A monster on the verge of eating an adventurer.

Masters of Carcosa - Session 7

by Ramanan Sivaranjan on December 07, 2025

Tagged: carcosa masterofchrcosa mocrecap

Map of the caverns

The caverns the party explore this session were another way I had imagined to get the party out of the region they were in. The Protector of Truths was leading a group of Yellow Men in a war against evil Mi-Go on the other side of Carcosa. The Mi-Go the players would encounter on this part of the world were those lobotomized by The Protector of Truths, so they were more like animals than intelligent adversaries. My notes for the NPC were: disfigured, easy going, idealistic. I made a small map of the caverns that lead to the hidden castle, and then a map of the castle itself. I didn’t figure anything else about this particular thread, or who the evil Mi-Go on the other side of Carcosa were. This was the right call, because this was another thread the players didn’t end up pursuing.

This session was also the first encounter with the race of Space Aliens that made the mistake of exploring Carcosa long ago, who now find themselves trapped on the planet. The players would encounter more Space Aliens as the campaign progressed: the scientists that ran the abandoned output that started the campaign, and the bad-asses of the Space Alien Strikeforce.

This was a funny session, with the party wandering back and forth between the nearby towns and these caverns, where they kept encountering Mi-Go and not making much progress through the caverns.

You can contrast the recap that follows with my Carcosa-style hex descriptions.


Players:

Recap:

Treasure:

Masters of Carcosa - Session 6

by Ramanan Sivaranjan on December 06, 2025

Tagged: carcosa mastersofcarcosa mocrecap

monster

The party finally visits the merchant town to the South, Brown Man village of Jahar. These merchants were the ones who escorted the players up to Invak in the first session, when the party encountered them on the road. Because the party had gained some notoriety in the region they were able to wander and meet with the people of the town. I’m quite certain I ran this sort of things using reaction rolls. I tracked the groups renown, which I would sometimes use to modify results up or down, but not in a way that I was particularly consistent about.

You can see that once again I was laying it out pretty thick when it came to reasons to explore the Putrescent Pits of the Ameboid Gods. Don’t worry, the players wouldn’t take the bait.

You can contrast the recap that follows with my Carcosa-style hex descriptions.


Players:

Recap:

Treasure:

Notes:


Being worried about the game being boring was a common theme it seems. Once again some planning for the next session takes place in the comments, and I share a little bit more about what the group has learned about the world. Cole suggested I write a follow up review of Carcosa, having run the game for a few months now. That review ended up focusing a lot on how I prepared to start the game, but didn’t talk much about actually run the game.

Masters of Carcosa - Session 5

by Ramanan Sivaranjan on December 05, 2025

Tagged: carcosa mastersofcarcosa mocrecap

map of caverns

The session began with exploration and learning more about the world. This was the first time the party got lost in the wilderness, an important part of the game. My travel rules worked. The party found more caves to explore in the future, and learned of a second citadel that purportedly held a tomb of vile sorceress magic—the best kind. The party would refuse to seek it out for the remainder of the game, of course. The later half of the session was spent getting high with some stoner Carcosans. Dion joined the game this session, and was a fixture in the campaign for a long time to come, playing Ulfire Sorcerer Asha-Rea. His character used the distraction of everyone getting high off their ass to steal some Jale Lotuses to sell later. A quiet session, but they can’t all be loud.

You can contrast the recap that follows with my Carcosa-style hex descriptions.

Players:

Recap:

Treasure:

Masters of Carcosa - Session 4

by Ramanan Sivaranjan on December 04, 2025

Tagged: carcosa masterofchrcosa mocrecap

Almost a full month since our last game! The fastest way to kill a campaign is to miss games, and playing every week meant that a missed game had an oversized impact. I’m impressed the Carcosa game managed to last as long as it did, as I was a bit too quick to reschedule when I was a little busy or tired.

