.

Slow pull back to reveal what it is looking at.

The statue wall. The section of wall directly behind it. The section of wall that, when the camera holds on it long enough, has a hairline seam running floor to ceiling on either side of the statue's alcove. Not erosion. Not a crack.

A door.

The camera holds.

They follow the eye toward the Processional Hall.


What the Processional Hall Costs to Enter

The camera opens on a doorway.

In the doorway: a dead man, crumpled, surrounded by small darts. The holes in the stone of the doorframe match the darts exactly.

Close on Tengi, who assesses this the way someone assesses a thing they have seen before.

He steps forward and gets low, moving along the floor toward the trigger stone. The camera follows his hands as they find the edges of it. He reads the trap by the shape of what it took from the man in the doorway.

He presses the stone. The darts fire. He takes a few. Not as many as the other man.

Close on his face. He holds very still for a moment. Then he narrates, for the table, a story about a tower and a friend and a golden statue and the specific way that both the treasure and the person who helped him carry it were lost in the same instant. He has carried it since. The scar is the mark of it.

The camera holds.

The condition does not land. He steps through the doorway.


The Processional Hall

The camera opens wide.

A long corridor, barrel-vaulted, the ceiling high enough that the torchlight does not reach it. The walls are carved in high relief: a funeral procession, mourners of every class, the poor and the powerful intermingled, and among them and watching from the carved stone above them, skeletal figures of the dead, looking down, waiting to receive whoever is being carried in.

The camera turns slowly.

There are real dead men pinned against the walls with the amber substance from the trails, positioned the way the carved figures are positioned, watching from above. The ants have been here. The ants may still be here. The dead men are held in place and the amber is hardened and the effect, in the torchlight, is that the carvings have become indistinguishable from the corpses staged among them.

The camera holds on Tengi's face. On the creeping sense of being received.

And then Caspian hears something the others do not.

Not words, exactly. A presence, which has a shape that resembles words. An easy smile. A certainty that borders on mania. The thought pressing through the stone and the dark: yes, welcome home, this is going to be the best thing that ever happened to you, it has been the best thing for me.

Close on Caspian. He knows the shape of that certainty. He knows who it belongs to.

Malric Vane has been down here since he walked through the wards. He has had a long time to develop opinions about what it means.

Then another voice. Deeper. From somewhere further in. Not welcoming.

They've come again. Get them.

The camera catches the clanking. Multiple hallways. Getting louder.

They leave.


Five Tomb Robbers

The camera opens on the chapel.

The party walks back through the doorway. The chapel looks the same. The benches, the statue, the glass eye.

The camera catches the seam in the wall.

The seam is a door and the door is opening.

Five people are ready to come through it. They are dressed for the work they do down here: practical, worn, carrying the tools of extraction rather than the tools of violence, although the violence tools are also present. The one who is smiling is not smiling warmly. He says: poaching on our lands, eh? Empty your pockets. Let's see what you found for us.

Cut to Gueller.

He holds up a piece of stone with a rune on it, something he has been carrying since before this session started, something that has been waiting for a moment that called for it. He calls the enchantment. He holds it wrong, or the wall has an opinion about the angle, or the spell does what it wants rather than what it is told.

Swalthazar is already moving, rope in hand, catching two behind the wall Geller raised. He turns his ankle on the way back and it matters, but less than the alternative.

The wall rises catching two of the robbers.

In the hand of one of them, hanging loose, is a locket on a thin gold chain. The locket falls.

The camera holds on two tomb robbers as the stone catches them against the ceiling.

Close on the fifth tomb robber, gone. One escaped.

Close on the locket, open on the floor. Inside: a woman's portrait, drawn roughly, pasted over the original painting. Someone removed the first face and replaced it with this one.

The camera holds.

Three clues. The mask. The eye. The locket. Three faces the dungeon is keeping.


What Tengi Does With the Remaining Two

The camera cuts to the halls.

The Children of Senkrit are in there. The two tomb robbers caught in the rope are in there, trying to get loose.

Tengi uses his black light ring. He asks Gueller to lower the new wall and he runs toward the sounds of clanking armor and into the dark, the tomb robbers follow him. At the last moment he steps sideways into a side passage.

The camera holds on the intersection. On the sound of two factions meeting.

The fighting is audible. Then it is not.

