Last time in this space I went on way too long about the games that have accumulated here at Grubb Street over the winter months. The good news is that it gave me a chance to actually pick through the mechanics and learn a bit of the lore (which is something I enjoy doing, whether I play the game itself or not). The bad news is that I ended up getting in way too deep and these writeups got just a bit massive.
And I'm still not done. So, as they say, FURTHERMORE...
Old Gods of Appalachia Roleplaying Game by Shanna Germain et al, Deep Nerd Media/Monte Cook Games, 424-page hardbound, Deluxe Edition, 2023; Dig Your Own Grave By Shanna Germain, 128-page Hardbound, 2025, All Your Gods are Dead by Shanna Germain et. al. 128-page hardbound, 2025, Backerkit.
So there's a delivery story here as well. I funded the original Old Gods Kickstarter way back when, and while I got the pdfs, never got the Deluxe hardbound U ordered. I sent a note to a friend and former colleague (have you noticed I have a lot of them laying about) who works at Monte Cook Games, and they were gracious enough me a regular copy (Thank you for that). Because I liked the game I more recently funded the two support products they brought out (shown here). And they sent out the two new products, along with the deluxe version of the RPG book I originally ordered. Apparently, I missed a memo on funding for delivery, so the Deluxe edition remained in the queue until I sprung for delivery of the new books. So that worked out.
In any event, here's why I like the setting: I grew up in the suburbs of Pittsburgh, which made me "Appalachia-adjacent". I spent my summers in college working on a surveying team out in the countryside. I don't consider myself truly Appalachian heritage, but I am as reliable a commentator as, say, the current Vice President, and in many cases a better one.
In any event, I stand by my early statements on the Old Gods, based on a horror podcast seeped deeply into the hills and hollows of Appalachia, but could expand as far as the bayous of e Sinners and similar films. The game uses MC Game's Cypher System, but takes it into a darker domain. The Deluxe edition is a glossy, classy, version of the original, with gold leaf edges and really nice dust cover, but it is what lies within that makes it special, capturing the folk tales and horrors of the time and place.
Anyway, the expansions. Dig Your Own Grave is pretty much a player's handbook expansion for the game, and adds a lot of stuff players can use more descriptors and foci, some of which lean more to the dark side of the Force. More equipment and options. And an Endless-Quest style background creator to give your character a bit more to worry about. All Your Gods Are Dead is geared more towards the game master - new optional rules, creatures, artifacts and DM Advice. If you've got the original game, these are great additions to you toolbox.
The Lady Pirates Tarot created by Mustapha, Illustrated by Santiago, Baroque Publishing, Boxed tarot deck and booklet, 2025, Kickstarter.
This is half a review in that it is half a delivery. Baroque Publishing does tarot decks of a variety of types, and in this case, a collection of female pirates, lusciously illustrated by the artist Santiago. There was supposed to be an RPG with the set, and they're still working on it, but delivered the cards early.
I've used Tarot before in games, and even created a version for the Realms, called the Talis deck (Yes, picked up by Dragonlance - go have fun with it, folks). I tend to use the Tarot personally as a device for reflection as opposed to a prophetic tool. It has helped me concentrate on what's really bothering me and provide some potential direction. And that's more useful that any mystical imbued powers.
The Lady Pirates Tarot is very Waite Ryder, the best-known of the modern tarot decks, strained through the filter of female pirates, real and fictional. Anne Bonny is here in the Major Arcana, along with Grace O'Malley and the wife of Zheng (Zheng Yi Shao), all portrayed in the golden age of piracy, regardless of when they really sailed the seas. The art is top-notch and well-rendered, and creates a interesting melding o the kinda-Medieval Waite-Rider with a piratical bent.
So, it looks good, and while I don't collect Tarot deck, I'm glad I picked this one up. I still want to see the RPG half of this.
Ticket to Ride: Sails and Rails by Alan R. Moon, Days of Wonder, board game, 2019, Christmas Gift. (not shown in the photo - the tabletop was too crowded)
So there's a challenge with boardgame expansions in that you can eventually get to a tipping point, where expansions to the ruleset overwhelm the base game. This is particularly true of popular games with a strong core mechanic. An example of this is the classic original Cosmic Encounter, which had a really good initial game, expanded it with more alien powers and abilities, and then, well, jumped the shark with things like Moons (the humming moon in particular required all players to hum when it wasn't their turn). The Formula De racing game, on the other hand, expanded nicely not by changing core rules or adding new mechanics, but by adding more tracks to the base game.
Ticket to Ride has done both over its lifespan, adding new boards to build your rails across and adding new rules in its expansions, and it is getting close to that tipping point. In the case of Sails and Rails, it includes a two-sided board for playing the game on a map of the world (cool) and also playing on a more focused board of the Great Lakes (also cool). It expands the game by adding boat counters as well a rail cars, which increases the number of cards, pieces, and decisions that must be made. The end result is that you have four hands to manage - one for rails, one for sails, one for unfilled destinations, and one for finished destinations. And for anyone who has been drawing every turn trying to get the cards they need to finish a particular line, it is literally a handful.
But that's not the piece that can push Ticket to Ride over. In addition, they've added a new mechanic in ports, which have a complicated build cost (two matching color cards of train cars and two matching colors for ships, for four total), restrictions (can only be built on ports that you have a existing line into) and victory benefits (point bennies for each destination line you have going through that particular port. We've played two games, and each time, we needed to explain the rule several times to the table, and still folk were confused.
Ticket To Ride at this point is a franchise, such that it is getting its own feature film on Netflix (I have no idea how that's going to work). And its gaming reach has moved in radical directions as well. And I will still play this, but the original still beckons to me with its familiarity and the fact that everyone in my gaming group knows the rules.
