Monsters and Manuals
Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Thursday, 15 January 2026
Games Workshop Against Satanism
Tuesday, 6 January 2026
When Did Action-Packed Prologues Begin?
Without further ado, let us commence the Great Monsters & Manuals Group Research Project 2026.
The 'prologue' as such is a concept that goes back at least to ancient Greece. But a fairly recent innovation in fantasy fiction has come in the form of the action-packed prologue chapter, often taking place in media res, which gets the reader hooked from the outset and tees up the narrative proper. I am not talking here about a framing device like the introductory sequence to The Worm Ouroboros, or a preliminary infodump like in The Fellowship of the Ring. I am talking about a teaser taking place 'before the opening credits', as it were, often filled with violence and derring-do and causing the pages to turn from the very outset.
The most famous and notable example nowadays may be the A Song of Ice and Fire books, which each begin in this way. Off the top of my head, others would include The Eye of the World, The Name of the Wind (which I confess I have not fully read), Gardens of the Moon, The Dragonbone Chair... if you have read a great deal of high fantasy fiction, you know the drill.
I have done some Googling, and even consulted Satan himself (in the form of Claude.AI for higher education, for which I have super-duper access through my day job) and have not been able to find a definitive starting point for this practice. I think it has to have become fashionable sometime between the publication of The Lord of the Rings and The Eye of the World. But when?
A datapoint: Pawn of Prophecy, the first volume in David Eddings's The Belgariad, includes a preliminary infodump prologue about the creation of the world. It was published in 1982, and it is safe to say that since Eddings was self-consciously trying to ape epic fantasy fiction, he can be used as a bellweather. This would indicate the action-packed prologue chapter was not in vogue at that time. The Eye of the World, which on the other hand definitively has what you would call an action-packed prologue chapter of the type I am describing, came out in 1990. This would narrow the search down to some point between 1982-1990. But I might be wrong.
Does anybody have any ideas? Fly, my pretties!
Tuesday, 23 December 2025
The Importance of Having a Stake
Recently if I have some spare time during lunch at work I have been watching some recordings of Warhammer Total War 3 on YouTube. Don't judge me.
One of the things I have noticed is that there is something which makes some of these recordings much more compelling than others, which I would with some reservations describe as the feeling that there is something at stake in the outcome of the battle.
Now, obviously nothing is at stake in the outcome - it's just a recording of a load of computer sprites brutally murdering each other, whichever way you cut it. But the action is more compelling when it feels as though who wins and loses is in some sense important. If it's, say, Bretonnia or the Dwarfs or the High Elves against, say, an army of Nurgle or Tzeentch, one cares about the result. One feels the same way if it is a, for want of a better term, intra-goodies conflict, like High Elves against Dwarfs (or whatever). One even feels that way, to a slightly lesser degree, if it is an intra-baddies conflict, like Orcs against Dark Elves. But it is hard to summon enthusiasm for a battle between, say, two armies of chaos demons, or between Nurgle and Khorne, or between a chaos army and an undead one, or between two undead ones.
The reason for this I put down to the fact that human beings, while very imaginative and empathetic, are only so up to a point. A battle between computer sprites who represent ordinary flesh and blood has a kind of weightiness to it that a battle between computer sprites who are themselves the stuff of magic or pure 'spirit' does not. The latter has too many layers of inconsequentiality. I can care about imaginary Bretonnians because I can empathise with their situation and become invested in what happens to them. I cannot care about imaginary Demonettes of Slaanesh. Not only are they not real (the Bretonnians are not real, either); they are even unreal within the fiction. A battle between two demonic armies reduces the observer to a neutral spectator rather than one who is rooting for one team or the other.