Reading the comments I see that at this point I still didn’t have a clear procedure for wilderness travel I was happy with. I suspect I was just using travel times from OD&D and winging it. Before the next session I would settle on Hazard Die based procedures, borrowing from how Brendan ran his games. Earlier that year (2014) Brendan wrote two seminal blog posts: Overload the encounter die and Proceduralism. I joke that I am part of the OSR that is obsessed with Adventure Time, but I’m also part of the OSR that is obsessed with procedures of play. It felt like everyone read Torchbearer, didn’t want to play it, but did want to add procedures and downtime to their games.

In this session the players decided to attack the Orange Man Citadel to the North. They were aware the citadel was an ally of their enemies the slavers, that they apparently ran gladiatorial games. Evan using his teleporting laser gun to teleport the Frog God away was great conclusion to the fight, as it meant the Frog God was now wandering the wilderness alongside the players. I added the Frog God to my encounter table. My encounter tables would slowly grow and change based on the actions of the players each session. Will the frog show up in a future session?

The players found a “strange metal collar with buttons and lights (Treasure #1)”. The players had to figure out what the magic items (or super science) they found did. I had a list of items so I wouldn’t forget. Treasure #1 was a truth collar the space aliens used for interrogation. Will the players figure out what it’s for?

I don’t recall if Nick named his character or not. He was killed this session. His previous character, Horace, was killed in the session 2, the previous game he played. The game was a bit of a meat grinder.


Players:

Recap: 

Resources of Note Used:

Treasure:

There are 52 people on this adventure: 368 GP each, or there about. 1100 GP for killing slavers split 4 ways is 275 GP. So each player gets 643 GP.

Monsters Defeated:


It’s funny reading all the “who will run next week” chatter. This Monday night spot was a hot commodity. You can see I didn’t have any concrete treasure rolled for the citadel, I figured things out retroactively. I was all about just in time prep, which worked until it didn’t.

Masters of Carcosa - Session 3

by Ramanan Sivaranjan on December 03, 2025

Tagged: carcosa mastersofcarcosa mocrecap

Map of my future megadungeon

The party had been told rumours that there were healers to the south that could heal Gus’s character of his terrible mutations. (You may recall that was his first character’s fate in our first session of the game.) The party ignored those rumours last session, but decided to pursue them this time. Bryan’s character came out of my random generator with a tattooed map on his skin: a map to the mega-dungeon I had imagined I would run, whose name appears in Hex 1109 of Carcosa: On the northern slopes of the mounds are the yawning pits that lead down to the infamous and deadly Putrescent Pits of the Amoeboid Gods.

I would occasionally seed more rumours in the alternate future restocking tables I would create after each session, as part of my recaps. For example, in the recap for this session I wanted to let the players know that another group as aware of the Putrescent Pits of the Amoeboid Gods and would explore it even if they did not:

A caravan makes its way North. The men and women ride lumbering lizards and have several days worth of supplies. They have a map leading to the Putrescent Pits of the Amoeboid Gods.

When I would post the invites to the games on Google+ I would try and include these open threads and rumours so the players had some rough ideas for things they could do. There was no overarching “plot” for the campaign, I was curious where the players would take play. It turned out, not to the Putrescent Pits of the Amoeboid Gods, so I’m glad I only ever drafted the first level.

This session the party learned a little more about the Jale Slavers, stumbling upon some escaped slaves. I created specific encounter tables for the rough regions I had imagined the hexes could be grouped into. Because this area was home to the Jale Slavers, there were entries tied to them. The first session the players had rolled to encounter some slavers after after they had sold off their slaves. This session the rolled and encountered some escaped slaves. They wouldn’t find the slaver’s base till the tail end of the campaign.

The men on standing upon the giant plinths come from the Carcosa book. A couple sentences describe the scene, which I extrapolated from. I love the short pithy hex descriptions of Carcosa. From these men Gus learned his character could be cured by heading far to the North. I had imagined this might lead the characters out of this region, but Gus didn’t even like the character they were trying to cure, so that thread was left alone.

