The Druid has returned from the branches of the old oak with field notes on one of the Keep’s most efficient residents: the giant weasel. Part natural philosophy, part tavern wisdom, and entirely unconcerned with the feelings of giant rats.
Posts by Chris Strahm (aka One Man and His Dice)
Meet the newest member of the One Man and His Dice team: The Druid – tree-dwelling philosopher, mushroom enthusiast, and field naturalist of the strange. If it grows, bites, poisons, or possibly opens a gate to another dimension, he intends to investigate it… for science.
Another week, another flurry of dice across the tabletop. From Dragonbane’s expansion into Trudvang to a new megadungeon from Monte Cook, the RPG world keeps evolving in strange and wonderful ways. Here’s what happened in the hobby last week.
The Mind Flayer began with a strange miniature, a referee’s imagination, and a healthy dose of cosmic horror. Here’s the curious real-world story behind one of D&D’s most iconic and terrifying creatures.
Once upon a time, the wilderness wasn’t just a gap between adventures. It was the adventure. Hexcrawls, getting lost, discovering ruins beyond the horizon… somewhere along the road we forgot how to travel. Let’s rediscover the forgotten art of overland travel.
Johnny Nine-Fingers has returned from the strange lands of Dragonbane, and he brings tales of elegant rules, dangerous adventures, and heavily armed ducks. Was it worth the journey? Read the latest report on One Man and His Dice and find out.
Just posted a review of *Knave* by Ben Milton. A razor-sharp minimalist RPG that strips fantasy adventure down to its essentials. Elegant, highly hackable, and very OSR in spirit. But does its austerity enhance the game or leave it feeling skeletal? My thoughts in the review.
How much game do you really need to run a great RPG session? I take a look at 2400, Jason Tocci’s ultra-lean sci-fi microgame. Elegant, hackable, and daringly minimal. But does it give you enough to actually play? My latest review on One Man and His Dice.
How long is a swordfight? Turns out, the answer says everything about what a game believes combat is. From one-second precision to elastic narrative time, I explore how different RPGs measure violence, and why the clock shapes the chaos at your table. Which tempo do you play in?
A minute is long enough for a flurry of shots, a shield rush, a desperate scramble for position. It feels like a clash. Six seconds feels like a beat. Suppose it depends on what kind of chaos you want the table to imagine.
Half the party turned to stone. The elixirs? Also stone. But here’s the real question: when a medusa petrifies you… what happens to your mind? Sleep? Stasis? Or a locked-in marble nightmare? Let’s talk existential horror at the table.
How long is a D&D combat round? 6 seconds? 10? A full minute? Turns out, that tiny rule reveals a huge shift in how the game understands violence, hit points, and chaos at the table. I make the case for bringing back the minute. Thoughts?
Apparently I’ve committed the mortal sin of using AI art on my own blog. Here’s a blunt response to the outrage, the hypocrisy, and the fear of change. If you enjoy the writing but hate the tools, we need to talk. Or not. Your call.
Four dollars. Folding tables. A hundred players.
When roleplaying games began filling halls instead of basements, something changed forever. This week I look back at the moment the hobby realised it could scale…
What if your character existed before the dungeon? Wealth, lineage, siblings, expectation – what happens when birth shapes the blade you carry? A deep dive into class, background, and why old-school play was never as blank-slate as we remember.
Rules don’t just resolve actions, they encode values. This post looks back at early RPG design to ask a harder question: who do the rules say we’re allowed to be? A reflection on imagination, mechanics, and how the hobby learned to grow up.
Imagination isn’t something you switch on at the table. It’s something you cultivate over time. Fantasy games thrive on collision, contradiction, and borrowed myths, and fiction still matters in how we play.
Morale is the rule most of us skimmed for years, and it might be one of the most important ones in the game. Roll it honestly and monsters stop being numbers and start making decisions. Combat turns into drama.
Read more...
The humble Reaction Roll might be one of the single most elegant OSR rule ever written, turning every encounter into possibility instead of assumption.
The Tomb of the Serpent Kings remains one of the OSR’s sharpest teaching dungeons: deadly, intentional, and packed with design lessons. A modern classic for learning how old-school play really works.
Read my blog post.
Silent, square, and hungry, the Gelatinous Cube is the dungeon’s perfect janitor. A creature so absurd it loops back into brilliance.
Read 'The Gelatinous Cube: The Dungeon’s Janitor'
The Mimic is a warning label for the entire dungeon. A bite-sized masterpiece of paranoia and design.
Read 'The Mimic: A Lesson in Trust Issues'
Small but vicious, the stirge is one of D&D’s purest horrors. A low-level terror that teaches players fear the moment it latches on. Here’s my tribute to the tiniest nightmare in the dungeon.
Read 'The Stirge: A Love Letter to the Least of Horrors'
Beneath a blood-red sky lies the Valley of the Sleeping Gods, a vast ring of idols and madness where mountains dream and divinity decays. Step into the myth.
Read “The Valley of the Sleeping Gods”
From the mist-choked ruins of the Borderlands come the Swine-Things. Part beast, part nightmare, and wholly unforgettable. Inspired by Hodgson and reimagined for the OSR.
Read “The Swine-Things of the Borderlands”
Tomb of Horrors is a deadly, unforgettable rite of passage. A masterpiece of D&D design that killed characters and shaped generations. Read ‘Tomb of Horrors: The Adventure That Killed a Generation’
AD&D 2nd Edition never quite found its footing, caught between old-school design and the narrative revolution. But in its missteps, it carved out a space for some truly unique ideas.
Read “AD&D 2nd Edition: The Edition That Never Stood a Chance”