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How's my summer going? "Mixed bag," as we say in England.

On the one hand, I'm spending easy nights tossin' dice and crackin' jokes with some of my closest friends. On the other, I recently touched my kitchen wall and found it covered in slime.

There I was, roleplaying, when I noticed that the wall behind me looked oddly glossy. Being a man to whom little that is substantively bad has ever happened, I mashed my whole palm against it, greasing myself in something like ectoplasm. With a shriek of disgust, the players at my table were yanked out of the fictional danger we were imagining together in the game, and now real danger was coming for us in the real world

Long story short, it turned out that none of us were under threat of being sludged to death, or whatever I feared might be happening. England was just so hot and humid that when the day's breathy air entered my cool basement kitchen it was leaving condensation on the walls, and this water was reacting with something in the latex-based paint.

Or at least... that's my friends' theory. We never actually checked if the paint was latex-based, so it's still possible that I am being haunted by some kind of slippery spirit. 👻

Anyway, let's get into some more SUMMER READING. Following on from Part 1 and Part 2, you guessed it-

It's time for Part 3.

HEART: DAGGER IN THE HEART

I've spoken before of the peculiar grief of Quinns Quest. Because there are always new games that need reviewing, I can never revisit the worlds that I fell in love with.

Ordinarily, that feels like a kind of quaint, store-bought nostalgia, but HEART, which I reviewed back in Season 1 Episode 3, has recently received a couple of heavy-duty expansions. There's Ways & Means, a thick sourcebook adding enough new classes, delves, items, rules and adventures as to make you feel like you're starting the game for the first time, and then there's Dagger in the Heart, which is something neither HEART or Spire (check out my review of Spire here) have ever had! An entire grand campaign.

Written by Gareth Ryder-Hanrahan, king of the campaign (pronounced like "king of the slams"), and with dozens of crumbly, freaky illustrations by Sar Cousins, Dagger in the Heart is... I could say lots of good things about it, but maybe its strongest attribute is that it's transformative.

HEART is ordinarily this trippy but deliberately disjointed one-way dungeon delve, right? It's like a dream you might have after breaking up with your spouse, eating an entire brick of stilton and falling asleep in a wet basement.

With Dagger in the Heart, Gareth has instead designed a plot that's a little more ambitious. The players' mission to capture a runaway digging machine is genuinely exciting. There are multiple, nuanced recurring villains working against you. The locations you travel through have more fibrous connective tissue holding them together. In fact, Dagger in the Heart actually does a fantastic job of connecting the games of Spire and HEART, and there's even a suggestion in the campaign that half-way through (and this made me grip the book in excitement) you could play out an entire campaign in Spire where another group of players try to get the Dagger in the Heart party the help they need.

And because Gareth is a beast when it comes to following a brief, all of this is achieved while maintaining Heart's signature psychedelia. Dagger in the Heart has a great many moments and locations that are quite simply enterprising in how screwed-up they are. Comparing Dagger in the Heart to the campaign of Heart that I ran for my own players, I'd say that this book is not only more consistently batshit, it also achieves higher peaks of batshittery than I was able to muster.

I want to move on to talking about other books from my summer reading, so I'll just close by saying this:

If I was running a campaign of HEART again, there's no universe in which I wouldn't run Dagger in the Heart. And if you were running HEART for the first time, you'd probably have a lot of fun buying Dagger in the Heart just to read it. Maybe you'll choose to run it, maybe you'll just enjoy the contact high as this world osmoses through your fingertips.

THE ONE RING: HANDS OF THE WHITE WIZARD

It's a Gareth Ryder-Hanrahan double bill!

The One Ring: Hands of the White Wizard is another campaign-y book by Gareth of six linked adventures for Free League's new Lord of the Rings roleplaying game, all of which see you working as agents of Saruman the White, Lord of Isengard (Christopher Lee in the movies), in the years before Frodo leaves the Shire.

It's just such a fun set-up for a campaign. Not only does this make the most of the kind of goofy tourism you get to do in a game like this, quaffing ale in the home of someone who feels like a celebrity, but the players are told upfront that depending on their actions in this campaign Saruman's choices will deviate from what he does in the books. You could save him! Maybe! Or make him even more cynical! There's a complicated whole point system! MmmmMMMmmm!

I don't have a ton to say about this book aside that Gareth has once again risen to his brief. There's a lot less of his colour and flair than this is in Dagger in the Heart, though it's hard to know how much of that is him trying to chase the tone of Free League's own The One Ring adventures, which are themselves trying to hover near to Tolkein's prose.

