- In session one, our characters were sent to a gnat encampment to recover secret plans from the gnats. They were part of a large squad, but their helicopter was shot down en route and only these two survived. The gnats had recovered these plans (among other things) from a crashed fly helicopter. Our characters were successful in defeating the gnats and recovering the plans.
- In session two, they started to foot it back to the Hill (20 meters), but Mary's character remembered that there was a ladybug safe house only two meters away. They got to the safe house and found that it had been overcome by flies (looking for the plans that had been lost), and the few ladybugs stationed here were dead. They managed to recover a helicopter, and they decided to fly this back to the Hill.
- In session three, en route to the Hill, they received a distress call from some crickets who were under attack. These crickets were in a tower defending a bridge, but were under attack by three flea-controlled armored cars. Mary and I had our characters intervene, using the helicopter to provide air support, and defeating the fleas. It turned out the fleas had been infected in some way, driven crazy by something or someone. At the end of session three, they reported back to the Hill and turned over everything they found. Mary made her rank promotion check (I failed mine), and she improved to W-2 from W-1.
Saturday, November 8, 2025
I Love It When a Campaign Comes Together...
Friday, November 7, 2025
Army Ants RPG is now live
Army Ants Character Sheets
I finished the character sheet this morning for the game, and created sheets for the characters Mary and I are using for our actual play sessions.
I am using the 'greatest hits' from my various iterations of the Army Ants game; the character sheets I created for Army Ants: Twilight were awesome, and these are upgrades from that character sheet. I'm really, really pleased with how these have turned out.
Monday, November 3, 2025
Two Games Diverged In A Wood...
Wednesday, October 22, 2025
MTDAA Actual Play 2 - the Need for Speed
It gets even crazier for air travel; in reality, a dragonfly can travel 35 miles per hour. This would be over 50 km (we'll round down to 50 km for convenience). This is 50,000 meters. Again, using a meter as 1/4 mile conversion to the game world, this means that a dragonfly (in game terms) can fly the equivalent of 12,500 miles per hour, or 16x the speed of sound. Ultimately, I created a hybrid of truth and fiction as I did for 'walking', setting a vehicle's speed rating of 1 as the baseline for 'slow vehicle', and scaling up to about 10 for most vehicles. Vehicle speed represents meters per round (6 seconds), which 'feels' like a reasonable speed to travel, even though it is not how fast things actually travel. A rating of 1 is still very, very fast in a direct scale conversion (being the equivalent of 150 mph). This becomes a speed that I can live with (and is much faster than ants walk). An ant can sprint 3 cm with one action, or can patrol 3 meters in ten minutes (so 18 meters per hour). I decided that for flying insects, I would keep things at insect scale rather than moving them to vehicle scale; in effect, a jeep or tank is still going to be faster than most flying insects. An insect with fly Move 6 (6 meters ) is slower than a jeep, with its Speed 1 (traveling 1 meter per round of 6 seconds, or 10 meters per minute). Land vehicles are going to have Speed ratings of 1-3, while flying vehicles are going to have Speed ratings of 4+ (capped out at about 10 for a fast jet).
Conversion: Vehicle Speed ratings in km per hour
.5 = .3 km/h (300 meters per hour); equivalent of 75 mph
1 = .6 km/h (600 meters per hour); equivalent of 150 mph
2 = 1.2 km/h; equivalent of 300 mph
3 = 1.8 km/h; equivalent of 450 mph
4 = 2.4 km/h; equivalent of 600 mph
5 = 3 km/h; equivalent of 750 mph (MACH I)
6 = 3.6 km/h; equivalent of 900 mph
7 = 4.2 km/h; equivalent of 1,050 mph
8 = 4.8 km/h; equivalent of 1,200 mph
9 = 5.4 km/h; equivalent of 1,350 mph
10 = 6 km/h; equivalent of 1,500 mph (MACH II)
12 = 7.2 km/h; equivalent of 1,800 mph
15 = 9 km/h; equivalent of 2,250 mph (MACH III)
20 = 12 km/h; equivalent of 3,000 mph (MACH IV)
Tuesday, October 14, 2025
The Heart of the Army Ants RPG
At present, I'm envisioning the latest Army Ants core rules being in the same format as Hack'D and Slash'D. I LOVE that little booklet - it's 48 pages, but the complete rules you need to play. Lulu helps a lot with this; I love the little saddle-stitched format, but they only print those up to 48 pages; it becomes a design challenge to get the core rules down to 48 pages, but I have always liked design challenges. However, it also means that I know a deeper Ant Forces sourcebook and a deeper Wasp Empire book (at the least) are on deck. I mean, I'll probably never get around to actually publishing these, and nobody would buy them if I did, but they're still in my imagination somewhere.
