I don’t usually go around waving a banner that says I have self-published material for Dungeons and Dragons fifth edition on the DM Guild. It has always felt a little strange, even though it makes perfect sense. This is a gaming blog; I live and breathe this hobby, and every so often, I even create something new for it. So if I’ve been busy writing books, I should probably share them here.
So forgive me for a moment of self-indulgence. Imagine me as a slightly overexcited dungeon master showing off the treasure hoard I have put together. I’m rather proud of what I have crafted, and today I’m going to walk you through some of my creations I released on the DM Guild over the last year.
The Book of Backgrounds – Family Legacies
I published two books under this book series so far (Volume I & Volume II).
The book is compatible with 2014 and 2025 rules, though it was geared towards the latest version of 5th edition.
When the 2024 edition of Dungeons and Dragons arrived and backgrounds were reworked, I couldn’t shake the feeling that something important had been lost. The change wasn’t just a missed opportunity; it left backgrounds feeling hollow.
To me, and I think to many players and DM’s, a background should be more than a list of proficiencies or a couple of languages. It should be a springboard for role-playing, a hook for the dungeon master, and a way to breathe life into a character. Back in the 2014 edition, backgrounds had Personality Traits, Ideals, Bonds and Flaws. That little system added flavor and direction. It helped define how a character acted, what they believed in, and how they might respond under pressure. I loved it as both a player and a dungeon master.
But when the 2024 edition stripped that out without offering a real replacement, the result felt bland. Suddenly, backgrounds became purely mechanical. Useful, sure, but lacking heart. A soldier or acolyte was just a line of text with no soul behind it.
That is where Family Legacies came in. I wanted to put the narrative weight back into backgrounds and give them some teeth. Each legacy is built around a family history, a story that shapes the character you are playing. Maybe your ancestor was a notorious tyrant, a fabled duelist, or a beloved gladiator who spilled blood and won hearts in the arena. That history lingers, and you inherit the echoes of their legend.
The second volume practically wrote itself. I essentially released volumes I and II almost at the same time. Volume III has been tougher.
Each book features ten of these legacies. Writing them was a joy, but I felt they still needed something extra. That is why I designed special feats and tools for each legacy. These were not just mechanical add-ons, they were expressions of the story itself, giving each background a unique twist that tied directly to its lore.
The series has done well for something dreamed up by an amateur designer scribbling away in his free time. More importantly, it has been a blast to create. I fully plan to round out the set with a third and final volume later this year.
The Lost Citadel
It was my hope that creating adventures would also be a sort of series thing where I would write several over time, but writing adventures is a lot of work, and I don’t always have the free time to indulge.
Back in the eighties, just about every dungeon master secretly dreamed of publishing their own adventure. In a way, we all did it already whenever we scribbled maps on graph paper or cooked up villains with far too many hit points. But very few of us ever saw those creations appear in print.
Fast forward a few decades, and thanks to the magic of Dungeon Masters Guild and RPG DriveThru, that dream is no longer locked away in a dusty spellbook. Anyone can share their creations with the world, and if you craft something that really clicks, it can even be rewarding in more ways than one.
For me, that dream took shape in The Lost Citadel. I poured myself into this adventure, writing, rewriting, testing, tinkering, and dreaming. When it was finally finished, I felt like a kid again, except this time I actually had the published book in my hands.
The adventure itself is straightforward by design. I did not want to create something overly complex, but I also refused to churn out a bland dungeon crawl. In The Lost Citadel, players must contend with the mad wizard Vorlath Zevharak, who once sought to become a lich. His ritual failed, and instead of eternal mastery, he cursed himself into becoming a wraith.
I know the use of A.I. art is controversial, but creating adventures and content for D&D is neither a business nor a serious ambition. It’s a hobby I do for fun.
The citadel is crumbling, the players are trapped by one of Vorlath’s sinister snares, and the halls swarm with the undead. At one point, a horde of zombies crashes in with a frenzy that feels straight out of World War Z. And of course, it all builds toward the final confrontation with Vorlath himself, alongside his monstrous undead ogre companion.
I kept the setting intentionally loose so dungeon masters could drop it right into their own worlds without much fuss. That flexibility, I think, is part of why it resonated so well. The feedback was glowing, and to this day I have not had to patch a single plot hole. It just works.
I am ridiculously proud of this one. For me, The Lost Citadel is proof that a childhood dream can survive into adulthood and still feel just as epic when it finally comes true.
Boss Fights
It’s a small book, but I love the way it turned out. I have myself used it in a number of adventures; my players fear my creations!
If you have ever run a campaign, you know that creating monsters is practically part of the job description. No matter how many monster manuals Wizards of the Coast puts out, sooner or later, you find yourself needing a creature that just does not exist.
One of the long-standing challenges in 5th edition is the solo monster. The official stat blocks often struggle when one big creature has to face off against a whole party. The action economy tilts the scales so badly that your supposed epic boss ends up feeling more like a speed bump.
This is not a new problem either. Dungeons and Dragons has wrestled with it across editions, and it never quite goes away. That frustration is what sparked Boss Fights: Volume I. I wanted to give dungeon masters tools to run battles that truly felt like climactic showdowns, where the party has to dig deep and work together to win.
Now, this is a smaller book, but it packs a punch. Inside are three solo monsters designed to be dropped into your campaign at different levels of play. The Dread Dog Hydra is a three-headed beast inspired in part by a certain famous guard dog from Harry Potter. Anthera, the Queen of the Deep Colony, is a demonic insect monarch who rules with mandibles of terror. And The Umbra Claw is a shadowy hunter drawn from my love of the Predator movies.
These little evil critters have become a common nuisance in all my campaigns, to such a degree that one of my players actually used them as inspiration for a tattoo.
Each monster is presented in a style that will feel familiar to fans of the old 2nd edition monster manuals. You get descriptions of ecology, lairs, and tactics, not just a wall of numbers. Mechanically, I introduced systems like multi-initiative to keep bosses dangerous and unpredictable, as well as a minion mechanic inspired by fourth edition. Both mechanics are designed to balance out the action economy.
It may be a slim volume, but it is one I hope to expand on. My long-term plan is to build enough of these creatures to eventually release a dedicated boss monster manual. For now, Volume I stands as proof that boss fights can be just as thrilling on the tabletop as they are in your favorite video games.
The A.I. Art Controversy
There is one topic that always seems to stir up debate in the amateur publishing world, and that is the use of A.I. art.