Pull to Tengi in the side passage. He is alone. He is lost. He does not know which direction the chapel is.

The rest of the party is in the chapel.

The dungeon is between them.

Cut to black.


Where Things Stand

Three clues. One more to even the odds on the Unlocking Move.

Three factions, all of them accounted for now. The Children of Senkrit are in the halls with whatever is left of the tomb robbers after the collision Tengi arranged. The corpse ants are fermenting something in their hanging cases. One tomb robber escaped and knows what the party can do.

The Processional Hall is charted. Malric Vane is in it, or near it, or is it, and he has been waiting for someone to hear him. Caspian can hear him.

The glass eye watched the secret door all along.

And the funeral mask carved to resemble one of them was placed here by someone who knew they were coming, before they arrived, before any of them had reason to be in this dungeon.

The question is still open.

Next session begins with Tengi making an exploration roll, alone, in the dark.


The catacombs are not done with any of them.

Thursday, June 18, 2026

Beneath Ahknoor - Thu Group - What the Bones Remember

Three strangers entered a buried library beneath the ruins of Ahknoor and found a place that remembered too much.

These are lightly polished recaps from an ongoing Beneath Ahknoor playtest campaign: emergent dungeon fantasy built collaboratively at the table through exploration, folklore, scavenging, grief, and bad decisions made underground.

The events below were not scripted in advance. My role as Keeper was to ask questions, follow consequences, and let the dungeon become what play demanded.

The recaps are generated by AI from my session notes and edited for accuracy and voice. The facts, factions, and consequences are mine; the prose is collaborative. See all the recaps here.

The Thursday group includes:

  • Torrens as Eldric
  • Michael as Thanatos
  • Cameron as Gohma

The library is waiting.

Tuesday, June 9, 2026

Beneath Ahknoor - Thu Group - The Sword of the Whojamajigs

Group 2 | Session 3: "The Sword of the Whojamajigs"

Previously: Three strangers stood at the entrance of a buried library and went in three separate directions. Eldric went up toward the gallery. Thanatos jogged until he found a scriptorium. Gohma went down. They found creatures made of ink, doors rigged with falling rocks, and a hand in a cubby whose fingers had been stained so long that the discoloration had become structural. They uncovered four clues, marked two conditions, and found a book that cannot exist: a newly bound volume with mismatched contents, featuring one page written in Eldric's own handwriting inside a satchel carried by a figure who has never met him.

The session opens in a hallway where two paper wasps, the size of small dogs and assembled from salvaged pages and binding string, block the path. Eldric's magic speaking voice is gone. There is only one thing left to try.

What Light Does to Wasps

The camera opens on Eldric's hand holding the wand. He runs the calculation. Without his voice, casting the spell is significantly harder, but the wand brings the odds back to even. He names what he fears: that the light will draw more attention, not less, and that whatever else dwells in this place will see it and come.

He casts the light past them against the far wall. It shines bright and moving, mimicking the way living things navigate a space. Close-up on the wasps: they turn toward the distraction. He runs. A piece of vellum sloughs off one of the wasps as they lurch toward the illumination, and he grabs it without slowing down, refusing to look at it until he is clear.

The camera follows him through the gap, keeping tight on his boots and the wall of the hallway. The gallery entrance grows closer and larger until he bursts through it. Cut to: the vellum in his hands.

It is a torn sheet featuring three separate handwritings. The first hand is careful and scholarly. By the bottom margin, the third writer's script is crowded and overlapping, clearly running out of room; something is deeply wrong with how fast they were writing. Three distinct authors, writing at different times under increasing pressure. The camera holds on the bottom margin, focusing on the exact spot where the handwriting changes. This is clue five.

Three Rats and a Dying Wasp

Cut to Thanatos in the scriptorium. He is not alone. Three rats emerge from the walls, each from a separate nook, moving in formation toward the center of the room. The middle rat reaches the ink splatter left behind on the floor by the animated ink. It extends its tongue to taste it. All three rodents shudder simultaneously, then immediately retreat to their nooks. The camera holds briefly on the ink splatter and their hurried retreat.

Thanatos is looking for scripture, as his partial book is spent. There is a doorway he has not yet tried, where vellum hangs on strings from wall to wall. From the other side, he can hear a distinct buzzing. Cut to: one paper wasp on the floor of the annex. It is heavily damaged and turning in tight circles, its wings unable to lift it. The camera pulls in tight as Thanatos picks up two large blotters.

