Monday, March 1, 2021
Another Big Day for OSW
Wednesday, February 17, 2021
Olde School Wizardry Campaign Map
Over on the Fearsome Games Discord channel , a patron asked if we could put the Olde School Wizardry campaign world map up as a pdf for reference. Josh jumped right on it and added the map to our growing list of online player resources.
Truthfully, however, the request left me a little puzzled. The campaign world of Olde School Wizardry is *implied* through the text of the book ... not exhaustively detailed. The Collegium Mysterium can be dropped into any fantasy world (and indeed, establishing satellite campuses across far flung continents or worlds has made up a lot of the action at my table these past eight years or so).
Likewise, The Estates Arcanum, student houses, and secret societies are all intended to be quite modular. Use the bits that inspire you; ignore the rest!
This approach to modularity and light sketches of an implied world (vs any sort of heavy-handed "canon") really came over into the short sections of the book devoted to The Grand Duchy of Walvia, The Marklands, Bhatvia, etc.
In developing these brief (but hopefully evocative) descriptions, I leaned heavily on the example provided by David "Zeb" Cook and Tom Moldvay in the X1: The Isle of Dread.
There the brief sketches of the regions of "The Known World" functioned just as intended: to give the GM a springboard into developing her own histories, peoples, conflicts, and adventures.
I know there's a LOT of love for the much more detailed "World of Mystara" that would be developed into thousands of pages, published, and sold to eager fans who yearned for a "completest" expose of their favorite fantasy world .... but for my money, the single paragraph blurbs that serve to inspire rather than saddle the GM under "official lore" are far superior.
I hope that Olde School Wizardry's light treatment of the campaign world can walk in those same footsteps!
Monday, January 4, 2021
More Olde School Mutterings: Our Latest OSW Interview!
Recently Josh and I were interviewed by Dan "The GMshoe" Davenport of Randomworlds.
Dan does a great job sniffing out new, indie tabletop games and giving writers and artists a platform from which to talk about their projects.
Check out a transcript of our interview on his blog here:
The Olde School Wizardry Kickstarter concludes January 7th, so any folks still on the fence have until then to get in on the discounted rate.
Thursday, December 31, 2020
"Auld Lang Syne" or "What's in a Name?"
"Olde School Wizardry" has been called by that title since we started playing more than eight years ago.
For a while, I flirted with calling it "The Nine Ancient Runes of Magic" for the nine different magical actions that wizards can take to initiate spells (Destroy, Enchant, Ward, etc.), but I was still attached to the original title for several very good reasons:
Tuesday, December 29, 2020
Olde School Wizardry -- Musings in the Monastery
Our Olde School Wizardry Kickstarter has marched onward, reaching over 150 backers. That's tremendously exciting for Josh and I--the idea that people we've never met in person will find joy and camaraderie through something we've helped create is an amazing feeling.
This week, YouTube content creator and RPG expert Mildra the Monk was kind enough to interview me about Olde School Wizardry: The NIne Ancient Runes of Magic on his channel.
It's the first time that I've ever talked in real-time to someone beyond my immediate circle of family and friends about the game, and I think listeners can get a feel for the heartbeat of the game.
Have a listen if you like and leave Mildra a comment if you feel inclined.
[note: contains swearing]
Mildra and Jarrett talk Olde School Wizardry
.
Saturday, December 26, 2020
Saturday, December 19, 2020
Olde School Wizardry: Milestones
My friend J, who was a U.S. Navy veteran and master craftsman, was also a gamer. In fact he introduced me to the boardgame Wiz-War, one of the major influences on Olde School Wizardry.
Wednesday, December 16, 2020
Off Like a Shot!
The Kickstarter for Olde School Wizardry: The Nine Ancient Runes of Magic, my very own table top fantasy RPG, is now live!
And what a first day we had, too. We tripled our goal within the first 12 hours and, last I checked, we had only 5 of the book's original art pieces left for our upper tier backers.
I feel a bit like this guy at the moment, as old friends from high school, college, and points beyond come out of the cold, sleety night to give their well-wishes and express support for this quirky passion of mine.
It's all very humbling, and I hope that Olde School Wizardry is able to spark some joy and community for other people the way that it has for me over the last eight years.
You can follow our progress or preorder your own copy of the game here:
Thursday, December 3, 2020
The Evolution of a Fantasy Heart Breaker
With my first hardbound copy of Olde School Wizardry finally in hand, a Kick Starter offering pre-sales later this month, and print-on-demand coming in January, I was inspired to look back at some earlier incarnations of the book.
Olde School Wizardry has always been the game that we played ... not a rules set at first, but a collection of rulings arrived at by congenial consensus through the course of play. The mechanics evolved ad hoc, right along with the story lines.
While there are notes going back perhaps a year earlier, here is one of my first efforts to compile them for reference with some vague idea of sharing them beyond our own gaming table.
Monday, November 30, 2020
Finding a Match
Josh thinks there are more.
Monday, May 18, 2020
Tuesday, May 5, 2020
The Art of Olde School Wizardry VI
Wednesday, April 29, 2020
Rambling Conversation About D&D Cover Art