I use A.I. art myself, and I understand why some people find it questionable. For most professional publishing, relying on A.I. is a tricky path. But I think there is an exception when it comes to hobbyist creators like me.
For me, these books are purely for fun. I have no ambitions to become a professional publisher, no dreams of “making it big.” I create because I love the process. I honestly would not mind giving these books away for free.
Like many fans, I also enjoy supporting other amateur creators. So I charge a little for my books, just enough to build a small cushion, and then I happily spend that money on other people’s content. This is basically how the Dungeon Masters Guild community works.
A.I. Art may be controversial but I don’t think technology is something to fear or get upset about. I mean, the results are cool, but it’s very obvious that it’s not original work. I don’t think A.I. art is ever going to replace the creative process.
A.I. art is just a tool to give my books a bit of visual flair. I have no interest in investing serious money into illustrations or trying to monetize these creations. It is all about enjoying the creative process, and I think that is fine.
If I ever treated publishing as a real business, I would definitely hire professional artists to illustrate my books. And I firmly believe that anyone approaching this as a serious commercial venture should avoid relying on A.I. art.
I don’t usually review role-playing games here at Gamersdungeon.net, and for good reason. Reviewing an RPG after a single read-through or a session or two is like reviewing a restaurant after sniffing the menu. Sure, you could, but you’re not doing the chef, or in this case, the designer, any favors. It doesn’t help your readers either. RPGs are machines with a lot of moving parts, and you only hear the engine purr (or cough) after you’ve actually run the thing for a while.
But Shadowdark is a different beast. A strange, time-twisting beast. Because even though it’s a brand-new game, I’ve been playing it for… oh, about thirty years. Yes, thirty. Cue the Twilight Zone music.
How is that possible? Well, Shadowdark isn’t just a game, it’s the codex of house rules we old-school Basic/Expert D&D folks have been scribbling in the margins for decades. Shadowdark is, for the most part, “the best of” mixtape of all those tweaks, adjustments, and modern fixes that grognards like me have been lugging around in binders and notebooks since the Reagan administration. Reading it felt less like discovering something new and more like reading my own notes, only better formatted and with a professional layout instead of coffee stains with a few clever extras.
So yeah, I know this game. I know it like the back of my GM screen.
And yet, that doesn’t take away from what Kelsey Dionne (The Designer) has pulled off here. She’s taken the essence of classic D&D, bottled it, polished it, and somehow made it shine brighter than it ever did in the first place.
Spoiler alert: it’s a masterpiece. So instead of doing the usual review thing, I’m going to give you the tour of how Kelsey pulled off this wizardry.
Introduction to Shadowdark
If you’re an old-school D&D player, Shadowdark needs no introduction; it is a dungeon-crawling survival adventure in which players (not their characters) are challenged to take their avatars into dangerous places, explore them, and relieve them of their treasure. It’s the foundational concept of old school D&D dungeon survival gameplay, and Shadowdark doesn’t just lean into it; it makes it almost exclusively about that.
This core concept isn’t just a metaphorical thing, as it is the case in some modern fantasy RPG’s (think Forbidden Lands) that try to capture the dungeon survival genre. Like 1st edition B/X, it is a literal, mechanically supported goal built into the game. How much XP you get in this game is based on how much treasure your surviving avatars walk away with. This is key as treasure is intended to be the primary motivation behind the game…period….
This core pillar (treasure = XP) is not part of modern RPG fantasy play like 5th edition Dungeons and Dragons; rather, it has been replaced by the many shinaningans that go into character creation and session 0 planning. In modern games, “motivation”, aka, why are we here, why are we going on this adventure, how does “my character” feel about the story, events and plots, is the replacement for this rather simplistic motivation Shadowdark (and old school D&D) offers.
Shadowdark, as a concept, is a derivative of 1st edition Basic/Expert rules, even if many of its core mechanics are drawn from modern 5th edition D&D.
It’s a significant complication that comes with playing a modern take on role-playing in fantasy worlds. I’m not here to tell you what Shadowdark is better; it’s not a competition, but it is a hell of a lot simpler. So simple, in fact, it alleviates the need to have any discussion in advance at all. Like a board game, treasure = XP, is a simple, direct goal that ensures all the players and their characters understand the “why” behind the game’s primary motivation. All you have to do is create mechanical characters, and you’re ready to play. You don’t need any more information.
That, however, doesn’t mean that this old school approach doesn’t have character, story, plot, and narrative, but it puts those things outside of the scope of the work at hand.
Think of it this way. Your life, what you’re about, who you are, how you live, and what you wish to accomplish in your life aren’t necessarily linked to the 9 to 5 you put in every day. You do that for money, it’s what supports your other, more important ventures in life.
This is more or less how Shadowdark (and the old school gaming approach) sees it. You don’t go on personal quests in pursuit of some glorious ambition; being an adventure is “your work”. It’s dangerous work to be certain, but it’s where your wealth comes from, and so when you show up to work at the door of a dungeon, it’s time to buckle down and focus on the job at hand. Go in there, find the treasure, and get out. What you do with that treasure, what ambitions you will fulfill with it, well, that’s a kind of sidescape that is developed between player and DM later, perhaps even between sessions as a sort of backdrop to the game. That is, if you do it at all.
Maybe you open a tavern, maybe you start a guild, perhaps you build a Wizardry tower, or become a land owner constructing a keep and town. Perhaps you use it to destabilize the politics in the region etc.. etc.. All of it is possible, but none of it has a direct impact on what you actually do in Shadowdark as a game.
Now it’s important to recognize the difference between intent and application. As is always the case with RPG’s, you do with it as you please. You can just as easily run Shadowdark as a traditional story-driven game; there is nothing about the rules that prevents it, but as a design, what you find in the book in terms of advice and direction will push you towards the more classic old school gaming tradition. It’s a game, first and foremost, not a narrative storytelling “concept” as is the case with many RPGs that came after the 90’s.
While many will argue, the concept of storyteller and narrative first style gaming is largely credited to Vampire The Masquerade by White Wolf. Though story has always been a part of role-playing, prior to VTM, most people did not think of the game as theatre.
In the end, it is plain and simple: Shadowdark is a dungeon-crawling survival adventure game. It’s challenging and it’s fun.