The creature's sting catches him in the leg as it goes down, forcing him to mark the "Nauseous" condition. He pulls two partial sheets of vellum from the lines, writings in two different languages he cannot place, and stuffs them into his pack. He does not intend to use them; he just wants to carry them out of here. He then heads up toward the gallery, following the path Eldric took.

The Gallery Had Already Been Robbed

In the gallery, wooden panels line the walls alongside cracked icons faded past reading, a torn painting, and empty plinths. Footprints in the dust track back and forth, appearing neither careful nor recent. Someone was here before any of them; they took their time, took what they wanted, and left. The camera holds on the plinths, emphasizing what is no longer there.

Pat asks all three players: what masterwork was once displayed here, and why do you mourn its loss?

Eldric had expected showy, expensive pieces—the kind worth collecting. He went up toward this room on the first day because he assumed that was where they would be stored. Because they are missing, he realizes someone else had the exact same thought and arrived first. That is the kind of loss he understands all too well.

Gohma, across the dungeon, grew up with a book of fairy tales. The book told of a hero whose name his parents could never quite remember, so they simply called him "the Whojamajigs", the word they used whenever a name escaped them. The hero carried a jeweled, highly specific sword that became legendary in the way things your parents tell you often do. For years, Gohma did not understand that "the Whojamajigs" was not the hero's actual name. He had believed in that sword completely and came here looking for something like it. There is no such sword to be found.

Thanatos had hoped for a simple cloth, the kind worn by the wandering sage of Lesser Whojamajig. He sought something plain, worn, and meaningful, but it is also absent.

Cut to: Thanatos shouting for Eldric. The sound goes out, but commotion answers from a different doorway, and he follows the noise.
The camera pulls back to reveal a four-way intersection and a central pedestal. A book strains against its chain, snapping at the air as if it knows he is there. Thanatos addresses it, asking after its teachings, but the book does not answer in words. Evaluating its movements, he can see exactly how far the chain reaches. Though he is thoroughly nauseated, the restraint of the chain is real.
He moves past it as quickly as possible, pressing flat against the wall and watching the radius. The book snaps at him but fails to reach.

The Book That Will Not Come Back

Cut to Gohma, still in the armorium. The camera opens on the exit from which the book wight emerged. He sees a hallway lined with statuary shelves showing signs of regular use: the center of the floor is completely clear. Something moves through here often, but he decides not to follow it. He has a plan to return to the entrance, so he turns back. The camera catches a set of footprints before he does.

There is fresh ink on the stone, heading in the exact direction he is going. Close-up on Gohma, who chooses not to overthink it. He quickly catches up to a loose shape ahead of him: ink in motion, held together by sheer pressure and something older than physics. He names what he fears if he misses, getting lost in the dark. His pickaxe comes down through the middle of the entity, and its surface tension shatters instantly.

Ink splatters up the walls and across the ceiling. What is left of the creature gathers into small, snail-like shapes that move along the wall, leaving dark trails behind them as they head toward an unknown destination. Gohma keeps his eyes strictly on his work, failing to watch where he is going. The camera cuts wide to reveal a dead end. Behind him, he hears steps.

One of the ashen, ink-stained figures emerges from the passage. Gohma has an ability that will not help him later if he uses it now, but "later" is entirely theoretical, whereas the book wight is an immediate threat. He invokes the spirit's whisper, though the price is something he deeply values. He carries a book of fairy tales from his childhood, the one containing the story of the Sword of the Whojamajigs, the jeweled blade carried by a legendary hero whose name his parents could never recall. He sets the book down and leaves it behind. His pickaxe comes down again, and the creature completely comes apart.

In the ensuing quiet, the way back becomes clear. He knows exactly where he went wrong and precisely how to correct it. Pull back slowly on Gohma standing alone in the corridor, then on the book resting on the floor. The library has now taken something from him that he will never get back. He does not look at the book again.

Where Things Stand

Cut to: the entrance. Above ground, in the open air. The three companions emerge at roughly the same time. Thanatos and Eldric retraced their route, while Gohma found his own way out. They now have five clues and three conditions, alongside an empty gallery that was cleared out long before they arrived and a book left behind in a dark corridor far below their feet. The camera holds on Gohma's hands, focusing heavily on what is no longer in them.