Really, the reason I wanted to write about Hands of the White Wizard is an excuse to say that it feels like Swedish company Free League has been upping the quality of its books even further recently, and that just makes me feel like TTRPGs are heading in a great direction.

Free League is something like a bridge between the indie RPG scene and the mass market, with licensed games like The One Ring, ALIEN and Blade Runner along with left-field releases like Vaesen, MÖRK BORG, Forbidden Lands and Coriolis. Side note here: Coriolis is cool! I was so sad to read that the writing in the new redesign it is still a little dull for how lush the art is.

The point is, if we wanna disrupt D&D's control over what people think that roleplaying is, it's going to be harder to do it if D&D's competition is a hundred auteur designers publishing via Backerkit and itch.io. We need a few bigger companies like Free League and Modiphius who have marketing budgets, store presence, and the willingness to write a lot of content for popular but unexciting licensed games. I'm eagerly anticipating the first game from either company that I can wedge Quinns Quest's full support behind. For a while there I was looking at Mutant: Year Zero - Genlab Alpha. I'm still looking at Genlab Alpha. What a campaign that is!

(This would be a lot easier if I liked licensed games, but I don't. I'd just rather play in a new world with new ideas than take my players into the unavoidably marketing-tie-in-smelling world of Fallout or Dune. I'm sure this is alienating for some of you. I'm sorry!🫤)

DEADLINE: A CLOCKWORK PRESS

When I'm walking around a games convention I'm wary of accepting review copies. I'm always calculating, not unlike a rocket scientist. To wit: the more review copies I accept, the heavier my backpack gets. The heavier my backpack, the sooner I will become grumpy. The grumpier I become, the higher % chance of me making an off-colour joke when I meet someone. The more off-colour the joke, the more likely that person is to think "Wow, I wondered what Quinns is like, and now I know! He is a true bell end"

So sometimes turn down the review copy (which I guess makes me a bell end anyway)

The point I'm making is that I have never walked past a booth at a convention and unzipped my bag faster than when I saw Deadline: A Clockwork Press.

This indie storytelling game has a fab hook. In the manner that A Quiet Year asks you to draw and update a map according to events in a fictional place, Deadline asks you to first sketch out a fictional city, then collaborate and create front pages of a newspaper from that city. In fact, not only are there printable front page templates for you to fill out, the physical version of the Deadline rulebook is literally a newspaper.

I'd have SO much fun playing this with a table of journalists! Or so I thought.

I'll admit, when I finally read Deadline this month I was pretty disappointed. It's a similar story to when I read Wanderer's Tome's previous game, Flabbergasted!. Both games pulled me in with a great concept, professional art and a strong layout, but then the content is just a bit... lo-calorie. With Deadline, the game design is functional, the writing is perfectly readable, but there are zero risks, zero jokes, no fat, no sugar. I need the writing to be more exciting, is what I'm saying.

People talk a lot about The Quiet Year's game design, but part of the reason that game sticks to your bones are uncomfortably personal prompts like "A project fails," "Who is unhappy with the sleeping arrangements?" or "The children and animals are crying and won't stop." Deadline often just... elides your attention with prompts that all feel like a first draft.

All the same, I'm writing about Deadline here because it's such a cool idea, and done right it could be such an amazing minigame to play to build a world together, or during a timeskip of a campaign like Blades in the Dark.

PLAY UNSAFE

Play Unsafe is a slim little book on making your roleplaying better and easier by Graham Walmsley, who created some scenarios for Trail of Cthulhu and went on to write Cthulhu Dark, the inspiration behind Trophy Dark. I haven't read any of those games. I have read Trophy Gold, though, which is the version of Trophy Dark meant for campaign play? I like it a whole lot. It's cooooooooool

That's a lot of links and I'm not talking about any of that!! I'm talking about Play Unsafe! Jesus!!!

Play Unsafe is a small book, almost pocket calculator sized. It's a big bigger than a pocket though. Maybe that's a good thing. Can you imagine cutting around with this in your shirt pocket? You'd get beaten up! And they'd probably accidentally punch you in the chest where the book is, compacting it into your heart and then you are killed

Anyway, on Quinns Quest I'm always experimenting with giving my audience tips for being a better GM or player. Play Unsafe makes me feel like the storyteller equivalent of an unevolved Pokémon.

It's not just that the tips in this book are wise, the writing is also expertly terse, and the whole thing strides across the sum of roleplaying expertise in less than the wordcount of a Quinns Quest video. Honestly, if you wanna be a better GM, I expect you could re-read this book twice a year and internalise something new every time.