Characters
Let’s talk avatars. One of the pillars of old-school dungeon crawling is simplicity, not just in the rules, but in the very idea of what your character is supposed to be. This isn’t about min-maxing or building the perfect “damage engine” with more moving parts than a Swiss watch. Shadowdark hands you a mostly-random pile of stats, a handful of hit points, and enough pocket change to buy a pointy stick and maybe a sack to carry your regrets in. Then it shoves you into the dungeon and cheerfully says, “Good luck!” It’s an idea that screams old school D&D, and it delivers it with precision and no apologies for being what it is.
The core game gives you four classes. Not forty-seven. Not a three-ring binder of subclasses. Four. The classic archetypes.
The Fighter. Your armored battering ram. They’ve got one job: take hits like a champ so everyone else doesn’t have to. Fighters are the heroic meat-shields we all need but never appreciate until they’re gone.
The Priest. Think of them as part-time warrior, full-time walking first-aid kit with divine customer service hours. They heal, they buff, they keep the rest of you standing long enough to make bad decisions.
The Thief. Not really meant for fighting so much as everything else. Locked doors, hidden traps, stolen wallets, the dungeon is their playground. In a dungeon, a thief is the difference between springing a deadly trap and dying horribly or walking out with bags of gold.
The Wizard. Wizards are the ultimate problem-solvers. The catch is they’re fragile. Like, “trip over a rock and die” fragile. But once you get past that whole being alive problem, they can bend reality, melt faces, or turn invisible just to mess with people. Basically, they’re children with nuclear launch codes.
On top of that, you pick an ancestry (what we crusty grognards used to call “race”). The usual Tolkien suspects are here: Dwarf, Elf, Halfling, Human, but Shadowdark spices it up with Goblins and Half-Orcs, which is a refreshing nod toward the “we know you want it, don’t lie” side of player choice. Each ancestry gives a small bonus, usually just enough to patch a weakness or flex a strength. These ancestries are also sufficient to act as a template for creating your own, which is generally kind of the point of games like Shadowdark. Every element in it is a blueprint for making your own stuff.
Importantly, unlike B/X, ancestry and class are separate. (Shocking, I know.) No more “Elf-as-a-class” nonsense. Also gone are the AD&D-style restrictions where, say, a Halfling couldn’t be a Wizard because… reasons. Here, it’s house-ruled freedom straight out of the box, I don’t know a person alive today who still plays with these sorts of restrictions. I’m sure they are out there; most of them hang out on the Dragonfoot forums, and I’m sure Kelsey has had to defend this decision more than once.
But that’s not all. You also get:
Backgrounds (modern flavor text so you can say you were a “Turnip Farmer” before all this).
Alignment (Lawful, Chaotic, or Neutral—nice and simple, like the good old days).
Talents. This is where things get spicy. Instead of cookie-cutter class abilities everyone optimizes to death, you get talents from a list, randomly stacked over time. No picking, no power-gaming. Just, “Congratulations, you rolled this weird perk, deal with it, make it work.” It’s very much in line with the “you get what you get” ethos of old-school gaming.
I’ve been running a house-ruled talent system myself for years, but I’ll admit it: Shadowdark’s version is smoother, fairer, and way more polished. Like, I brought a garage-built go-kart to the race, and Kelsey Dionne showed up with a Lamborghini. It’s the difference between someone who designs games professionally and amateurs like me.
This setup is perfect for a straight-to-it D&D game; it’s simple enough for character creation to be quick and easy, but interesting and diverse enough for each character to be unique. It’s kind of what old school B/X was trying to achieve, but I always recognized it didn’t quite nail it and ended up house ruling the crap out of it. Shadowdark effectively recognized the same thing and fixed it in an eerily familiar way, almost like Kelsey has access to my Google Drive.
Equipment and Magic
Here’s where Kelsey and I part ways a little. Shadowdark takes a very lean and mean approach to gear and spells: a short, functional list that covers the basics and nothing more. It’s clean, it’s efficient, and it absolutely works.
However, I’ve been running survival dungeon crawls long enough to know that equipment and spells are the only real currency players have. When you’re trudging through a dungeon, every ten-foot pole and flask of oil is the difference between “triumphant return” and “everyone dies in a pit trap.”
So while I respect Shadowdark’s minimalism, I can already hear my players asking: “Where’s the breastplate? What happened to Blink? Who stole my Bag of Holding?” To which the answer is: it’ll show up in supplements, or as is more often the case, I add in the stuff I think is missing. That’s how RPGs work, past and present. The core book is your foundation, and Shadowdark gives you a rock-solid one. The spice rack comes later or in the form of house rules and player-created content.
One of my favorite books of all time is the Arms and Equipment guide from 2nd edition AD&D. While largely it does not change the game in any significant way, I loved knowing stuff about all the wild medieval weapons, armor, and gear, both real and made up. This book remains a foundation for every type of fantasy campaign I ever run.
Now, magic. This is where Shadowdark got me grinning like a kid on Christmas morning. They use a mechanic I’ve been house-ruling for years: roll to cast.
See, in D&D, magic is basically an escalator that only goes up. Wizards get more spells, bigger spells, scarier spells, forever. No brakes, no consequences. Which is fun, sure, but eventually your wizard stops being “squishy scholar” and starts being “walking apocalypse with a staff.” It makes everyone else in the party feel like they are getting weaker and triggers classic conversations you will hear all the time among modern players like….for example, how to make martial classes more useful and comparatively powerful to a Wizard. This is the source of most power creep in D&D over the years; few think of ways to scale back mages rather than scale up martial classes.
Shadowdark fixes this with a brilliant twist: spell slots are gone. Instead, you roll to cast. If you succeed, great, the spell goes off, and you can cast it again later. If you fail, you don’t get to try that one again today. No tedious slot tracking, no Level 1 wizard crying in the corner because they already burned their single Magic Missile. It’s simple, it’s clever, and frankly, it makes me a little jealous. I’d been circling this idea for years, but Kelsey nailed it.
And then there’s the mishap table. Oh yes. Cast a spell, roll a natural 1, and magic slaps you upside the head for your arrogance. Fireball goes boom in your face. Illusions turn on you. Weird stuff happens. It’s delightful. Even better, clerics get their own version: instead of exploding mana, they get into an awkward theological argument with their god about “proper spell usage.” (“Really, Steve? You used divine power to impress barmaids again?!”) Chef’s kiss.
It’s elegant, it’s dangerous, and it makes magic feel like what it should be: a risky, volatile force that doesn’t always do what you want. And I love it.
