The Record Crate
Every post ends up here.
These are the curated bins — not the whole archive.
Pick a track. Drop the needle.
Master Tracks
Raw GM heat.
Pressure, pacing, and decisive rulings.
Rulings Over Rules — The fiction comes first
The 3 Questions That Keep Combat Moving — Fast fiction-first fights
Get in the Zone — running fast, cinematic combat without a grid or maps.
→ More Master Tracks
Design Deep Cuts
Philosophical tinkering and dangerous ideas.
Why games work the way they do — and how design choices shape play.
Hit Points Suck — and Here’s Why — How hit points lie about danger.
OSR Playstyle — The World doesn’t care if you survive.
Playing RPGs Trad Style — The GM prepares. The players explore. The story unfolds.
→ More Design Deep Cuts
Swashbuckler!
Cinematic pulp action.
Support, variants, and sanctioned chaos for Swashbuckler! and beyond.
Swashbuckler! Player Quickstart — Everything you need to start playing tonight
How Risk Decides the Dice — The Dice Ladder at the Table.
The Ship is the Stage — Putting Heroes at the Heart of Naval Combat
→ More Swashbuckler!
Bootlegs & B-Sides
Printable table chaos.
Random tables, story sparks, tools, and oddities not polished enough for the A-side.
The Yes, and… Roll — A d6 tool for unexpected twists at the table
The 1-Minute Ship Builder — Build the ship. Start the adventure.
Setting Target Numbers by Pressure — A Cheat Sheet for fiction-first play.
→ More Bootlegs & B-Sides
Liner Notes
Rants, stories, and commentary not meant for polite tables.
Context, culture, war stories, and the occasional mic drop.
Five More Dollars — The quest before the adventures.
The Clown and the Soldier — A boyhood battle in Michael’s Woods
The Night in the Attic — The game I wasn’t allowed to play.
→ More Liner Notes
Want everything?
If you’re the “show me all of it” type, the Archive has the full catalog — sortable by latest or top.
Otherwise, stay here.
This is where the good stuff gets pulled forward.