The party discovered The Castle of Decline, home to a group of sad-sack Bone Men. One of the first groups outside of Invak the party would end up befriending. If I recall correctly, they eventually convince the Bone Men to abandon their home and join them in Invak. (Easy enough, since their home sucked.)

The session ended with the briefest exploration of the Putrescent Pits of the Amoeboid Gods. They might have explored a handful of rooms before us having to end the session. They would never return!

You can contrast this recap with my Carcosa style one.


Players:

Recap:

Tressure:

Monsters Killed:

 - Spawn of Shub-Niggurath


At the time I thought the session might have been boring, but reading the recap and thinking back on everything the players managed to do, I have no idea why I thought that was the case. There is some more logistics around who will run something next. I realize now it was Bryan and I trading turns running because Brendan and Nick wanted a break. (Brendan was running his dungeon & rule set The Final Castle, which remains unpublished to this day!) Chris was a new player, who would join our games for a little while, on and off.

Masters of Carcosa - Session 2

by Ramanan Sivaranjan on December 02, 2025

Tagged: carcosa masterofchrcosa mocrecap

map of carverns

My first session of Masters of Carcosa only included 2 players, Gus and Eric. I was a little worried the game wouldn’t catch on, but the next session included 6 people! This was basically the Pahvelorn crew, along with the lovely Bryan Mullins. Players would change from sessions to session. A true open table! These were all the rage in the early 2010s. The parties home base was the town of Invak, and they were expected to end sessions somewhere safe. This typically ended up being Invak, as its leader and his bounties was one of the few sources of gold in the game.

This session sees the introduction of the parties primary antagonists for the entire campaign, the Jale Slavers. There were lots of factions playing around in the background, but I was far too coy with them in hindsight. I wrote about this a long time ago, inspired by some writing from Vincent Baker: Have Them Act. I had intended to do something different than XP-for-Gold with this game, as in my mind Carcosa wasn’t a setting that fit that adventure framing. What ended up happening was I never figured out a new scheme, the leader of Invak would pay for the heads of Jale Slavers, and so the game because all about hunting the slavers and chopping of their heads. Blood Meridian, but in Carcosa. (Except the party would actually kill slavers, not any old person.) A few sessions latter the party would liberate the settlement mentioned in the note they found on the first slavers they killed. I would try and litter clues about wider world whenever I could. With a hex crawl you want to give people reasons to explore the setting.

The second half of the session saw the players exploring a little dungeon I created, looking for supplies for their towns alchemist. I made several small dungeons to litter the environment with, and I’m pretty sure I just followed to see which weird cave system they encountered.

In the session Evan’s character is shot by a ray gun and disappears. I didn’t tell him his character wasn’t vaporized till the start of the next round of combat, when he found himself on the surface, shot by a teleport gun. The sorcerer that shot him would eventually retreat to the surface as well, ending up dead at Evan’s character’s hands. I originally thought my rules for eating sorcerer brains to gain power predated Evan’s character eating some sorcerer brains, but it was the other way around. He figured a weird bone man sorcerer would eat his enemies brains for power, so I made some rules for what would happen after the fact. House rules from play: that’s the juice.

Eric’s first character was killed this session, to be replaced by the infamous Orange Julia. She would survive till the campaign ended.

You can contrast these notes with the Carcosa style recap I wrote.


Players:

Recap:

Treasure:

Monsters Killed:


I’m not sure I’ll always include the comments from the session recaps, but in this case you can see us discussing rules, world building, etc.

Masters of Carcosa - Session 1

by Ramanan Sivaranjan on December 01, 2025

Tagged: carcosa mastersofcarcosa mocrecap

My carcosa hex map

When I was running my Carcosa campaign, I would post session recaps on my blog in the form of hex descriptions written as if they came straight from the book. Each session had additional descriptions for each hex the characters explored, and I also included a random ‘restocking’ table. Three of the entries in the table would present alternative endings to the session the players just played, with the forth being the true ending. This was all very cute, but I also kept traditional notes of what happened so myself and the players could refer back to them later. These were posted to G+, where you can still read them today.