Meanwhile, in the ruins of Ahknoor above them, something is already moving. Someone out there knows Eldric's name, knows what he is looking for, or understands something about the library that none of them have discovered yet. They have left something behind for him, though he does not know it yet. Below, the library continues to wait—and it will wait for as long as it has to.

Fade to black.

The next session will open above ground, where there is urgent business to complete before anyone ventures back inside.

Monday, June 8, 2026

Arden Vul - Dungeon World - Session 10 - Plumthorn's Going to Know

Arden Vul Session 10

Plumthorn's Going to Know

Date: June 8, 2026

Party: Florian (bard), Lorez (wizard), Cedric (Fighter), Johannes (cleric), Runner (Ranger)

See the whole thing on my Arden Vul campaign page. 

Beneath Ahknoor - The Saga Isn't Backstory

Beneath Ahknoor doesn't begin by asking "what happened here?" It asks "what story did people tell themselves so they could survive this place?"  

I built the Saga procedure such that two groups given identical prompts should build different dungeons with different fundamental assumptions about what the dungeon is and what it does to people who enter it.

The design risk was always that Sagas would stay external, lore about the dungeon's past rather than something that changes how players see their characters in relation to it. The playtest is telling me whether I got the balance right.


The setup: before a new level of Ahknoor is entered, the Keeper introduces a structured prompt sequence. Players answer as mythmakers, narrating the "past" of a dungeon they haven't touched yet. The prompts ask about the burial or founding, the protection of the place, the violation of those protections, the re-entry of those who cared, and the fates of everyone involved.

I wrote in the rules that the Saga is not history. It's the story people tell to feel safe, and the dungeon will spend the campaign answering it.

I thought that was a framing note. It turns out it's a design claim.


Both playtest groups worked through the Saga of Beornhelm, a hero buried in the Plundered Catacombs of Ahknoor with heavy stone and magical wards, whose tomb was eventually broken. Same prompts. Here is what they built.

The Tuesday Group's Saga treats the dungeon as a process of transformation. A person becomes infrastructure. The threshold opens once, something patient walks through behind the person who opened it, and from that point on the dungeon is not a location with a dangerous occupant. It's a condition. The best line in their text: He had risen into the walls themselves, into the stone and the dark and the layout of the corridors. He had become the dungeon. The logic here is instability under pressure. What you are doesn't survive contact unchanged.

The Thursday Group's Saga treats the dungeon as a wound that never closed. Something sacred was violated, it was never repaired, and everything that follows is aftermath. The three companions who sealed the tomb and came back to find it desecrated are each destroyed by their own attempt to make it right: Sael by a gift of foresight turned into a torture, Dreven by a loyalty that outlasted its object, Mother Arla by a faith that the dungeon simply consumed. Beornhelm speaks once and the text doesn't linger on him. The dungeon's logic is obligation and grief. You don't explore it. You enter a debt still being collected.

Those are different predictions about what contact with this place means. That changes how it plays between groups.


What I find interesting is where each version anchors its meaning.

In both Sagas, the dungeon becomes legible through its survivors, or through the specific way it refuses to let people survive cleanly.

Tuesday’s Group gives you atmosphere and transformation and a question the storyteller admits he can't answer: whether there's anything left of the man inside what the dungeon became. Thursday’s Group gives you three named tragic models. You walk out of the market square at the end of that story knowing exactly what the dungeon collects: it collects the people who try to repair what it broke. Both approaches are loading the dungeon with consequence before a single room has been entered.

That's the Saga working as a pre-play constraint mechanism. Each group is, without being asked to, selecting a harm profile. A theory of what this dungeon does to people. And those theories are not interchangeable: they'll shape what questions players ask, what risks feel worth taking, what counts as a meaningful cost.


The question I'm sitting with now is whether the Sagas are staying external lore or starting to function as mirrors: not stories about Beornhelm and his companions, but stories the players recognize themselves inside. Both Beornhelm Sagas are still pretty lore-facing. But the Thursday group recently answered the first level question for the Buried Library and I saw a clean connection back to the Saga they told for it. Something is starting to bend in the right direction. I'll be writing about it when I'm sure. 

If you're running something with a Saga procedure, or thinking about how pre-play myth-making shapes what happens at the table, I'd genuinely like to hear what you're seeing. And if you want to follow where this goes, the newsletter is the best place