For much the same reason, it was never possible for me - or, I imagine, you - to care about the Blood War, the great multiplanar conflict supposedly taking place across the AD&D multiverse in general and the Planescape setting specifically. A total war between Chaotic Evil tanar'ri and Lawful Evil baatezu just didn't capture the imagination. It was a bunch of demons fighting each other across an infinite landscape. Again: too many layers of inconsequentiality. Nothing really at stake. I feel the same way about what I have read about the setting of Age of Sigmar, too. Infinite interplanar conflict may as well not be happening at all, because why does victory or defeat actually matter within that context?
This is also why I think in the end it has never been possible (yet - there may be a man who knows how) to make an interesting game set purely in a dream world or a world of illusion - again, a fantasy world on its own can still feel as though it has consequence, but a world of dreams that takes place in the heads of people in a fantasy world feels weightless. Again: nothing is at stake. Reality is at too far a remove.
It follows from this that if one wished to make a game in which the PCs are, say, elementals, or ghosts, or demons, or angels, or what have you, then one ought most likely to relate the action something that feels concrete or real. A game in which the PCs are all ghosts in a ghost world has the feeling of lacking what I will call 'stakiness'. A game in which the PCs are all ghosts and they haunt real world locations populated with real people has a much higher 'stakiness' content.
The funny thing about 'stakiness' though is that you can have too much of it. Our real lives are 100% staky. But where would the fun be in roleplaying that?
Tuesday, 16 December 2025
Dice Rolling and the Creation of Time
YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT. We all know this. But what is even truer is that one cannot have time records, or even time at all, IF DICE ARE NOT ROLLED. Let me explain.
Pierre-Simon de Laplace posited the existence of an 'intelligence' which was capable of knowing the precise location and momentum of every single particle in the universe at any given moment. To such a being, it would be possible to know both past and future in perfect detail, and indeed concepts such as past, present and future would lose all meaning because it would know them all equally well. This is because, knowing their current positions and trajectories, it could simply work out, with a single formula, where every particle in the universe would be from moment to moment until the end of time, and where they had been at every moment in the past back to the start of existence itself. It would thus in effect know the entirety of time simultaneously - it would have, if you like, a bird's eye view of the entire chronology of everything. How could such a being meaningfully distinguish between present, future or past?
Later writers called this 'intelligence' a 'demon', which I'm sure you'll agree is far more evocative. (William James had a similar idea, which he called 'the iron block' - the idea being that since everything is in the end just physics, and because everything in existence obeys the laws of physics, everything that ever happens is predetermined because it is all caused by something that has been caused by something else which has been caused by something else, and so on: from the moment of the Big Bang the whole thing - what you had for breakfast today, what you thought about while driving to work, the fact that you are currently reading this sentence - was already predetermined by a long chain of causation and we are just watching it all play out.) And 'Laplace's Demon' is a concept which somehow stuck. It remains highly provocative as a thought experiment to understand and argue about determinism.
It is also, though, an interesting way to think about DMing. A DM is, or can be, a pseudo-Laplace's Demon, in the sense that (if he devoted sufficient time and effort) it is at any given moment possible for him to know where all the moving pieces are in his campaign and where they are going. If the campaign were taking place in a megadungeon, for example, he may very well, at least in theory, know the location of every single monster, item of treasure, piece of scenery, and so forth - and even, if he wants, have a grasp of where they are moving (if anywhere) - at any given point in time. In practice few if any DMs actually know their creation at that level of detail, but it is theoretically possible.
Yet the DM's world is subject to fundamental indeterminacy because of the unpredictability of the dice. Since he can't know the outcomes of dice rolls in advance, he never has the knowledge necessary to be a true Laplace's Demon. He may observe everything, but he cannot also know where it is going (the echo with quuantum mechanics is obvious).
The DM's world therefore experiences an authentic past, present, and future. And in a sense the act of rolling the dice is what allows this to happen. It is only with the appearance of uncertainty that one can grasp time, and it is dice rolling which actualises uncertainty most purely. (Players can be negotiated with; the dice are final.) It is because the game involves dice rolls that it has a chronology - we know that this is the present because this is when the dice are being rolled, and we do not yet know the future because we have to wait for the results. This allows us to distinguish between present and future and therefore, by implication, the past. It allowos us to have time as such.