Oh wait.

I’ve been meaning to repost these session reports for a while. Nick downloaded my Carcosa community before G+ imploded, and the export has been sitting on my computer for ages as XML & JSON I never had the time to turn into Markdown. But now computers can do a so-so job programming for you, so I have text that’s pretty close to cleaned up Markdown. I’ll take it.

This is the first session of my Carcosa crossed with He-Man campaign. I ran it for a little over a year, playing every other week, give or take. The rules were OD&D, and we all were figuring out how to run a hex crawl as we went. It was a lot of fun. Perhaps the most fun I’ve had running a game?

This was my first time DM’ing since I was a teenager. I was certainly nervous. Brendan took a break from running Pahvelorn, and I took over the spot every other week. (I think Nick might have been running the other week.) Pahvelorn was certainly a hard act to follow. Brendan’s megadungeon campaign was incredible, and really inspired how I ran this campaign.

Carcosa is a hex crawl, and my expectation was players would wander the wilderness session to session. This happened for the most part, but party didn’t stray too far from their home base. The party were called the Rainbow Connection, a travelling acting troupe. (This was rolled up using my crowdsourced “why are we together” table.) During the first session the players explored a dungeon I created, an abandoned space alien outpost. They released one of the main antagonists of the game, a Bone-Man sorcerer. He would get more and more powerful while they were distracted by the faction they would come to hate the most, the dirtbag Jale Slavers.

You can contrast these notes with the Carcosa style recap I wrote.


Players:

Recap:

Treasure:

Monsters Killed:

People Entertained:

Dragonmeet

by Ramanan Sivaranjan on November 30, 2025

Tagged: convention dragonmeet

Break stand

I am usually in and out of London to see my brother. In past years I’ve returned to Toronto disappointed to learn if I had planned my trip a little bit better I would have been in the city for Dragonmeet. So this year I planned better: I booked a trip around the weekend Dragonmeet was taking place.

Dragonmeet is one of the big RPG conventions that takes place in London. Smaller and more indie that the bigger UK Game Expo. I was in attendance for the first Dragonmeet at its new home, the totally soulless Excel convention centre. Past attendees told me they missed tight narrow hallways of the hotel in Hammersmith that used to be the conventions home. Breakout in Toronto feels like it might be a bigger convention, but Dragonmeet has a far bigger OSR presence. I got to see all my G+ bros!

Dragonmeet has far more vendors that Breakout. Apparently it was twice as big as past years. They had two big rooms of the Excel centre filled with stands. The vast majority of vendors in attendance were indie. It was nice being able to wander around and see people I know in attendance. I was excited to finally meet the infamous Grey Wizard. Paolo and Eric were sharing space together, the first people I saw when I arrived. Just a little past them was Zach from Soul Muppet Games. I got to see their cowboy game in the flesh, and am now wondering I made the wrong call not grabbing a copy. The book was gigantic and looked cool. Daniel was working the Igloo Tree & Melsonia Arts Council, which was where I also finally met Luke Gearing. We discussed the whacky world of Over/Under.

I was mostly hanging out with my Warhammer World posse of Chris and Patrick, wandering the convention with the two of them, watching people muscle Patrick out of the way to tell Chris Bastionland changed their lives. James Young was there with some of his gamer crew, and we would stop and chat whenever we saw him again. David Black arrived a little after lunch with his wife, and joined us for a short while. I stumbled upon Johan Nohr. Next to him was Chris Bissette! I saw so many people I’m already starting to forget them all. The whole convention was the fun experience of wandering a little bit and seeing someone you know.

Would love to come back for Dragonmeet again, certainly a good reason to find yourself in London. Salute in April is the other convention that seems exciting, and is conveniently in the Spring. Paolo’s LasagnaCon in August is probably the most tempting—if only for the food.