Gameplay
When it comes to gameplay, Shadowdark isn’t here to reinvent the d20 wheel. If you’ve ever played Dungeons & Dragons, any edition, you’ll sit down at the table and immediately know what’s what. Roll a die, fight some monsters, loot the shiny stuff. It’s comfort food gaming, but with a few extra spices thrown in.
That said, Shadowdark doesn’t just photocopy D&D and call it a day. It sprinkles in house rules most old-school tables already use, and polishes them until they shine.
Take Advantage and Disadvantage from 5E. Elegant, simple, and a godsend compared to the days of juggling a dozen fiddly +2/-1 situational modifiers. I’ve been running with this mechanic since the moment Wizards of the Coast unleashed it, and Shadowdark agrees: it belongs everywhere.
The first article I ever wrote for this blog (From Mediocrity To Perfection: The Trials of D&D 2014) was an article about the 5th edition, namely the advantage and disadvantage mechanic. I still hold that it is the best mechanical contribution to the game of D&D that came out of the modern version. I use it for everything.
Then you’ve got critical hits and failures. Another fan favorite. Roll a natural 20 and something awesome happens. Roll a natural 1 and the universe laughs at you. Shadowdark makes sure both ends of the dice curve matter.
Need a quick ruling when you’re stuck? The 50/50 resolution rule has your back. Flip a mental coin (d2) whenever you can’t decide whether that dropped torch actually ignites the spilled oil or whether the surly innkeeper decides to punch the bard in the face. Simple, fun, done.
There are also Luck Tokens. Basically re-roll currency. Call them inspiration, hero points, light side/dark side chits, every system has its version. In Shadowdark, they work smoothly and give players a nice little “get out of jail free” moment when the dice go sour.
And when it comes to skills? Forget them. Gone. Instead, Shadowdark keeps things light with straight ability checks. Want to recall a trail, spot a goblin, or notice the barbarian is trying to cheat at dice? Roll your ability score and move on. It cuts down on bloat and keeps the game moving. Honestly, I’ve never been a fan of chunky skill systems either; they just overcomplicate what is, statistically, already a chaotic d20 toss. Kelsey clearly feels the same.
Initiative is simplified too, rolled once at the start of the session, not every combat. Nice and efficient, though personally I prefer Daggerheart’s “players choose” approach. Either way, Shadowdark doesn’t let bookkeeping drag the fun down.
Everything else, light sources, movement, hiding, surprise, resting, works exactly as you’d expect. Solid, reliable D&D bones. But the real fun is in Shadowdark’s quirks, the bits where it struts out on its own.
Carousing
Not new, but always a delight. Shadowdark bakes in carousing, spending your gold on wine, women, song, and general debauchery, in exchange for XP. It’s perfect for those characters (players) who don’t have lofty ambitions like “found a kingdom” or “uncover ancient truths.” Nope. They just want to party like rockstars, and Shadowdark says, “Sure, here’s some XP for your troubles.” A beautiful money sink and a role-playing excuse rolled into one.
The Real-Time Torch
And now, the poster child of Shadowdark: the real-time candle. Light an actual candle at the table, and when it burns out, so does your character’s torch. It’s atmospheric, I’ll give it that. You will get tension as you watch the flame sputter lower. But honestly, it’s more of a gimmick than a core mechanic. My players are usually prepared enough that the candle rarely does more than stress out the snack table.
Don’t get me wrong, I like the idea of time pressure mechanics. I just think the execution works better in other systems, like Daggerheart’s use of timers and fear/hope points to tilt the spotlight between players and GM. That feels more interactive. The candle is a cool set dressing. But set dressing, all the same.
The DM Guide
So far, I’ve only skimmed the surface, roughly the first hundred pages of Shadowdark’s 300+ page tome. The rest of the book is the DM’s playground. Advice, tables, monsters, treasure, it’s essentially a lovingly crafted toolbox for running the kind of dangerous, seat-of-your-pants adventures old-school D&D is famous for.
I firmly believe that the best Dungeon Masters Guide ever written was done by Gary Gygax for 1st edition AD&D, but it’s not an easy read, it’s not convenient and it’s a horrific editing job compared to modern standards.
Now, I could spend three separate articles dissecting this section alone (believe me, I have opinions), but let’s keep it simple: if you’re new to being a Dungeon Master, you could not ask for a better teacher than Kelsey Dionne. Her guidance is sharp, practical, and rooted in that “fun first, but scary second” vibe that makes a great game.
Two parts stood out to me in particular:
Monsters That Want You Dead
Shadowdark monsters don’t exist to pad your XP bar. They exist to kill you. Brutally. Gleefully. They’re designed to remind players that being an adventurer isn’t glamorous; it’s like taking out life insurance in a world where goblins are the actuaries.
This isn’t a game where you kick down doors and expect a “balanced encounter” to be waiting. Shadowdark firmly plants its flag in the old-school camp: if you fight fair, you die. The odds are stacked against you. Survival depends on planning, creativity, and maybe just a smidge of cowardice. Frankly, I adore it.
Treasure Like a Slot Machine
Then there’s the way Shadowdark handles magic items, which is pure genius. Instead of handing out the usual +1 sword you’ve seen a thousand times, items are generated in a Diablo-style mix-and-match fashion. Random rolls create unique gear combinations, so you never know if that sword you just looted is going to be “pretty good” or “campaign-definingly insane.”
This approach does two things: it keeps DMs from drowning in prep, and it keeps players leaning forward at the table like gamblers feeding coins into a slot machine. Every treasure haul is a gamble. Sometimes you win big, sometimes you don’t, but either way, you’ll dive back into the dungeon for another pull on that loot chart.
The most addictive part of Diablo was (is) the dynamic loot system. It drives you to delve deeper and play longer, and coming back to town to identify everything to see what you got was pure joy. Having that as a core element to a table top RPG is brilliant.
And honestly, that’s perfect for a game like this. Because if monsters are going to chew you up, you should at least have the hope of finding a shiny toy worth dying for.
Conclusion
There’s a lot more I could say about Shadowdark, but here’s the thing: RPGs aren’t meant to be absorbed purely through reviews. They’re meant to be cracked open, rolled with, and tested in the wild. You’ve got to actually sit at the table, sling some dice, and see if it sings for you.
That said, let me be crystal clear: Shadowdark is one of those rare books that belongs on your shelf even if you never plan to run a grand, sweeping campaign with it. It’s the perfect “anytime RPG.”