It follows that the rolling of dice is a metaphysical act. It is the fundamental ontological condition of campaign time. Yes, as some of you will be no doubt thinking, the actions of the players bring uncertainty in themselves, to a degree. But it is not genuine uncertainty without the rolling of dice, because without the rolling of dice what happens is ultimately decided by DM fiat, and DM fiat in the end simply reflects his own understanding or vision of his own world. DM fiat is the world of Laplace's Demon, where everything is simply caused by everything else. Dice rolling makes things uncertain for everyone, and it is therefore in the dice roll that time is brought into existence in a D&D world.
You can not have a meaningful campaign if strict time records are not kept, then, but you can also a fortiori not have a meaningful campaign if you are not rolling dice. It is the rolling of dice that gives the campaign any form at all.
Postscript: I am not sure what the precise implications of this are for Amber Diceless - the domain of Laplace's Demonic DM - and similar as playable games, but it is worth elucidating the point a little further in this regard. The point about Amber Diceless and its genre is that since it is DM fiat which determines what happens, it may have the appearance to the players of uncertainty. But for the DM nothing is uncertain because he can identify what has happend in the past, and what is happening now, and therefore has a fair idea what will happen in future. It is true that he does not know what a given player will do at any given moment, but he has complete say over what the consequences will be. Can he then meaningfully be said to be in a position of uncertainty?
Tuesday, 9 December 2025
Best Books of 2025
By tradition, December is marked on the 25th by Christmas Day, on the 24th by Christmas Eve, on the 26th by Boxing Day, on the 31st by New Year's Eve, and by somewhere-around-now, the posting of a list of the best five fantasy/SF-adjacent books I read in the previous twelve months.
This year I found myself reading a lot less than usual. Imbued with an inextinguishable and undiminishable exhaustion deep in my bones brought on by work, parenthood, and the passage and weight of time, not to mention stupefied by the vast quantities of beer and fine spirits that I constantly guzzle for every second of the day, I am barely able to manage two or three pages of any given book each night before sinking into a drooling, snoring, nightmare-filled slumber punctuated by toilet breaks and the incessant barking of the neighbour's vast throng of anxious terriers and spaniels.
However! I did manage to get through about twenty to thirty books, of which the top five (queue the CCS version of 'Whole Lotta Love' for background music and Mark Goodier for the readout, please) were:
5. The Horse and His Boy by CS Lewis. I read this (after having read it myself long ago, in my distant youth) to my eldest daughter and thought it one of the better Narniad stories - not as good as The Lion... or Voyage... but better than the rest, which can be a bit haphazard and weakly plotted. From my Goodreads review:
This is one of the more complete of the 'Chronicles'. It all resolves itself a little too easily and neatly at the end - there's very little sense that any of the 'good guys' is in any real danger - but the individual arcs for each of the characters are all nicely executed and the interplay between them has real charm.
4. The Spire by William Golding. I went on a bit of a William Golding bender this year and blasted my way through most of his oeuvre (The Inheritors is his best, along with Lord of the Flies, but I did not read either of them this year). The Spire is a relentless, beautiful and confusing masterpiece about a lunatic visionary trying to construct a too-big spire for a cathedral with predictable results. From my Goodreads review:
An equally bizarre and beautiful book that trades on an odd mixture of allusions, gaps, and - let's be frank - a bit of over-the-top melodramatic romanticism. It is typically billed as being a fable about prideful folly, but I found as ever that Golding's portrayal of his main character is subtle and humane; he's by no means a villain, and indeed has many qualities to be admired. A great book, full of mystery.
3. Pincher Martin by William Golding. A dark and horrible work that will compel and dismay any reader. Ostensibly about a man shipwrecked and marooned on a desolate rock somewhere in the North Atlantic, and his struggles to survive, all is not as it appears. From my Goodreads review:
Golding was a genius and a visionary and each of his books is a little miracle of inspiration - something no other author could have imagined, let alone written, and written so well. This is a modernist masterpiece: a depiction of the individual wrestling with the fact of his own existence - and easily the equal of anything written by Conrad, Bellow, Melville, or Greene.