Review: Space Gits

by Ramanan Sivaranjan on November 27, 2025

Tagged: wargame skirmish 28mm

Space Gits at the Pineapple pub

Space Gits an odd duck of a game by the man himself Mike Hutchinson. Mike asks the question, “can you model a game around drunk-ass orks being drunk asses?” I would have to say the answer is a resounding yes: this game is inspired.

Before we get to the game, let’s talk about the rule book. This was another book waiting for me in my brother’s flat. A small A5 hardcover I’ll be able to smuggle back to Canada with whatever I end up grabbing at Dragonmeet. Mike did the layout himself and it’s impressive. The book is neat and tidy, easy to read, but with lots of flourishes that give the impression of drunken ork messiness: crumpled paper backgrounds, edges and borders that are almost always some sort of torn paper effect, etc. The miniatures and their photography by Tyler Russo (Billion Dollar Clown Farm) are fantastic, as one would expect if you’ve seen his YouTube channel. He did a great job converting minis for this game. Till Förster’s illustrations complete the package. Absolutely frenetic art. I’m happy I grabbed the book.

Mike opens the rule book with a discussion about what he was going for with the game. He does something similar with Hobgoblin, though the discussion comes at the back. I suspect he appreciates his audience is likely a non-trivial number of indie gaming nerds who want to know how the sausage gets made. You can read the rest of the rule book with their goals in mind. Perhaps the clearest form of expectation setting. (I am reminded of Apocalypse World and its progeny that love to make the point of the game particularly explicit.)

Players take turn alternatively activating models. Each model can scoot, shoot or boot. The games central conceit is centred around dice moving dexterity. Your orks will build a tower of dice when they activate or take hits. When you move your orks around you must move their dice tower along with them. Knock over their tower, the ork has fallen on their ass and their activation ends. Opponents can steal bottle caps from fallen orks, the games currency and how you score to win. This is the boot action. Bottle caps are scattered over the board when you start the game. Scooting is how you move. It will involve dexterity as well, though more likely luck. You roll your orks movement dice into the play area. The ork will move the number of inches indicated on the dice, directly towards the dice. Movement neatly models the drunken meandering motion of the orks. If you bump into a bottle cap you will pick it up. If you bump into an orc you will fight. Shooting is a similar sort of action. You roll dice into the play area, and your ork will fire their gun in the direction of the dice, but this time the distance their bullets travel are dictated by the weapon they use. The die’s value needs to beat the target’s toughness to score a big hit, otherwise the target takes a weak hit. Hits cause an ork to gain more dice for their dice tower.

After 30 minutes to police show up to break up the party. Players create a siren dice pool that starts with 2 dice. Before players activate they’ll add a dice to the pool and roll all them all. If they roll triples the game ends immediately. (The game will certainly end after 13 activations, as it’s impossible not to roll a triple after that point.) You can pour yourself another beer and play again.

Space Gits is such a unique and unusual game. I can’t think of another skirmish game I own that attempts anything like this. I won’t pretend to have been interested in a dexterity based skirmish game, and likely wouldn’t have picked it up if not for the fact it was made by Mike Hutchinson. Everything he’s produced seems particularly interesting. I’ll need to write about Hobgoblin at some point. A game I’ve actually played! As it stands I was at a pub drinking an ale and reading this book, so this is the review you get.

While we are on the topic of Chris, I really enjoyed his recent career retrospective. I shared it on BlueSky, but need to get better at just posting stuff here.1 It’s easy to look at Chris’s recent success with Mythic Bastionland and ignore the slow burn that brought him to this point. I have mentioned many times now that when Into the Odd came out I really wasn’t paying it much attention. For whatever reason Electric Bastionland captured my attention. (Likely Alec’s part play’s a big role there.) As time has moved on from the early 2010s, Into the Odd feels like it has become one of the most influential games to come out of the scene. It’s funny you can be right next to something important and just not pay it any attention, because you already have OD&D at home.

  1. BlueSky feels like it could implode at any moment, it has a lot of Twitter drama energy.