Here’s a scenario I know you’ve lived: you’re hanging out with friends or family, and someone says, “Wouldn’t it be cool to play D&D?” Everyone nods enthusiastically… and then reality sets in. Fifth Edition? Character creation alone is a three-hour marathon of spreadsheets and spell lists. The evening’s already gone before you’ve even rolled initiative.
Shadowdark laughs at that problem. With this book, you can go from “should we play D&D?” to “roll for initiative” in about twenty minutes. It’s quick, it’s deadly, and it captures the heart of old-school dungeon crawling without burying you in prep.
And that’s the magic of it: Shadowdark isn’t just for grognards or OSR diehards. It’s for everyone. New players. Casual tables. Busy adults who miss the game but don’t have the time for a full-blown campaign commitment.
So yeah, spoiler alert confirmed. It’s a masterpiece. And more importantly, it’s an RPG you can get to the table very easily. It respects your time and doesn’t assume you have hours to spend on prepping your entertainment. It’s the RPG equivalent of saying “let’s go to the movies… right now”
I love this game; it nails the intended design goal with perfection.
The biggest headline in the world of nerdy tabletop gaming just dropped like a fireball: Critical Role, the internet’s most famous troupe of voice actors turned dice-slinging legends, has made their choice, and it’s a big one!
For the upcoming Season 4, Critical Role won’t be rolling with their own shiny new system, Daggerheart, a game that exploded in popularity the moment it hit the scene. Instead, they’re doubling down on the freshly released 2024 edition of Dungeons & Dragons (what many of us are calling “5.5e”).
While Critical Role is famous for its D&D campaigns on YouTube, they have done a hell of a lot more than that as a business. The Legend of Vox Machina, for example, is reminiscent of the classic D&D cartoon from the 80’s (albeit obviously a hell of a lot better) is just one among a slew of entertainment offerings that have spawned from their success.
So what does this seismic decision mean for the RPG community? Should we be surprised, or was this move written in the stars like a prophecy from a high-level divination spell? That’s what we’re unpacking today, from the perspective of someone who’s both a die-hard Daggerheart player and a lifelong D&D fan.
The Short And Sweet Of It
First, a little disclosure: while I have a ton of love for Critical Role and all the incredible things they’ve done for the tabletop RPG community, I’m not what you’d call a dedicated viewer. Honestly, watching other people play D&D just isn’t my jam. I understand the appeal, and I respect it, but personally? I’d rather be rolling the dice myself.
That being said, there’s no denying that what Critical Role chooses to put on their table carries massive weight for the entire hobby. When Matt Mercer and crew pick a system for their main campaign, it doesn’t just shape their story, it shapes our tables, too. Critical Role is one of the biggest gateways into role-playing games. Quite simply, the game they play often becomes the game everyone else wants to play.
For their first three epic campaigns, that game was Dungeons & Dragons 5th Edition, and while D&D was already sitting on the throne as the most popular RPG in the world, Critical Role cemented it there with adamantine chains. Their endorsement wasn’t just influential; it was defining.
So when Daggerheart, Critical Role’s very own homegrown RPG, burst onto the scene with massive fanfare, there was an inevitable question hanging in the air: would they abandon the dragon-shaped juggernaut of D&D and ride their shiny new creation into the next campaign?
Personally, I wasn’t all that shocked when the answer turned out to be no. D&D was always the obvious choice, and for one clear reason: it’s the most universal, recognizable system in the hobby. Add to that a perfect storm, the unprecedented success of Baldur’s Gate 3 (arguably the best PC game ever made), Stranger Things barreling toward its final season (and bringing D&D references back into the spotlight), and Wizards of the Coast launching the new 2024 ruleset (the cleanest, most polished version of the game to date). All roads pointed back to D&D. Why fight gravity?
Dungeons and Dragons 5th edition is successful in ways that one could never have imagined back in the 80’s when we were playing in cellars and lying about it at school. It’s gone mainstream, we can where T-shirts with the D&D logo and get nods of approval walking down the street. It’s awesome!
That said, I can’t overstate how much I adore Daggerheart. I’ve been playing in a campaign with my local crew since its release, and it’s quickly become one of my favorite RPG experiences of all time. Its narrative-first design, elegant mechanics, and streamlined resolutions make storytelling feel effortless. Every session feels like a spark of creativity, and the game has inspired me to role-play and write in ways I haven’t in years. Simply put: I’m in love with it.
But D&D holds a different kind of magic. It’s the comfort food of RPGs, the game that’s just fun at the table. I always keep a couple of 5e campaigns running on the side, usually dungeon-crawling, monster-slaying, treasure-hunting romps. They’re especially perfect for younger players or folks newer to the hobby, where the focus is more on rolling dice and less on heavy narrative.
For me, D&D and Daggerheart aren’t competitors; they’re tools in the same creative toolbox. Sometimes you need the universal accessibility and classic adventuring vibe of D&D. Other times, you want the narrative spark and fresh mechanics of Daggerheart. The beauty is in knowing which tool fits the story you want to tell.
What Does The Future Look Like?
There’s always a debate simmering around Wizards of the Coast and their crown jewel, Dungeons & Dragons. And honestly, I sometimes ask myself, why?
At the end of the day, D&D is a beloved game. With anything that popular, there will always be an “anti-crowd” ready to pick it apart. That’s just the price of being the industry leader.
Now, to be fair, I’ve had my own frustrations with D&D, but never with the game itself. My gripes have always been with the company behind it. Case in point: during the infamous OGL scandal (if you don’t know about it, give it a quick Google), I actually banned 5th edition content from my blog as a show of solidarity with fellow creators and players. That was a messy chapter, but it blew over quickly, and in the end, the actions of Wizards of the Coast don’t define what the game itself is.
Because the truth is, D&D is still everything it’s always been: a monster-slaying, dungeon-crawling, dice-chucking blast. Sure, I could argue all day about which edition I personally prefer (and I do on this blog all the time), but for modern enthusiasts, especially those who don’t carry the decades of history that older grognards like me do, the smart move is simply to play the latest edition. That means 5th edition, and with the 2024 update, it’s clear this version is here to stay.
It’s unlikely to ever reach the popularity of D&D, but there is no question in my mind as a 40-year veteran in the hobby that Daggerheart is one of the best RPG’s to be released since Dungeons and Dragons, second only to perhaps Vampire The Masquerade.