2. The Day it Rained Forever by Ray Bradbury. I believe I have read almost all of Bradbury's short fiction, now - there is just one collection waiting on my shelf to finish off. There is something addictive about his writing, and this book (and another volume of his short stories) certainly bucked the trend in respect of me nodding off while reading. From my Goodreads review:
As with all Bradbury collections there is a hit-and-miss element to these stories; the straight SF ones are nice ideas that are not fully realised, and there is some sheer flim-flam and dreadful schmaltz. But the average quality is high and there are some real peaches. I loved the almost Ligottian aspect present in 'The Little Mice' and 'The Scent of Sarsaparilla', the creepiness of 'Fever Dream', the twistedness of 'The Town Where No One Got Off', and the Carver-esque 'The Headpiece' and 'The Marriage Mender'. The best two stories, 'The Sunset Harp' and 'And the Rock Cried Out', are towards the end - both are moving examples of the best that well-executed short fiction can achieve.
1. The Mists of Avalon by Marion Zimmer Bradley. Bradley has what one might these days call a 'complicated legacy'. But separating the art from the artist, this is simply a Great Fantasy Novel, complete with capitalisation. It is a riveting read that I highly recommend, and I almost entirely endorse Asimov's own endorsement of the book as the best modern retelling of the Arthurian myth (I would put it second by a shade to TH White). No Goodreads review, though, as I've only just finished it.
Thursday, 4 December 2025
State of the Yoonian, December 2025
I was asked by a reader for an update on all of my various publishing projects. I am nothing if not response to my readers' every last whims and fancies. So here it is.
- First, I have now more or less completed fulfilling the Yoon-Suin 2nd edition Kickstarter, now also on general sale. (Note, there are only roughly 25 copies left from the initial 2,500 book print run. There will not likely be another.) I still have to do some podcasts promised to the highest level backers of that KS, to come in the new year, but apart from a few tiny little snags to untangle with some individual customers the project is otherwise done.
- The next thing to do is get The Great North Kickstarter ready to go in roughly March-April. All the text and art for The Great North has been completed. It only needs to go through layout. Since I now have a good set up for printing and distribution and a better understanding of logistics and costs, I know that I can fulfil this one more easily and cheaply in terms of shipping than previous projects. I am very much looking forward to this as I am immensely proud of the contents of this book.
- After that I would like to begin work in earnest on Behind Gently Smiling Jaws. This has gone through various evolutions and is now a fully-fledged campaign setting in which the action takes place long after the Crocodilian Apocalypse has remade the world.
- There are four other projects I have been turning over in my mind and which I may choose to do alongside or instead of BGSJ:
- The Paladin Project, which tries to apply OSR principles on the basis that the PCs are unselfconsciously the good guys
- Writing a fantasy gamebook
- The Pre-Apocalypse world, set in a fantasy version of The Book of Jubilees
- The September Kingdom; where Yoon-Suin is fantasy Tibet, and The Great North is fantasy Northumberland, this would be fantasy Suffolk
Monday, 1 December 2025
How the Deteriorating Quality of White Dwarf Battle Reports Undermines Western Civilisation, and What to Do About It
And note how the battle report plays out, with a proper textual narrative providing an exciting prose account of what is happening, combined with commentary:
Friday, 28 November 2025
The Musical Alignments of D&D: the Metal-Classical-Jazz Triad
What is the best way to classify the tone of a campaign?
Sometimes campaigns are metal. They look like this:
And sound like this.
Sometimes campaigns are classical. They look like this:
And sound like this.
And sometimes campaigns are jazz. They look like this:
And sound like this.
From these basic types, there can be derived subtler subtypes.
