Despite being a staple of pulp adventures and fantasy gaming, I find myself increasingly board with traps. All too often they're just another way to waste hit points, life, and time. How many times can you climb out of a spiked pit? Which brings me to injury traps.

When I wrote 10 House Rules from a Fed Up GM I had a revelation, in that I saw a seven-headed beast arise from the sea and lay waste to the Earth and all the works of man. But that's neither here nor there nor anywhere. Six months of campaigns, one-shot adventures, conventions, and special events have come and gone since then, and again I find my mind turning to gaming's little foibles that fester and metastasize into enjoyment-killing albatrosses around our collective necks (no one mixes a metaphor or a mojito like I do).

New Years, blog, changes, looking back, optimism, unfounded optimism, actual optimism, wistful, some kind of quote.

Like its companion The Nuisances Spell Index, the Index of Practical Magic is an evolving list of spells first seen on d-Infinity. Specifically, it is a list of down-to-earth, utilitarian magic first crafted by sages more concerned with the mundane concerns of the day rather than adventuring. However, such spells can be of great use to adventurers, because even in the wildest of times, someone has to sew buttons on vests, fetch water from the well, and take out the trash.

For the past month I've been posting new installments of Ill Met in the Necropolis, a serialized swords & sorcery yarn set in the milieu of the Swords of Kos. As the story is proceeding apace, I'll be posting links to each installment here for your convenience.

A few months ago I posted 10 House Rules from a Fed Up GM, an article that remains popular despite my best efforts. Well, I've had plenty of time to cool off, replenish myself, and return to running games at my local FLGS instead of at whichever convention would have me.