Like, at the end of a chapter on roleplaying high status and low status characters, there's this little boxout titled "Realistic relationships":

For a natural, lifelike relationship, try keeping your status slightly above or slightly below the other person. Be slightly superior or inferior.

Change, frequently, so that you go from slightly superior to slightly inferior and back again.

You'll find that, if you do this, the relationship between the characters feels a little more real.

That is genius.

It's nuts that this book was first written 20 years ago. That said, it's the new 20th anniversary edition I've been reading, and I'm not sure how many revisions it has. This new edition doesn't look like it's for sale yet- if you're interested in Play Unsafe, I'd wait just a little longer for the 20th anniversary edition to drop.

STORYBREWERS' GAMES IN GENERAL

Storybrewers is just a fucking great publisher, and I want to give that team their flowers. 🌷🪻🌺

I walked away from UK Games Expo this year kicking myself that I hadn't included Saltfish & Almanacs in my boxed game special. It's such a perfect antithesis to Desperation. It's a boxed game about travelling merchants setting off on a year-long round trip, watching changes in the landscape, bickering about wares and struggling through hardships, before finally returning home and re-uniting with your fellow players. That's right, you're actually not travelling together! This is the master stroke of this game, for me- the players are from the same town, working for the same operation, but they're always staffing two caravans on different circuits, so all of your stolen moments of beauty and irritating setbacks aren't shared.

It's such a sweet, wistful packet of wanderlust and nostalgia. I can't recommend it enough. Also, you couldn't ask for a better antidote to Desperation's "Today I cut the throat of my horse had to be done the animal was afflicted with the miseries and chawed her own hooves off"

But Saltfish & Almanacs isn't the only Storybrewers joint that I (grumpily) trudged away from UKGE with in my (heavy! so heavy!) bag! There was Decaying Orbit, an earlier game of theirs about being an AI who wakes up moments before their spaceship is destroyed, which is just enough time for them to absorb the entire story of what went wrong (but not do anything about it), and Fight With Spirit: A Sports Drama RPG, a hefty box designed to take all of the heavy lifting out of living out your very own sports anime.

What sport? Whatever you want. Cycling, roller derby, wrestling, soccer, bung it in the future and play Cyber-Hydro-Megaball for all they care. The whole genre operates more on moments like this:

Can you connect with your joy when you play??

Can your hearts and minds connect under pressure??????

So good. I've spoken before (somewhere? to myself, maybe?) about how nice it is to be working in TTRPGs in 2026 because the whole scene feels mega ill-defined. As soon as you exit the zorb bubble that is the heroic fantasy RPG you're absolutely adrift. What's popular and hyped are a constant demonstration that there's no go-to ruleset or genres, there is no right way to play, and great designers feel more excited by new ideas than they are about anything else.

Even in this environment, Storybrewers feel like they're obsessive about pushing the envelope, putting them in the company of great experimenters like Bully Pulpit and Jay Dragon.

And with that, I can shelve the last of this summer's physical review copies. "STACK DEFEATED" appears across my vision in the Dark Souls font.

I'll see you folks next time for what could be the final instalment of my Summer Reading series! It's all of the .pdfs I've been sent.

Time to cyber up. 👨‍💻

-- Quinns

Files

Comments

AnotherOne

The slime anecdote reminds me of this: And I am freaking out in the middle of the street With the complete conviction of someone who's never had anything actually really bad happen to them But I am committed now to the feeling

Jonathan

Man I feel the same way about liscensed games, I fell out of love with MtG for the same reason. It really put me on the warpath with nostalgia in general. I really hope we don't see TTRPGs focusing more on liscensed games. All those properties were new at some point, so I think growing the genre is possible without reheating cultural leftovers.

Josh Garland

A quick correction- Graham W wrote some excellent scenarios for Trail of Cthulhu but Kenneth Hite designed it!!

Chris Gardiner

Just on the Free League/The One Ring thing: some nerdy business structure talk! I think TOR is an unusual part of their stable because it’s not designed and written by Free League. Free League are the publisher, and partners, but the TOR range is made by Sophisticated Games, who (for TOR at least) are primarily Francesco Nepitello and Marco Maggi, supplemented by freelancers like Gareth ‘When Does He Sleep’ Hanrahan for the supplements and adventures. Sophisticated Games are the same outfit who made the first edition of The One Ring when it was published by Cubicle Seven (when Jon Hodgson of Handiwork Games was effectively the line editor). Sophisticated Games also made the magnificent War of the Ring boardgame (in partnership with Ares). TOR2e definitely benefits a lot from Free League’s very significant publishing expertise (I think TOR2e’s lovely layout may owe a lot of Free League’s skill in that area, too — the recent Coriolis book is similarly spacious and gorgeous), but the content is – as I understand it – almost entirely Sophisticated Games’ work. Which is why it doesn’t use Free League’s Year Zero house engine. It seems to be a hugely effective partnership– the quality of everything they’ve put out for TOR2e is ridiculous. The Moria book is basically a miracle.