Archeterica: The Invitation by Anton Relict, Illustrator Oleksiy Shcherbak, Imago Cult, Boxed set containing 52-page hardbound, 3 16-page saddle-stitched scenario books, Character sheets, scenario handouts, combat map, sheet of wooden standup counters, two six-sided dice in silk bag, 2025, Kickstarter.
Woo. This entry from Ukraine has a pretty darn amazing presentation - very high quality materials including heavy paper stock, wooden-counters, and a nigh-indestructible box. It refers to itself as a "Game of Genteel Conspiracy" set in a Napoleanesque-era flat world with multiple occultish factions all contending for control.
The game uses a lot of non-traditional mechanics. You don't have stats in the traditional D&D sense, but rather a collection of background, narrative attributes, talents and burdens, all of which are skewed more to storytelling as opposed to numerical mechanics. Combat is mostly contained to shooting and fencing, and the mechanics are more numerical, and need a lot more attention from this writer than I've been able to bring to bear. Tasks are achieved through a roll of 2d6, but the potential exists to flip the die to their opposite numbers. Damage is more condition-based than a listing of hit points. It is complicated set of mechanics, but not necessarily a complex one.
Starter Sets are tough, and there are often choices to be made what you leave out and how you maintain the flavor of the game with those parts missing. Archeteria has a lot to it for a starter set, which is good because there is no full rulebook out yet. Their next release has been announced for a Kickstarter with more adventures - there are three currently in the Starter Box to get you started. A lot of the world is unexplained in the box, but they do have a website with a bit more lore. I had to do more than a bit of digging to figure out who these mysterious Outsiders were, for example (no, I'm not telling).
I really like this type of game, and applaud the fact that they are taking a lot of different approaches to world and mechanics. I would have to clear my decks a LOT to come to grips with everything that is happening here, but applaud the imagination and production values of this, and yeah, want to see more, like a full-fledge ruleset.
In Liberty's Shadow, for Rivers of London, based on the Novels by Ben Aaronovitch, by Helena Nash, Lynne Hardy, Adam Gauntlett et al, Chaosium, 206-page hardbound, 2024, Gabi's Olympic Cards and Comics.
So every couple months I take a mental health day from work and head (usually with Stan! Brown or Steve Winter) to Lacey Washington, near Olympia, to a Card, Game, and Comic store run by a former WotC person, Gabi. It is in a largish warehouse and has a ton of stuff, and I usually come away with a few new or old volumes. One of those volumes was an expansion for Rivers of London, based on the novels of the same name by Ben Aaronovitch.
Anyway, I talked about the Rivers of London RPG here, which uses a version of Call of Cthulhu rules adapted to the world of the novels. This edition jumps the pond and deals with RoL adventures in the New World, which is significantly different in that the river spirits are weaker (because of colonialism), and the number of cryptids higher. The US's approach to magic in this world lacks the cohesive overview of the Folly as a unified force of investigation, and as a result the land is awash in various cryptid-hunting factions from a basement at the FBI to competing magical schools and a smattering of independent Scoobies. Sort of the opposite of what you see in Delta Green, where it feels like EVERYONE in the government has their noodly appendages engaged with the Mythos to some degree.
The book itself talks about changes between the two venues, but is dominated by two adventures, one set in Montana and one starting in Montana and moving to LA. It's modern-day (well, 2016 or so), but I kept setting it back about a hundred years, in part because it uses a Call of Cthulhu system, and in part because the cover itself shows what looks like a possessed cable car in San Francisco (yeah, there are still cable cars in Frisco, but I always push them back a buncha decades to a more classic era). Anyway, it is an interesting different flavor to the world, and if you're looking for an expansion area for the game (which I have not run yet), go take a look.
Thousand Suns by James Maliszewski and Richard Iorio II, Rogue Games, 274-page digest-sized softbound, 2008, Gabi's Olympic Cards and Comics
The other great thing about Gabi's is it depth as far as RPGs. I can find things there that I cannot find elsewhere, from the major hitters down to the indies. It has an excellent backstock of older games. It's great for filling out spots in my collection or finding something new. Or in this case, old.
James Maliszewski runs the blog Grognardia, which remains one of the best ongoing blogs on game design and pulp fiction that I regularly tag into. Thousand Suns was an early design of his, and he's currently in the process of revising and expanding it. This is the foundation document that he's working off of.
Thousand Suns is very much tied to its roots in "imperial interstellar" SF in the form of Asimov, Heinlein, Niven, Pournelle, and the first of the Dune novels. It shows direct descent in its game mechanics from Traveller, though it has its improvements modifications. It uses a 2d12 system of resolution 2d12 (roll low), plus, it has a non-fatal character generation system that allows you to set the level of expertise of your playgroup and Action Points (karma) as a way of jimmying the die rolls. . The books is very texturally dense, and tries to cover all the potentials of the genre - skills, psionics, starships, and a wide variety of technology.
As far as specifics to a campaign, this volume concentrates on being generic enough within its genre to allow you run a number of different campaign types, from rebellion against an evil empire, exploration to brave new worlds, or Patrick O'Brien in space militarism, James is currently revising the game and its core setting, and has a Substack updating his progress and is running a Patreon as well. What he's doing is very interesting, and I look forward to the new edition. Go tune in.
And that finishes up the long collection over the winter here at Grubb Street. So I'm good, right? Well, not so fast. Because while writing this up, I went to two recent conventions (Gary Con in Lake Geneva and NorWesCon here in the Seattle area) and picked up STILL MORE games (and had a few new Kickstarters resolve as well. So I have to catch up on those (though I resolve to read less of them and make all these entries shorter - we'll see how THAT works out).
So as a result, More Later,

