Estimated reading time: 8 minutes
The title might be an exaggeration, but since it’s #swordtember, there’s bound to be lots of swords in many places. Even here. I promised to post more often, so here’s a summary of the last week.
Cooperative Curiosity
Mentioned last week, the fruits of collaboration between Roland (Dnalor the Troll) and me are finished and published. The whole thing started when Roland felt that I discarded curiosity as a motive for entering a dungeon, and we agreed to both write about our views of curiosity in TTRPGs.
Roland’s article An Ode to Curiosity – what drives us forward in the dungeon? is a fine one, and he makes many strong points. It is indeed an ode, and Roland manages to capture and describe the curiosity that drives both players and their characters forward, onwards to new challenges, secrets, and experiences. You should definitely check out his article, in which he uses many fine examples to prove the necessity and worth of curiosity. And while you’re there, browse through the rest of his blog as well, there’s a lot of interesting stuff in there!
Mine is a bit different approach, though I appreciate curiosity in many forms and in many aspects of a TTRPG game or setting. You can read my thoughts on the matter in the Motivated by Curiosity article. To sum it up, I believe the curiosity we usually see while exploring a dungeon is not sated by simply knowing. There’s always something it’s connected to. The knowledge has to have some use. Or it’s not knowledge the party seeks, but wealth, fame, and powerful artefacts. When they’re curious, it stems from those desires.
#Swordtember
As you might have noticed, I am doing the #swordtember challenge again. As usual there’s the “official” #swordtember prompt list by Faith Shaffer (who originally came up with the challenge), and several alternatives. Last year I combined the original with one of those alternative lists, and tried to come up with swords that combine two prompts. It wasn’t always easy.
This year I’m of course doing the official one, as well as one that’s mostly been made by my four year old daughter. You can see it below, and feel free to use the prompts, if you like them.

I post my rough sketches on my Bluesky account, until I can remake them into usable item sheets for D&D. The plan is to publish all of them, maybe batched together with the last year’s swords, but first they all need have passable illustrations, and descriptions. Below is an example of an extremely rough sketch and a first description draft.

A massive two-handed sword with a broad perforated blade. The perforations lighten the blade while keeping anything sticky from adhering to the sword. Ideally suited for slicing puddings, jellies, and blancmanges. Will also cut nicely through killer tomatoes and other soft murderous berries.
D&D Feat Paths
The new Underdark-themed Unearthed Arcana offers, along with two subclasses, the option to slowly turn into a mindflayer. The Path of Ceremorphosis is a feat path, i.e. a set of feats that are chained and offer additional character development options.
This apparently isn’t a new thing, as The Kind DM kindly pointed out to me (and you can read his review of the UA Underdark Options here). WotC used the same mechanic in the Villainous Options Unearthed Arcana with their Path of the Lich and Path of the Death Knight in. I admit I haven’t been paying attention to those, but it seems this is something that’s been repeatedly done.
Why is this interesting to me? I have several such developments on my table, and so far I’ve played with creating special “technical classes” you would multiclass at the prerequisite level. This is similar to the way feats work, but sacrifices some levels of your main class. And since campaigns don’t always get you all the way to level 20, you could miss out on important stuff.
The feat paths provide a better option, in my opinion. You still get to progress in your class as usual, and you get the benefits (and other, less beneficial effects) of the feats you choose.
Anastasios, aka the Kind DM, also pointed out the feat path option is not ideal either, and I agree. But it’s better than technical classes, and better than just slapping new powers and mechanics onto a character. Things like this are better suited for classless point-buy systems, but then we would be playing a whole different game and blogging about that one, right?
Long story short, I will be working on a few of these feat paths. There are several I have in form of notes, and I’ll have to see if they’ll amount to two paths, or somewhere in the region of five.
Jack Vance & TTRPG
Jack Vance is one of my favourite authors. Even though he’s not in my Top 5, and I have read but a fragment of his body of work, I like the way he wrote. And his ideas are often worth reading even today, after decades of authors being influenced by him.
There’s an article on Jack Vance’s Influence on Dungeons & Dragons by Bill Ward on the Goodman Games site (home of the Dungeon Crawl Classics). It’s a good article summarizing all the stuff D&D owes to the visions of Jack Vance. As expected “Vancian magic” takes the spotlight, but not for the whole time. Bill Ward also focuses on the contribution Vance has (unintentionally) made to the image of the D&D thief class, later replaced by the rogue.
Ward names Cugel the Clever “the original murder hobo”, and I couldn’t agree more. Vance writes him in a way that it feels in character, even though as a DM you would probably hate your players for half of the stuff Cugel does. I bet many never heard of Cugel the Clever, yet they manage to re-enact him very well.
Even though Cugel is the archetypal murder hobo, I don’t remember him murdering that often. Characters in the Dying Earth series often choose other means of defeating their enemies. Disgrace and mockery are regularly viewed as more fitting, and perhaps even worse punishment than death.
There’s of course more to Jack Vance than Dying Earth, even though his other works probably didn’t influence D&D and by extension other TTRPGs as much. If you haven’t read anything by Vance (hard to believe, if you’re my target audience) you should definitely remedy that. The four volumes of the Dying Earth series are obligatory, of course. And I would also recommend one of his later works, the Night Lamp. It’s a bit slow at first, but then gains momentum and finishes with pretty much a Dying Earth vibe.
Last but not least, if you want to play a game in the Dying Earth setting by Jack Vance, you can check out the DCC modules presented at the end of the linked Goodman Games article. You should also check out Pelgrane Press, as they’re dedicated to publishing everything you need to bring Dying Earth to tabletop life. And if you want a really good deal, they have a bundle ending in about three days currently on Humble Bundle. The Dying Earth RPG Collection costs just short of 20 €, so I guess about $23-24.
Video Game Shorts
Every few years I have the urge to replay the Shadowrun games by Harebrained Schemes. I finished the original game a few years back for the third time, and I’ve started my second Dragonfall run recently. Of course I will have little time, so I might finish it somewhere around New Year.
I consider Dragonfall the best of the three, although they are all very good. What I want to focus on today is the way the game(s) build a sense of belonging, both inside the party and towards the broader community you become part of.
There’s a lot of characters, many minor, around your base of operations. It often take s a while until they become relevant, but you slowly become familiar with their stories. And you start to care about them. This is something that games (and to some extent other media, such as TV series) can’t quite pull off. A lot of the newer RPGs manage to do this with one or two characters, but rarely with a whole community.
My advice for DMs therefore is go play the games if you haven’t. You get tens of gameplay hours in great TTRPG video game adaptations, and can get inspired by the way the communities around the PC headquarters are written. Not to mention the rest of the very good writing. Dragonfall is really something.
I actuall never read too much into Shadowrun. There was a Humble Bundle with a complete ruleset for one of the newest editions a few years ago, but I still have to get to reading any of the books. I’m definitely looking forward to, there ought to be lots of inspiration there.
Oh, and for anybody interested, I’m making a chromed-up melee street samurai, after playing a pure mage last time. Glory will sit on the bench most of this run, I’m afraid.
Final Remarks
Once again I have to state that I’m not affiliated with any of the mentioned entities, and I receive no compensation for any promotion.
If you liked the article, please share it on your favourite social networks or directly with your friends, and don’t forget to subscribe!




































































