That's the funny thing about Army Ants; I literally have no reason to ever go back to it. It is, far and away, my least successful creative project of all time. I mean, people know me for it, but few people really like it very much. When I release game material for Army Ants, it always sells less than fantasy or supers work. In fact, I kind of know the trends at this point; I will sell 100+ books of a supers system (I've released a few), maybe 50 of a fantasy system, and will struggle to get to 20 copies sold of Army Ants.
But I'm also at the point in my creative process (and in life) where I don't really care how many books I sell. That used to be my primary (if not only) measure of success. Now, my primary (if not only) measure of success is how I feel about it when I'm done. I guess that makes it a vanity project, but I'm okay with that.
Sunday, October 12, 2025
MTDAA AP Session 1
Monday, October 6, 2025
Stalwart '85 Character Advancement
My Fickle Muse
First of all, a brief health update: I had my second round of nuclear medicine treatments on October 1, and I'm feeling remarkably well for someone who was given less than 12 months to live 10 months ago. I'm looking forward to crossing that barrier (which is December 10, for those keeping track). I keep setting new objectives for myself: as of now, I want to live long enough to watch my daughter graduate high school in June. Once I accomplish that, I'll set another goal.
On to gaming stuff. I've been feeling well enough the last week or two to work on gaming-related stuff, and I keep trying to sit down and work on Doc Stalwart. I still have a few miscellaneous things to finish from the Kickstarter before it is 'complete'. While the primary items (the game itself and the adventure; all of the stat blocks for the public domain characters, all of the original character drawings) are done, and I've finished the core items and some stretch goals, I have a few stretch goals yet to achieve. I don't have a dedicated web site (okay, I had a domain but didn't do anything much with it), I have yet to finish the 8-page comic story, and I still have to figure out some VTT support. So, stretch goals remain incomplete, and I'm aware of that. However, I have released several other things (a bonus adventure and some Stalwart Philes with stat blocks, a database of Doc's comic adventures), so I don't feel TOO bad about it - however, these items are still on my to-do list.
The things is, each time I have sat down to work on any of Doc's stuff, I struggle to focus, and the material I've been able to knock out is not up to my standard. I'm having trouble locking in on Doc Stalwart stuff at the moment.
However, my muse REALLY wanted to work on some Army Ants stuff (because that's how she rolls), so I ended up starting a draft of a new Army Ants RPG that is a hybrid of MTDAA Legacy and Stalwart '85. I have come to think that the basic engine for S85 is really, really malleable, and could be used for any sort of setting. You have a basic action ('attack') die based on your character's level, and you have four traits. Three traits are basically the same across games (might/body, reflex, and mind). However, there is always a fourth trait that is unique to that game. In Stalwart '85, it's Power for your superhuman powers. In the Army Ants game I'm tinkering with it's your Spirit (intuition and connection to the natural world). In a fantasy RPG, it would be magic (your ability to wield arcane or faith-based powers). In a Sci-Fi game, it would be whatever stand-in I'm using for the Force. The cool thing is, I can just set thresholds for 'activating' it, and then it's tiered already. For example, it would be easy in a fantasy RPG to say that at Magic D4, you can read magical scrolls, but you don't have any ability to use magic on your own. At D6, you can cast rudimentary spells, but by D20 you're throwing huge fireballs and raising the dead. The force would work similarly; you don't unlock "Jedi" type powers until maybe D8; D6 might be 'sensitive', allowing you to maybe sense things or have a greater connection to the Force than others, but at D8 you get to start minimal telekinesis, while by D20 you're lifting battle cruisers and surviving for short periods in space.
It's a very adaptable basic game engine.
That said, the newest iteration of Army Ants, MTDAA Final Frontier, uses a version of this system. I've got the playtest document that you're welcome to tinker with (as I am doing), and we'll see where this goes. I will get back to Doc stuff soon enough, and maybe I just have to get this out of my system. I often talked with my students about journaling helping writers because you get the clutter out of your mind and onto the page, and then you can do more focused writing. It might be that this is some clutter I need to clear before the next phase of Doc stuff hits me. Thanks, as always, for your support of and kindness towards me. It is truly appreciated.