Lojaan

I get the dislike of licensed games but man, when done right, they can really make it easier for people to get into the hobby. Coming to a RPG with an existing understanding of how the world works is a huge benefit for new players. Plus you get access to an existing fanbase so there is a lot of potential to grow the scene.

Kerrald

I think there's a place for licensed games. Star Trek/Wars are big enough to support originality within their frameworks.

Sasquatch

Chiming in to add that I absolutely adore Dagger in the Heart. The illustrations alone make it a fantastic flip through. Add to that the distinctive villains which the game gives tips on spotlighting and where it recommends you focus depending on how long you want the campaign to be and what your players respond to, or the layered strata of increasingly-detached-from-reality locales that you can venture down filled to the brim with wonderful imagery and ideas and you've got a winner. Even if you never run the campaign itself, it offers oodles of inspiration for more Heart *stuff*, and even if you never run Heart, if you're a fan of dark, weird fantasy stuff, then it's capital W Weird. It's been a couple of years since my last Heart campaign, as my group has been enjoying a tour of a few other games (including Wildsea which I totally didn't buy based on QQ's initial episode don't check the date on the receipt), but I've made it clear to them that when (not if, I insist) we return, I want to run them through Dagger in the Heart, because I know that in their nasty, greasy little hands it will absolutely sing.

Nathaniel Lanza

I ran Dagger in the Heart back when it was in playtest and it was absolutely the best and most bonkers RPG campaign I’ve run. The way it’s designed to be reactive to how your players engage with it is just great, and I loved everything about the antagonists. My only regret is that I can’t run it again for the first time.

Ink Conspiracy

I feel like I could use more things that are settings guides, rather than full rule sets for popular IP RPGs.

Andrew Hill

I’ve been having a lot of moments with The One Ring, I really do love a lot of what it’s doing. Hands of the White Wizard is amazing as even just a character study of Saruman himself. Just the idea that he was the ultimate good guy, he really wanted to beat Sauron but was broken down by how much the world just did not give a shit. relatable for no reason at all. The book paints a picture of a deeper character than I thought existed. I’m not the deepest Tolkien fanboy, I’d dare say I’m very casual lover of LotR in general. It’s fine. Hands of the White Wizard though is expertly well made and I’d love to get it to my table. I have the same problem with Licensed games, at some point in an Alien game the xenomorph has to show up and everyone goes “ah it’s the thing!” And everyone knows what it is and what it does and it’s like the worst parts of DnD where the players all know what a beholder is and what its exact stats and abilities are. No surprise, and in some of the worst licensed games, put the GM on rails via player expectation and limitations via established canon. (I do think AlienRPG does have some more fun with its source but I had to have an example). This is again where Hands of the White Wizard fixes things by daring to throw canon out the window with a “what if you could fix him?” Love it. Wonderful write-up Quinn’s again I will continue to be jealous of you playing more Heart than I fear I will get to. I love that game but it’s been an unrequited love, I have yet to get to run it. I’ll be getting Dagger in the Heart to crack its pages and sigh deeply thinking of what could be.

Aneagleslament

Hey Quinns! I was wondering if you' were considering checking out the second edition of Good Society once they release it? I know you had difficulties with the first edition for the friction between players but considering the shout out to Storybrewers' above I thought it may be worth another potential look?

Eoin Campbell

Additionally, as a GM an established setting you're familiar with can make improv so much easier, or at least it has in my experience. Because there's rarely the hesitation of "what unintended huge world-changing implications could including this thing I just imagined have?" Instead, you have a huge toolbox of stuff you already know exist in the setting and all fit into it nicely. That being said, I feel like liscenced games aren't really lacking for attention.