Q: [speaking of the three core hardbacks: Dungeon Masters Guide, Players Handbook, and Monster Manual] "Which is your favorite of each book?"
Here's my side of the ramble that followed ...
3e was odd. The abstract and stylized trade dress signaled a bold departure from the prior 26 years.
But I think it would have worked if they could have been embossed or something--had the heft and actual texture to match the pretense.
But you can see how an AD&D guy who came up on that coloring book look to the original Monster Manual would be left cold. I mean, the images by Dave Trampier were so simple yet evocative ... almost art nouveaux ... that many people *did* treat them like coloring pages.
The best Dungeon Masters Guide cover is the 1e AD&D one ... not the Sutherland original ... which is busy, stiff, awkward, and charming ...
... but the reprint with the Jeff Easley painting. The figure in green is the focus. The doors are almost like the gates of a DM's screen. He has the key around his neck and permits or forbids the exodus of the teeming, nameless horrors behind him.
The best Players Handbook is of course the classic Dave Trampier demon idol with the party mopping up dead lizardmen. Nothing fresh about that opinion and in fact I think people would come looking for me if I made any other claim.

It looks the most like the actual game feels out of every cover produced to date. Everything about it is right: the party size and composition, the conversations taking place (D&D is about talking, after all), the violence, the motives of the adventurers, the scale of the dungeon and the focus on it as a discreet and unique environment ... it's all there.
Small wonder that this one painting has received so many nods and homages in painting and other media.
Best Monster Manual ? ... that's tough ... they are all kind of misses in a way.
Do you do a menagerie?
How do you do that realistically so that it doesn't look like a dinosaur book for seven-year-olds? Or is realism even the goal?
So if a menagerie approach is out, which one or two monsters are you going to pick that stand for the entire 45 year corpus of creatures?
Red dragon?
Bit on-the-nose, but okay. But Easley's AD&D updated cover is ... odd. He's generally not great at horses (though these are better than average for him).
Frankly I think his approach to dragons is off. They have almost human skeletons in his art ... with these weight lifter necks. He struggles with a quadruped foreleg. By AD&D 2e his dragons have wrists, hands, and even opposable thumbs.
So I'll assert that the best Monster Manual cover hasn't been painted yet!
Or rather, that it was, but was used on some other product.
Take the Dungeoneer's Survival Guide:

It has a hapless explorer pulling himself (and his surviving chum) up out of a cleft while being swarmed by kobolds, a snake, and even a spider for good measure. It's much more reflective of actual play than, for example, Easley's AD&D 1e Players Handbook.
I think it's important that the monsters are getting the upper hand!
Anyway, that's my take:
Best single cover = Trampier's 1e AD&D Player's Handbook.
Best trio of covers include two by Jeff Easley.
Sadly, the three together are pretty incongruous, but I guess you can't have it all :)