Wednesday, September 17, 2025
Passing Me By...
Monday, September 8, 2025
A Huge Sigh of Relief
This might sound a little crazy, but I have been afraid to sit down and draw anything for several months... the last time I did a drawing was in the beginning of April, and in the time since, I have seen a significant detioration in my penmanship. I often find it hard to hold a pen steady enough to write legibly, and my hands shake a bit. My father had this condition (not sure the scientific term, and I decided not to look it up)... and I watched him in the last decade or two of his life struggle to write anything neatly. Towards the end of his life, he could barely hold a pen. I was deeply concerned that I too had lost the ability to draw altogether, and I was very hesitant to even attempt a drawing for fear of what my stylus would emit...
This afternoon, I finally decided to give it a go, attempting to re-create one of the more iconic Superman images with Doc. And, while I can see there are places where I have lost a little bit of control of some of the finer points, the overall drawing is still (to my mind) up to a standard I can live with. I also presume that this drawing carries more than a little rust, because again it's been about four months since I even tried to draw. We're going to chalk today up as a win, and it has also inspired me to start actual playing Doc's adventures starting with issue one, and just going in order. It gives me something to do... and I already have an idea for how the first issue plays out (heavily inspired by the first ten minutes of The Incredibles), so I'm looking forward to giving that a go.
Friday, August 15, 2025
Superhero Team Concepts
In the middle of the night, I was thinking about superhero teams, and how to build them with archetypes that fit roles. I started to think about re-framing this; instead of thinking about 'roles' (mentalist, tank, damage dealer, speedster...), I would think about building a team from a storytelling perspective, in terms of origins. I realized that part of the reason the New Teen Titans work so well is because they frame things from an origins perspective, and it provides so many more storytelling opportunities. I haven't thought about this too deeply yet, but here are some examples:
- Technology (Cyborg). Bring in stories about technology and the impact of new technologies.
- Supernatural (Raven). Stories focused on magic, other realms of existence, and supernatural powers.
- Mythology (Donna Troy). Ancient gods and monsters.
- Cosmic (Starfire). Other planets and alien races.
- The Sea (Aqualad). Stories set in underwater environments.
- Villainous Past (Beast Boy... kind of). The former allies now enemies hold a grudge.
- Under the Shadow (Robin). You were a sidekick, and are trying to establish your own identity, but a lot of the villains that your mentor has still hold a grudge against you.
Having such a wide range of origins gives the GM a variety of hooks that personalize adventures to the characters while giving a grand scope to the game. If all of the characters are teenagers who were transformed in the same lab, you immediately have fewer options for built-in ways to progress the story. Conversely, if each character has a unique origin and also has three pieces of 'unfinished business' in their origin, all the better. For example, my technology character could have a rival inventor whose tech ended up in my cybernetics, a bug in my software that could be exploited (and which I'm trying to have fixed), and a previous participant who 'failed' to adjust to the cybernetics, and who went mad. Instant adventure seeds that are personalized to the characters.
This comes up because I have really wanted to start a solo campaign, and while I feel like it should be focused on Doc, I'm just as intrigued by starting a "New Teen Titans" or "New X-Men" sort of game. I also kind of want to go a little more Doom Patrol with weirdness and a little less prototypical heroes like Doc or a Justice League. I could see New Stalwart Press witnessing the success of the X-Men and Teen Titans in the early 80s and deciding to start a comparable series... something to ponder. I also like the idea of the whole team being 'under the shadow', as this team would replace a team from the previous generation who had disappeared. Rooting the campaign in an unresolved mystery gives an instant hook ("Whatever happened to the Force of Five?") and matches the vibe of both New Teen Titans and New X-Men, since both replaced earlier teams with the same moniker.
Some Work of Noble Note May Yet Be Done
My oh MY but it's been a few months... I thought I'd give a personal update, and then hopefully get back into some gaming stuff sooner than later.