So what does the future hold for tabletop RPGs? Honestly… more of the same. D&D will continue to reign as the most popular, most widely used system on the planet. Wizards will keep releasing books, people will keep buying them (myself included), and creators like me will keep making content for them. The cycle isn’t changing anytime soon.
And Critical Role knows this. No matter how much success Daggerheart has (and yes, I absolutely love the system), it’s not a universal game. It’s niche. It caters beautifully to a specific type of table and a specific style of play, but it’s not the catch-all, mass-market juggernaut that D&D is. If Critical Role had shifted to Daggerheart for Season 4, they’d risk cutting their audience in half. There was no upside to that gamble.
So in the end, their decision simply cements what many of us already knew: in tabletop RPGs, it’s business as usual. And honestly? I’m more than okay with that.
One of the unexpected perks of hurtling toward the half-century mark, aside from creaky knees and reading glasses, is having grown up with the world’s greatest roleplaying game: Dungeons & Dragons. For as long as I can remember, this game has been a part of my life, sometimes in the background, sometimes front and center, but always there, like an old friend ready to spark the imagination.
And one of the greatest joys of D&D is passing it on to others and watching them discover the game as I did in my youth.
This summer, my family escaped to the sun-drenched hills of Tuscany, where we rented a villa nestled among vineyards and olive groves for two blissful weeks. It was an Indian summer, the air thick with heat, our days melting away by the pool. But as the sun dipped behind the cypress trees and the cicadas finally fell silent, a new tradition emerged. Dungeons & Dragons by moonlight.
My players ranged in age from 12 to 20, kids from my extended family, including my own, and for many of them, this was their first taste of the game. We cracked open the Essentials Kit and plunged into Dragons of Icespire Peak. Our first evening began with character sheets and dice, laughter and name-picking, as we stepped into the legendary Forgotten Realms on a quest to slay a dragon.
To be honest, I wasn’t sure how it would go. This is a generation raised on iPads and X-Boxes, a digital world of instant gratification. I half expected eye rolls or short attention spans.
What I got instead was lightning in a bottle.
From the very first session, the spark caught. D&D didn’t just become part of our vacation routine; it became the reason to clear dinner plates faster than ever before. The excitement was palpable. The story, the characters, the dice rolls, they were hooked. It was electric.
For them, it was magic. For me, it was something deeper. Watching them discover the wonder of tabletop storytelling in real time was like watching fireworks go off behind their eyes. There’s something incredibly moving about seeing a new generation fall in love with something that shaped your own youth.
In a word, Pure magic.
A Game About Rules You Don’t Follow
When introducing Dungeons & Dragons to a new group, especially adults or seasoned gamers, there’s a sacred ritual: session zero. You take your time. You explain the rules. You build characters thoughtfully. You lay down the groundwork for the campaign like a careful gardener planting seeds.
But when your players are kids?
They just want to fight the dragon!
Their impatience was a jolt, a glorious, chaotic reminder of what D&D really is. Yes, it has rules. Yes, there are mechanics and modifiers and sourcebooks full of fine print. But none of that matters if you’re not having fun pretending to be a sword-swinging, ale-guzzling hero with a questionable moral compass.
There have been a few different starter sets for 5th edition Dungeons and Dragons, but I think the Essentials Kit is one of the most complete and arguably the most flexible. It includes rules for creating your own characters, a campaign that takes players through 6th level, and has additional material like cards and a DM Screen. Most importantly it’s an adventure about fighting a dragon, which I think is sort of on point with new player expectations.
The kids didn’t care about encumbrance. They didn’t ask what armor class was or how spell slots worked. What they did care about was choosing the coolest-looking helmet (even though modern D&D doesn’t have rules for helmets) and ordering a frothy mug of tavern ale (because pretending to be drunk is, apparently, hilarious).
They wanted to dive headfirst into the fantasy and so we did.
We built 1st-level characters lightning-fast: 4d6, drop the lowest, straight down the line. Four classic classes—Fighter, Rogue, Cleric, Wizard. No agonizing over feats or backstory minutiae. In less than 20 minutes, we were on the road from Neverwinter, headed toward the sleepy frontier town of Phandalin, backpacks light, coin purses jangling, stomachs growling.
I told them they were running low on rations, poorly equipped, and unprepared for the dangers ahead. They ignored all of it. Naturally. Because five minutes later they stumbled upon the corpse of a murdered merchant, Orc tracks leading off into the woods and that was all the motivation they needed.
They were in.
There is a new starter set coming out later this year called Heroes of the Borderlands based on the classic 1st edition adventure Keep on the Borderlands. This robust set clearly targets a younger audience and looks like it will be quite perfect for introducing new players to the game with lots of visuals and extras to help make the introduction as easy as possible.
They didn’t know the rules. They didn’t need to. What they did know was that something had happened. Something bad. And these make-believe heroes were going to chase those orcs into the forest and make them pay, because they knew what Orcs were, they had all seen The Hobbit.
It was everything D&D is meant to be: danger, mystery, and bold, messy heroism.
Every face was locked in. Eyes wide, pencils nervously chewed, dice clutched tight. When I asked, “Who’s tracking the orcs?” and introduced the very first Survival check, you could feel the energy spike like a lightning bolt hitting the table.
The Rogue rolled a natural 20.
They followed the trail right to a clearing where a band of orcs sat around a campfire, drinking and laughing. Before anyone could strategize, the Fighter slammed their fist on the table and shouted, “I attack the Orcs with my Axe!”
One of the other players protested, but it was too late.
“The Fighter takes off running. The rest of you better catch up”, I told them.
Boom. Chaos. Laughter. Screams of delight.
Pure D&D magic.
What is D&D?
When I first sat down to write this article, I wasn’t sure what it was going to be about. I just wanted to tell the story, because even the act of writing it out stirred something in me. A kind of quiet, emotional tremor. Watching those kids, my kids and nephews, discover Dungeons & Dragons the way I once did was more than just heartwarming. It was life-affirming.
I’ve spent my life playing games. Role-playing games, miniature games, board games, you name it. And if you’re like me, you know the looks you get. The raised eyebrows. The half-smirks from people who have never had a gaming table in their lives. Even my wife, who’s known me for over 25 years, has often looked at me with a kind of affectionate confusion.
Why does a grown man care so much about all this?
But this time… I saw something different in her eyes.
She watched what was happening around that table, not just the game, but the way the kids leaned in, eyes wide, hanging on every word and I think, for the first time, she really got it. And then something happened that neither of us expected.