Hence, metal-classical campaigns, which look like this:
And sound like this.
And hence metal-jazz campaigns, which look like this:
And sound like this.
And hence jazz-classical campaigns, which look like this:
And sound like this.
One could if one wished get more technical and start experimenting with the inclusion of pop, hip-hop or even house music. I suppose one could even, if one really desired it, start mixing in D&D alignments of the classical type, to create metal-jazz-good campaigns (as opposed to metal-jazz evil ones), or classical-metal-chaotic, and so on.
My own taste leans lately towards the classical-jazz end of the spectrum, tilting to classical-jazz-evil. This is how I would describe Yoon-Suin. I would also put Dark Sun in this category.
Spelljammer is classical-jazz-good. The Forgotten Realms are probably straight classical-metal, whereas Dragonlance is classical-metal-good.
Greyhawk: classical-metal-chaotic.
Veins of the Earth: classical-metal-evil.
Bastionland: metal-jazz-evil.
But then of course it might be possible to spin existing campaign setttings in new and interesting ways through changing their musical alignments. What would Dark Sun look like if reinterpreted to be straight jazz-good? Or if Veins of the Earth was played more classical-good? How indeed would Yoon-Suin changed if given a stronger metal-evil dynamic? These are Great Matters requiring careful study of devoted scholars.
Tuesday, 25 November 2025
Map Making as Gateway Drug: The Creation of a World
Wednesday, 19 November 2025
The World on the Other Side of the Glass
Yesterday I took the bus to work. I noticed that the woman in the seat in front of me was taking a photo of something, so I impulsively took out my phone and photographed the same thing. I didn't know what it was originally that she was interested in, but when I looked at the photo itself I decided it had to be the reflections of the chairs in the bus's interior, visible in the window, like a separate ghost-world laid on top of the real.
It made me think about the trope of having other worlds appear in mirrors, through which they can be accessed - mostly likely begun by Lewis Carroll in Alice Through the Looking Glass, though readers may know of other earlier iterations - and I started to wonder about the alternative scenario of other worlds appear in reflections in glass.
You may have had the experience of looking into a window, perhaps the front of a shop, and suddenly finding yourself distracted by what is happening in the reflections in it (i.e., of the world behind you) rather than the display. I expect everybody has at some point; in the high street in Newcastle upon Tyne there is even a Gregg's which flips its sign the wrong way round during the Christmas period so it will be reflected the correct way round in the windows of the large department store opposite:
The reflection-in-window world is different to the mirror-world: diffuse, distant, somehow aloof. Its colours are pale; it is cloaked in shadow; its details are only really glimpsed and resist close study. Things in the mirror-world are like the evil twin of the real. Things in the reflection-in-window world are more like memories or dreams, revealing themselves secretly and shyly - you know they are there, but they only give you a hint of their real nature.
I picture an 'urban fantasy' setting in which adventure happens within the reflection-in-window world. There are those who are able to slip out of the real world into the glass, going not through it but within it, into the reflections themselves, and who can thereby go adventuring in the hidden reality that the glass only very partially reveals. Naturally, of course, there are also entities from the world of reflection who emerge from within the glass to wreak havoc - or realise aims more mysterious or even benevolent - in the real. Perhaps there are even kidnappers who slip out from the reflections and steal away children to their ghostly world.
Nuances immediately suggest themselves. Reflections tend to be stronger or more visible at different times of day and in different lighting. Does this have an effect on the accessibility of reflection world? Is it easier to go through at night time when lights are blazing? Is it easier to make the passage from inside a well-lit room, looking out into the night, when reflections are at their most vivid?
Also: does it have to be windows? Can one enter reflection world through a puddle, or a screen, or even another person's open eye?
And what does one bring back? What are reflection world's treasures, and what does one do with them when one has them? Or does one simply use reflection world as a kind of portal, entering a department store window and then emerging from a puddle in a forest a dozen miles away?


