I last checked in some time around April... since then, we've learned that the chemotherapy treatments I was receiving (even after they adjusted to a more aggressive chemo treatment) seemed to be having little effect; the tumors on my spine, pelvis, and ribs have continued to grow, with new tumors appearing in the last few months. Treatments may have been slowing it down a little, but not much. My doctors at Roswell suggested I get a second opinion, and after Mary (who has been a super hero) called around, we ended up meeting with a specialist in Pittsburgh, who decided to move from chemo to a newer nuclear medicine called Lutothera. The problem was that it's a more expensive treatment, and our insurance company REALLY didn't want to pay for it. Fortunately, the doctors in Pittsburgh are tenacious, and at the end of June I got approval for the treatment. I received my first treatment on August 1, and tolerated it well enough. Initial scans showed that the nuclear medicine went right to the tumors, and seemed to be getting to work. The idea here is that the nuclear medicine should be able to destroy the tumors, so I am also on a regimen of meds that are supposed to re-grow the bone, because the tumors are going to leave weak points in my bones, leaving me susceptible to fractures. So, I am taking it relatively easy, walking at least 15 minutes a day, and feeling some genuine hope for the first time in months. There is a very real possibility that my prognosis has changed from months to years to live. We'll see. I will receive three more treatments of the Lutathera, once every 60 days. I should receive my final treatment on February 1st. and we'll do a scan shortly thereafter to see how effective this has been. I'm hoping for 'very'.
Unfortunately, at the same time Mary's mom had a recurrence of her own cancer, and it ended up taking her life at the end of June (on Grace's birthday, and the day before Mary's birthday...). So, while Mary has been battling to get me treatments, she has also had to bury her own mom. She's been through a LOT.
Far less importantly, but not insignificantly, I've gone through the process of retiring due to illness, and have had to navigate that whole process about seven years earlier than I expected to... 24 years is a pretty good run, but I had wanted to get to thirty. I'm proud of my career and what I've accomplished, but it's also difficult to say goodbye to a huge part of my life when it hasn't been on my own terms. Our teacher's union hosted a wonderful retirment party for all of the retirees, but it felt like they spent a lot of the evening focused on me, which was a bit overwhelming.
Yesterday, Mary sorted the last of the things that she had received from her mom, we finished re-organizing our closets, and I was notified that my retirement paperwork is completed, and 'the check is in the mail' for my retirement benefits. My principal and vice principal also stopped by and brought me a retirement gift that they had for me - it was genuinely nice to see them. It felt like the end of many things.
Wednesday, April 30, 2025
Falling Into Stalwart '85
If we say that you suffer 1 point for every 10’ fallen, with a maximum damage of 20 points (200’), and you’re allowed a Reflex check for half, that seems reasonable enough (a normal human is felled at 150’ or more even with a successful Reflex check – and probably dies). Supers are going to be felled but not die… because they’re supers. The Reflex check is DT 4, so a normal human suffers zero damage (.5 rounded down) on a successful Reflex check falling 10’, and only 1 point on a successful Reflex check falling 20’ or even 30’.
Tuesday, April 22, 2025
Building up that Rogues' Gallery
One of the strengths of the S85 world from a gaming
perspective is that the villains outnumber the heroes, and the heroes aren't
that strong or well organized. The 'problem' of stories set in Superman's
Metropolis is that Superman is there - you don't really need anyone else when
he's around. However, in Doc's Meridian, there are a handful of heroes, and
they aren't very powerful. Doc himself is basically the Thing's power set with
Reed Richards' intellect. He's powerful, yes, but not in the same league as Supes.
That said, as I move forward, I do so wanting to add more villains to the game
but not many heroes. One of the mistakes that I see supers games making is
focusing on the heroes of the game world. In my experience, people want to play
their own supers in the game world, and don't want to necessarily play the
pre-generated superheroes. So, my focus should be on the villains. Players can
focus on the heroes.
Parenthetically, this is one of the problems I’m running
into with the Public Domain – the heroes outnumber the villains, and the
villains are largely forgettable. I’m struggling to find really good villains
to adapt to S85.
I spent a little time reviewing Doc’s rogues’ gallery, and
it’s a really solid assortment of baddies. There weren’t a lot of gaps. I still
have some iconic archetypes to fill in (there’s no ‘hunter’ villain yet, for
instance; there’s no weather controller), but the biggest gap I noticed was in
teams. I have a handful of both super and villain teams, but the comics are
full of teams that are themed to work together, and S85 doesn’t have much of
that. The good news is that the format of the Stalwart Phile is perfect for
this exact need, so I’m going to devote a few Stalwart Philes to adding
supervillain teams to the game. Here are a few examples of what I’m thinking:
- A Russian team that are ‘heroic’ but also 1980s Russians, so it’s complicated. This could be a team you hold your nose and work with, or that you do battle against. Or maybe both.
- An element-themed team.
- A chess-themed team.
- A snake-themed team that works for Vyperion.