One day, the adults decided to go on a wine tour through the Tuscan countryside. It was going to be a long day of vineyard-hopping and child-free relaxation. No D&D that night, the kids would be left to their own devices. There was some grumbling, of course, but we kissed them goodbye and set off for a day of indulgent day-drinking.
When we returned, we braced ourselves for the usual post-unsupervised chaos. But there was no chaos. No screens. No locked bedroom doors.
Instead, the kids were all gathered around the table again, playing Dungeons & Dragons, on their own.
Dungeons and Dragons in my day was a big mystery; it was not a very approachable game, but the vivid art combined with that mystery of discovering the game through the many books printed for it was absolutely irresistible to me.
My son had taken the mantle of Dungeon Master. Despite barely knowing the rules, he was narrating a story, guiding the others through improvised adventures. They were telling tales, fighting monsters, completely immersed in a world they’d decided to build together.
No one told them to do it. No one handed them a script. They just wanted to.
They’d even drawn portraits of their characters, hoping, of course, to earn some extra XP from me when the campaign resumed. And before I could even step fully through the door, they were on me with rapid-fire questions:
“Why didn’t you tell us about Saving Throws?”
“There’s a Paladin class? What about Barbarians?, Why didn’t you tell us!?”
“Why didn’t you tell us about D&D Beyond!?”
It was… stunning. These screen-savvy, digital-native kids had unplugged themselves. They weren’t mindlessly scrolling, or zoning out, or retreating into the isolation of algorithms and apps. They were creating. They were collaborating. They were lighting up a part of their brains and their hearts, which too often lies dormant in today’s world.
And that, right there, is what D&D is. That’s what it’s always been.
It’s not just dice and rules. It’s freedom. It’s pure creative expression. It’s a primal kind of joy, something ancient and instinctual that lives inside every person. Some people find it in books. Some in painting, or sculpting, or dancing. But when you sit down at a table, look your friends in the eye, and say, “What do you do?”, you’re unlocking something sacred.
D&D is a release valve for the imagination. A bridge to wonder. A reminder that we are all still storytellers, no matter how old we get.
So, if there’s a takeaway from all this, it’s simple.
I count myself lucky to have lived through the golden age of tabletop role-playing—the glorious trifecta of the ‘80s, ‘90s, and 2000s. It was a time of wild imagination and fearless design. From the old-school grit of 1st Edition Dungeons & Dragons to the brooding elegance of White Wolf’s World of Darkness, from the sleek reinvention of the d20 system to the rebellious birth of the OSR—those years were, in a word, glorious.
But I was there for the hard times, too. The day TSR gasped its final breath. The strange, gamey detour of 4th Edition. And the day we lost Gary Gygax, the original Dungeon Master, the man who kicked off this beautiful madness in the first place.
It’s been a hell of a ride—but today isn’t about D&D’s past.
Today, we’re talking about the future. Specifically, the way this community—scrappy, brilliant, and unrelenting—is seizing the reins and dragging Dungeons & Dragons forward, not with bloated corporate rulebooks, but with raw creativity. Today we are talking OSR games!
Because while Wizards of the Coast seems hellbent on tarnishing the game’s legacy with one corporate faceplant after another, the real torchbearers are out here in the trenches, putting out some of the most exciting, innovative, and downright fun material the hobby’s seen in years.
So yes, we’ll throw a little well-earned shade at Wizards of the Coast. That’s dessert. But the real feast? It’s the creators. The OSR authors, artists, and designers who are resurrecting the heart of D&D with zines, hacks, modules, and games that feel like they’re alive. This is a love letter to them—and a look at the bold, weird, and wonderful future they’re building for all of us.
Let’s get into it!
What Is The OSR Really?
Let’s get some discourse out of the way for those less informed. Once upon a time, this was a pretty straightforward question. The OSR—Old School Renaissance (or Revival, depending on who you ask)—was a movement of grognards and die-hards who loved the old-school D&D systems so much, they used the Open Game License (spawned in the 3rd Edition era) to breathe new life into them. They published retro-clones, retooled classics, and sprinkled in house rules like spice on a well-worn stew.
But that was just the beginning.
Today, the OSR has evolved into something bigger, weirder, and far more powerful. It’s still about preserving the spirit of the old ways—sure. But more than that, it’s become a sandbox for unfiltered creativity. It’s where designers and dungeon masters throw off the shackles of corporate oversight, social media discourse, and sanitized storytelling. No HR departments, no focus groups, no trend-chasing. Just pure, undiluted game design.
Think of it like the indie film scene: raw, passionate, and often a little rough around the edges—but in the best possible way. The OSR is where the Tarantinos and Lynches of tabletop design hang their weird little hats, crafting games that are as bold and bloody as they are beautiful.
In a word? It’s a movement.
But more than that—it’s themovement that’s shaping the future of tabletop gaming. And, oddly enough, because of Wizards of the Coast’s seemingly inescapable inability to get out of their own way, it’s also very much the future of Dungeons & Dragons itself.
The True Catalyst – Relevance
You might look at the endless headlines—Wizards of the Coast tripping over its own feet, again and again—and think, “Ah, there it is. That’s why the community is turning away”. Sure, their shameless blunders haven’t exactly earned them any goodwill, but that’s not really the whole story.
The truth is, fans are oddly loyal. Painfully loyal. People love Dungeons & Dragons—even when they don’t love the people making it. Even when they can’t stand the current edition. There’s this almost irrational tolerance in the community. As long as Wizards of the Coasts keeps evolving their game, their first love, people are willing to grit their teeth and smile through the nonsense.
So no, the shift we’re seeing isn’t just a reaction to Wizards screwing up—though they’ve done plenty of that.
Dungeons and Dragons 2024 edition is now fully released. To quote Padme, “so this is how liberty dies, with thunderous applause”. Yes, I’m being a bit dramatic!
The real problem…. the one that haunts Hasbro boardrooms like a slow, creeping death… is relevance.
You see, for all its drama and divisiveness, every edition of D&D up until now brought something new. Something big. Each version was both an evolution and a revolution. First and Second Edition laid the foundation for the OSR and that gritty old-school feel. Third Edition gave us tactical depth and rules mastery not to mention the OGL, spawning entire empires like Pathfinder and Castle & Crusades. Even Fourth Edition, the black sheep, gave rise to bold designs like 13th Age and, more recently, MCDM’s Draw Steel. Fifth Edition opened the floodgates to mainstream success and spin-offs as well, but it also gave birth to Critical Role, which opened up millions of creative minds to the world of storytelling possibilities.
