Monday, March 30, 2026

Tabletop Sweet Sixteen - Toon v FATE Accelerated

Toon is a game about Saturday morning cartoon characters: unconstrained chaos, pratfalls, and plans that absolutely should not work. (A new edition just funded on backerkit, but late pledges are still open.)

FATE Accelerated is a system that can run anything you put on the table. It takes some getting used to, but once it clicks it handles Cthulhu adventures and post-apocalyptic generation ships with equal ease. (A free SRD with all you need to play, or kitbash, is also available.)

One game is pure id. The other is pure flexibility.


Toon

The character sheet was the lightest I had seen at the time. The idea that you could get so much from so little was a genuine revelation.

Your schticks matter more than your stats, which tells you everything about the game's priorities. The fiction comes first, and the mechanics are there to make it funnier.

The low intelligence mechanic is quietly brilliant. If your INT is low enough, you might not realize something is impossible, which means you can do it anyway. That's not just a funny rule. It's a design philosophy about what cartoon logic actually means at the table.

Characters don't die. They fall down, and come back in a little while. That single decision keeps the chaos moving even when things go south faster than anyone planned.

I played a mouse with a giant wooden mallet. His master plan was absolutely unworkable. Anyone who interfered got flattened. The plan never worked. The mallet always did. That's Toon in one image.


FATE Accelerated

Aspects are the engine. Everything at the table can have one: the crumbling edge of the crevasse, the distillery full of flammable spirits, the relationship that's about to break badly. Invoke them, and the fiction moves. One false move and someone is falling. Two false moves and the whole fight is happening inside a conflagration.

That system means the environment is never just backdrop. It's a participant.

The flexibility compounds over time. Once you understand how aspects work, the system genuinely handles anything.

Running the Starship Warden with FATE, I converted on the fly because I didn't need stat blocks. I needed to be able to read and embody the space. The aspects did the rest. The ship came alive as we played through it, and the system never got in the way of that.


The honest case for the loser

FATE Accelerated does something Toon genuinely can't: it runs almost anything. Cthulhu horror, post-apocalyptic generation ships, political intrigue: all of it fits on the same chassis. You could probably build a Saturday morning cartoon game in FATE in an afternoon. That flexibility is real and it compounds across a gaming life. FATE also rewards a certain kind of player who wants to author the fiction as much as play it. That's not a small audience.


The pick

Toon, probably by putting a banana peel in FATE's path on the way to the judging table. FATE can run anything. Toon absolutely nails its specific space, and anyone with a sense of humor can sit down and play it. That accessibility matters. The mallet, the unworkable master plan, the mouse who didn't know when to quit: Toon produces that table energy without asking anything complicated of its players. Some games do one thing perfectly. That's enough to win.

Friday, March 27, 2026

Tabletop Sweet Sixteen - Public Access v Kintsugi

Public Access (currently Kickstarting) is a Carved from Brindlewood mystery game about young adults in rural New Mexico in the early 2000s, encountering horrible things while trying to solve a mystery that keeps getting stranger.

Kintsugi is a d6 game about failing and coming back stronger. It fits on a trifold, runs in any setting you can imagine, and gets out of its own way fast enough to make one-shots feel complete.

These two games are both built around a single powerful idea. For Public Access, that idea is dread accumulating in a specific place and time. For Kintsugi, it's that failure is the point.

Wednesday, March 25, 2026

Tabletop Sweet Sixteen - Crash Pandas v Kingdom

Crash Pandas is a one-page RPG about a gang of raccoons who have to cooperate to drive because none of them can reach the steering wheel, the brakes, the accelerator, the clutch, and the shifter all at once, much less see over the dashboard.

Kingdom is a game where you play members of a community, guiding it through a series of growth and changes at crossroads and crises, without ever rolling a die or using any other randomizer.

One game fits on a page and produces pure mayhem. The other asks you to build something that matters and watch what happens to it.

Monday, March 23, 2026

A free It's Worse Than That! bookmark for your game bag

 If you've been using It's Worse Than That! at the table, this one's for you.

The IWTT! Bookmark is a quick reference for the moments that matter most: what happens when a player backs down, misses, or succeeds at a cost. One card, table-ready, free.

Grab it here

It works with the free sampler, with Winter 2025, or with any game where consequences need to land fast and feel right.

Speaking of which: if you haven't picked up Winter 2025 yet, it's 24 ready-to-run scenarios for $1.

And if you're already using it, look for the next volume, focused entirely on Devil's Bargains. Tempting offers, ugly costs, trouble your players accept with a grin. That one lands in April.

Happy gaming!