Unlike most of the groups I’ve presented thus far, these are groups that always work together; they probably have matching costumes. They’ve got some team maneuvers that they’ve developed, and which can give them some other options in play. From a GM perspective, they are modular - you can design an adventure where the heroes go against a team of Russians, but you can easily sideline some of the members if needed to balance against your supers.
Saturday, April 12, 2025
Stalwart Phile #3 Now Posted
The companion adventures, of which I have done two (one is exclusive to KS backers) is working under similar conditions; these are long enough to represent an individual comic book issue, but short enough that I don't get bogged down in getting halfway through a draft and then giving up. I have a model in place that I can keep building on, and that was important to me to keep the game growing. If all I do is Stalwart Philes and short adventures, there's a solid foundation for the game to grow going forward.
Wednesday, April 9, 2025
Not Your Classic Time-Travel Adventure
Act 1 - Decades ago, on one of their final missions, Freedom's Four defeat Doctor Voltus in his castle by trapping him in a closed cicruit system within his castle; they know it is a temporary fix.
Cut Scene 1 - In the present, the modern-day heroes (or Doc Stalwart if playing solo) meet with the retired older Liberty Lass and Bronze Beacon 2, who recount one of their final battles; we learn that Captain Reicher is up to something, and that something might be bringing back Doctor Voltus. Liberty Lass dons her gear for one last mission...
Act 2 - Travel to Doctor Voltus' old castle; a battle with Captain Reicher and minions. (Modern hero team with Liberty Lass).
Cut Scene 2 - Set up a device that can 'trap' Doctor Voltus; create mechanical keys in play that must trigger to permanently trap him so he can face trial for war crimes.
Act 3 - Final battle with Doctor Voltus with some triggered events built into the battle.
Cut Scene 3 - Funeral for Bronze Beacon 2? Something to finalize the events. Maybe have an event where the wrist bands he carried are donated to the museum his neice works for... set up the future Bronze Beacon? Historical comment about how this event was later ret-conned to include BB 3 even though that was never
Hmm. I solved a lot of this as I was blogging. I know that I spoke about this at some point, but writing is really a thinking process as much as it can be a process of revelation; I talked to my students earlier this year about how I don't use writing to put down the things I already have in my head. Sometimes, I sit down with only the vaguest idea, but the PROCESS of writing it down and getting it out in front of my eyeballs allows me to see how the dots connect. That is exactly what happened here. What I ended up writing down is a lot more than was in my head, and much better organized, than when I started. Writing process for the win!
Saturday, April 5, 2025
Cataclysm Cover Final
Thursday, March 27, 2025
Cataclysm Cover
Friday, March 21, 2025
Stalwart Adventures #1
Stalwart Phile #2
Wednesday, March 19, 2025
Multiple Birds
Tuesday, March 18, 2025
Thinking about tyranny...
Sunday, March 16, 2025
Errata for Stalwart '85
- Antigen: Evade should be 5 (Tag Evade +1)
- Clockwork Killer: HP should be 13 (12 +1 Tag)
- Emissary: HP should be 30 (Tag HP+2)
- Lord Wrack: Focus should be 7 (Tag Focus +1)
- Messenger: SP should be 8 (Tag SP +2)
- Typical Javelin Agent: HP should be 12 (no HP tag)
- Javelin Knights: Mind D8 (4); Reflex D8 (4)
- Rochambeau: HP should be 20 (Tag HP +2)
- Blue Sun Boy: Force should be 8 (Power D16), Evade should be 5 (Reflex D10, no tag)
- Earthquake Kid: HP should be 17 (HP +1 Tag)
- Gamma Grrl: Evade should be 5 (no tag)
- Stalwart Sentinel: Focus should be 6; Force should be 7
- Typical T.E.N.D.R.I.L. Agent: Level should be 3, Endure should be 4
- Aria, Daughter of Ancients: Evade should be 4
- Zero, the Final Robot: HP should be 34 (HP +2 Tag)
- The Butterfly: Evade should be 6, not 5
- Captain Cross: Evade should be 4, not 3
- Dablo: Endure should be 5, not 4
- Heracles: HP should be 40, not 36
- Mr. Lightning: Endure should be 10, not 6
- The Owl: Evade should be 7, not 6
- Plymo: Focus should be 3, not 4
- Sub Saunders: Endure should be 6, not 5
- The Sponge: Evade should be 3, not 6




