Love them or hate them, every edition mattered.
Until now.
Enter the 2024 Edition. D&D’s big 50-year celebration. A chance to show the world that the game still has teeth and that Wizards of the Coast still leads the most prolific franchise in gaming.
And what do we get? A rebrand. A soft reboot. A product that feels neither evolutionary nor revolutionary—just… there. Polished, sure. But also sanitized, safe, and stifled by corporate oversight and performative politics. It’s a game trying to be all things to all people, and in doing so, has managed to feel like nothing at all.
It landed with a whimper. A shrug. A yawn and we are all left holding this hefty, overpriced book wondering… is this it?
Unlike during the Fourth Edition era, when choices were limited and OSR was still in its scrappy youth, the landscape has changed. The OSR has exploded into a kaleidoscope of systems, zines, hacks, and heart-pounding one-shots. What was once a trickle is now a flood. If anything, we’ve gone from too few options to so many that you’ll need a torchbearer just to navigate the shelves.
But, enough prelude. You’re caught up. That’s what’s happening in D&D, a whole lot of nothing and the OSR is here to save the day.
I have made a list like the following before. see this article back in 2021, but here are five more awesome OSR games paving the way for the future of tabletop RPG’s.
Shadowdark
I knew, without a flicker of doubt, that when I reached this point in the article, Shadowdark had to take the lead. From the wildly imaginative mind of Kelsey Dionne, founder of The Arcane Library, Shadowdark isn’t just an OSR game, it’s the answer to the question: What if classic Dungeons & Dragons were designed today, with modern sensibilities but old-school soul?
This game doesn’t merely pay homage to the golden age of RPGs; it resurrects it, reforged in the fires of streamlined design and accessible play. It’s a masterclass in how to respect the past without being shackled by it. Everything about Shadowdark screams purpose- it’s a true dungeon crawler, built from the torchlight up to emphasize danger, tension, and immersive play.
And yet, it’s more than that.
It’s intuitive to run, brilliantly supported by Kelsey and her team, and evolving fast. The game’s Kickstarter success is the stuff of legends, raising over a million dollars in a single day for its upcoming expansion. That’s not just popularity; that’s momentum. And with that momentum comes growth. The system that began as a love letter to torchlit corridors and lurking horrors is now expanding into a full-fledged, grimdark world rich with lore, cultures, monsters, and mystery.
I’m super psyched for this one, it’s very high on my must play list, and I’m certain I’m not the only one if that Kickstarter is any indication.
Mörk Borg
Designed by Pelle Nilsson & Johan Nohr, two guys from my neck of the woods (Sweden), this one falls into the category of a little bit creepy, a little bit gonzo style RPG. While the game is rules light, it has a considerable amount of crunch to it’s combat with a rather viceral doom metal approach to its world design.
In essence, you’re playing in a world that is ending, living out your last days in a brutal and nihilistic setting that forgives your sins but shows you no quarter. It’s full of amazing art and takes a very direct, pick-up-and-play approach that doesn’t feel “one-shotty” thanks to having meat on the bones where it counts and an awesome, addictive grimdark world. Read all about it HERE.
Castles and Crusades
Imagine what would happen if Gary Gygax made a 3rd edition of Dungeons and Dragons using modern game design techniques, that in a word is Castles & Crusades. A game that takes all of the modern mechanics and streamlining of 3rd edition but with 1st and 2nd edition AD&D sensibilities. That is what the work of Stephen Chenault and his brother Davis Chenault from Troll Lord Games gave us. A true and pure gift.
Castles & Crusades is a reasonably crunchy, yet distinctively Dungeons and Dragons in what I think is probably one of the truest and most honest attempts to re-write Dungeons and Dragons edition history. In so many ways, this is the real 3rd edition of Dungeons and Dragons. Everything you think D&D is, is in here but without all the nonsense Wizards of the Coast put us through in the last few editions of the game. Pure, unfiltered Dungeons and Dragons!
The amazing thing is that it’s a free game, you can get it here and check it out yourself.
Dolmenwood
I have talked a lot in the past about Old School Essentials, having run the game for the better part of 3 years in a single campaign. It is an awesome system that is essentially a Dungeons and Dragons construction kit, but also, when you get right down to it, it is effectively classic B/X 1st edition D&D.
Dolmenwood takes that base and builds upon it an entire setting with a very focused playstyle geared towards exploration of the world but also of an underlining history and story of the setting. Gavin Norman, the creator of both Old School Essentials and Dolmenwood, is probably one of my favorite OSR designers because he has an uncanny sense of order and organization, understanding the base principle of creating content and systems for the practical exercise that is playing a tabletop game.
Bringing that same approach that made Old School Essentials such a pure joy to run and applying it to a setting is exactly what I hoped to find when my Kickstarter PDF’s arrived. This is an excessively easy game to prepare, a vast setting with tremendous attention to detail that is easy to access thanks to this amazing organization and, most of all, absolutely inspiring writing.
I can’t wait to run this game for my friends because I know that this sort of attention to story and detail is exactly what my players crave. They love stories that break expectations, that are based on the characterization of a unique world, and most of all, they love long campaigns that they can lose themselves to.
Hyperborea
Of all the games on this list, Hyperborea is perhaps the most likely to have had an affair with old school 1st edition Dungeons and Dragons. There is clear Dungeons and Dragons DNA burned deeply into this game, and perhaps not surprising given it comes from the creative mind of Jeff Talanian, a known Gygax collaborator.
This game is heavily influenced by Appendix N, the famed list of pulp fiction upon which Dungeons and Dragons was based, but it’s clear from the setting design that Robert E. Howard’s Conan was among the author’s favorite.
You live in a decaying civilization where magic has gone terribly wrong in what I can only describe as a savage mix between Mad Max and High Fantasy. Grim, moody, and overflowing with danger, in Hyperborea, life is cheap, and your characters are less heroes and more survivors as you navigate your way through the primeval denizens that populate this setting. It’s a fantastic game with a big focus on the creation of unique fantasy characters that will undoubtedly break the expectations of even the most veteran tabletop groups.
Conclusion
Ok that’s it for today, hopefully, you found something on this list to explore. There is no question that there are far more games that deserve mention here; trimming this list down to five took considerable restraint. Perhaps I will do another one of these in the near future.