Josh Rodell

I'm currently playing Brandon Sanderson's Cosmere licensed game (and the official launch adventure for it), having never read the source material, which is an interesting twist on the concept. I can definitely feel the impact on the structure of the campaign, as we're bounced from important location to important location, meeting people and being expected to immediately be willing to die for them, that sort of thing. On the whole, though, the game itself holds up.

chris

Hey, so maybe it’s just me but I’d LOVE to see an episode (or even blog post) of one shot games/packaged games/etc each season… basically the games you can play in a single or few sessions - much more achievable than a giant campaign. Anyways thanks for the recommendations in this blog post - decayed orbit and the sports game look super fun.

chris

I emailed the author asking him to get a digital version up on drive through or itch or wherever as I can only see the old versions there

Quinns Quest

Oh great, that's the post updated now. Thank you Josh!

Quinns Quest

Oh my god, Sophisticated Games made War of the Ring too?! Sounds like you couldn't ask for a better licensing partner. Folks should check out my War of the Ring review if they haven't seen it. It's one of my favourite reviews we published on Shut Up & Sit Down: https://www.youtube.com/watch?v=MvgooNB8Ck0

Quinns Quest

Yeah, agreed- the problem I have with a lot of franchise tie-ins in general (not just TTRPGs) is that rather than exploring the world of Fallout or Bladerunner or whatever that the viewer *hasn't* yet seen, there's this tendency to just take the few objects or antagonists you saw in the movie and give them stat blocks, which (to me) makes the setting feel less like a whole world and more like a series of... I dunno, postcards?

Quinns Quest

Ha, funny story- when I caught up with Storybrewers at UKGE they were like "We've got a new edition of Good Society coming out!" and I'm like "Oh cool!" and then they said "We don't think it fixes any of the things you didn't like!" and I was like "Oh no!"

Quinns Quest

Ha, what a trip. How would you say the world feels different to other fantasy RPGs, when you don't know the books?

Aneagleslament

Ah fair enough, at least they're honest about it! 😂

Andrew Hill

Oh 100%! Postcards is a great way to put it. Feels a little like the TTRPG space is hitting like that spot in the early 2000s where we had like a ton of those licensed video games based on movies. Usually retelling the movie with maybe a unique scene thrown in. Most bad but I mean you’d get an Escape From Butcher Bay occasionally. Although now they come with a bigger upcharge via kickstarter for big name properties. I stay positive because more good games would be good but I can’t help but feel a bit cynical about it sometimes.

Josh Rodell

I mean, its definitely a lot broader and deeper than a straight-up TTRPG setting would have any business being. The guy's been writing them for 16 years, and has dived into detail on so many specifics, but only in the aspects that have come up in the plots in the books. Like, during character creation, you choose which culture you want to be from, and if you choose randomly, you might get one of the Main Ones, in which case, there's huge amounts of very detailed lore, or you might get the people with big eyebrows. It's also a bit odd because the books take place over quite a long period of time, and we're playing relatively normal people, so there's a lot of stuff that we shouldn't be aware of yet, but which is an established part of the setting as it exists of the wikis and whatnot. None of this has been made easier by the fact that I decided to steer into the problem and make a character from the Main Culture, who was a massive zealot of the Main Religion, and was therefore expected to know all of what was going on. I'm a glutton for punishment.

Wax Wings

Lovely to see that you got a copy of Decaying Orbit, mate! It was a real pleasure to build. Let me know how it plays for you. One slight correction, which I raise only to match your reflection: Decaying Orbit isn't an earlier published game. Instead, it and Saltfish were kickstarted as a pair as we thought they reflected alternate takes on the nature of journeys, wanderlust, and what home means. I hope that's a welcome lens to bring to both games!

Collin Hancock

The art in the new TOR books is incredible. And though I haven’t played a game yet, they’re wonderfully illustrated and imagined books. The Moria book is a treasure.

Smoke Jaguar

Hi Quinns, So much reading. I'm a slow reader so I am in awe of your throughput. At the risk of dropping more on your plate, and maybe this is more of a people play games thing, I'd like to point you in the direction of role playing as therapy. There are a few books on it out there, and as a therapist I'd love to see some depth looks at it from someone with a critical eye that is not a therapist. That said, I love what you do and know you have plenty on, so just a bit of wishing at the fountain. Stay well!

GoodOl'CSB

I’m very interested in finding a hardcopy of Play Unsafe in the US and struggling mightily to do so. Anyone have any thoughts/leads? Willing to pay some shipping if needed...

Leo Steinmetz

Bit late here but just wanted to thank this post for directing me toward Dagger In The Heart. Now that I’m reading it, that’s gotta be one of the coolest campaigns I’ve ever read. I don’t think Heart would be a good fit for my players, but I’m super excited to keep an eye out for an opportunity to run it.