Tabletop Sweet Sixteen - Under the Floorboards vs Cairn

 Cairn is a classless OSR-adjacent adventure game descended from Into the Odd and Knave. Characters are defined by what they carry, combat is fast and dangerous, and you can run almost any adventure you already own with this system.

Under the Floorboards is a cozy dungeon-crawl game about small creatures exploring the spaces humans leave behind. It has a scouting phase where players build a mental map of their target, and then the game tests that memory against what they actually find when they go in.

These two games are both working the same territory: light, fast, dangerous-feeling play, and arriving at completely different feelings at the table.

Friday, March 20, 2026

Tabletop Sweet Sixteen - Old School Essentials v Index Card RPG

Old School Essentials is the gold standard of OSR today: the edition everyone writes to, even if they play something else at their table. It's the common language of OSR gaming.

Index Card RPG is the stripped-down street racing version of OSR. Gonzo, fast, and genuinely fun at the table in a way that makes it the obvious pick for a convention one-shot.

One game is the common tongue. The other is a joyride.


OSE

The design aesthetic is the first thing you notice. Readable, clean, and organized so that an entire race or class lives on a single spread. You don't hunt for information. It's just there.

Adventures and locations described in tight bullet points produce a specific quality of clarity that most RPG products don't manage. You can run from the page without translation.

If I were to start a new OSR campaign today, or go back seven years and restart my Hochheim campaign, it would be in OSE. That's not a small thing to say about a game when you've been running AD&D since 1979.

A magic-user, a cleric, and a ranger haggled with a goblin and a troll at the door to the Tower of the Winter's Daughter. They were trying to get inside to deliver a ring, to repair a wrong that had happened so long ago. That negotiation, measured and careful and charged with the weight of an old story, is what OSE produces at its best.


ICRPG

The target number by area mechanic makes running the game smooth in a way that's hard to appreciate until you've used it. One number. Everything in the room rolls against it. The friction disappears.

The practiced imprecision is the other great gift. A finger width apart. A finger length. Near. Far. Sketch the room on index cards and toss them on the table. No minis, no scatter terrain, no setup time. Just the fiction and the roll.

Both of those design decisions add up to the same thing: a game that gets completely out of the way and lets the chaos happen.

Three Erblin warriors and a human sorceress crawled down into the Old God's Hole. There was chaos. There was bloodshed. There was fun. At the end, they weren't entirely sure what they'd done. Then the Old God walked free to wreak havoc upon the earth. The table was okay with that. That's ICRPG working exactly as intended.


The honest case for the loser

ICRPG does something OSE doesn't try to do: it makes the table feel like a joyride from the first session. The target number by area, the practiced imprecision, the index cards tossed down in place of terrain: all of it adds up to a game that generates chaos and fun with almost no overhead. For a convention one-shot with strangers, ICRPG is hard to beat. The Old God walked free and everyone was okay with that. That's a specific kind of magic.


The pick

OSE, and it comes down to longevity. ICRPG is a great game for a session. OSE is a great game for a campaign, a shelf, a community, and a common language. The spreads, the bullet points, the clean design: all of it compounds over time in ways that make it the game you return to. If I'm going back to the dungeon for years rather than an afternoon, OSE is where I want to be.

That's my pick, and I don't think it was close. Prove me wrong in the comments.

If you're interested in seeing some of my OSR (and other) work, check out https://mountainfoot.itch.io/

Wednesday, March 18, 2026

Tabletop Sweet Sixteen - A Tabletop RPG Tournament

 

I've been playing tabletop RPGs since 1979. That's a lot of tables, a lot of systems, and a lot of opinions about what makes a game worth your time. This series is an attempt to put some of those opinions to work.

Here's the premise: sixteen games, four lanes, one winner. The lanes are OSR, NSR, Narrative, and Others. Each lane has four games seeded one through four. First round matchups pit the one seed against the four seed and the two against the three. Lane finals, semifinals, and a final follow from there.

Each post covers one matchup. The format is straightforward: I write honestly about both games, make a case for each, and then pick one. Every post includes an honest case for the loser, because a pick that doesn't acknowledge what it's leaving behind isn't worth much. I've played all sixteen of these games at the table. The picks come from actual sessions, actual memories, actual moments where the system did something I didn't expect.

New posts go up Monday, Wednesday, and Friday.


The Bracket

OSR

NSR

Narrative

Others

Semifinals

  • TBD v TBD
  • TBD v TBD

Final

  • TBD v TBD

I'll update this post with links and results as the series runs. If you think I've seeded this wrong, or that a game has no business being in this bracket, or that the game I picked deserved to lose: tell me in the comments. That's half the fun.

The first matchup goes up Friday. See you then.