It will come as no surprise that a lot more games show up here at IGRC World HQ than we can possibly play. But they all get read! Given I greatly prefer to write based on play experience, and given my general dissatisfaction with the direction game publishing is going these days (which I covered recently), that means my writing has dropped off. So with the caveat that I’ve not played most of these, here are my quick takeaways from my Read And To Be Played Someday Maybe pile that arrived in 2025.
Side note: Somehow I’ve never tracked games that arrived in any formal way. It’s just sort of a surprise when an old backed project shows up, or a print book arrives from DriveThru, or I get a review copy of something. This year I started a Google Sheets document! It tells me 38 games came through my door this year.
Guillotine: Crown of Blood

This revolutionary-fantasy hack of Armour Astir (which I cover a little later) came to me via, well, Armour Astir, a fantasy-mecha game hyped up by Austin Walker after his AP show Friends at the Table used it for one of their series. G:CoB, like AA, is a Powered by the Apocalypse game with playbooks, moves, all that. Players belong to the Cause, an amorphous group of rebels opposing the Crown. Game setup involves defining both Cause and Crown, and it looks like you could play several times with very different setups.
Like Armour Astir, the killer mechanical app at the center of the game is a pentagon of interactions called Approaches. Think of it like rock-paper-scissors-lizard-Spock: elemental beats mundane, mundane beats alchemical, alchemical beats demonic and so on. The moves are tuned to both revolution and fantasy, with ye olde Defy Danger from Dungeon World doing the heavy lifting in “I feel like I should be rolling here” moments. Playbooks are themed around Approaches and are nicely fantastical, with God-Things and Revenant Orators and Shadow Cavaliers. Tasty!
Trouble For Hire

By no means new in 2025, Trouble for Hire is a GM-less/-ful game that replicates the style and themes of action-exploitation flicks from the ‘70s and ‘80s. The mid-late 20th century, as my cheeky kid might say. Every story is about the adventures of Ruben Carlos Ruiz and the various sidekicks, rivals, lovers and enemies he faces driving from here to there. The story might be weird and supernatural, it might be gritty and problematic, realistic, horrific, funny, whatever.
I played Trouble for Hire at IGRCon with five other players, maybe more? It’s been almost a year. But the actual play we achieved was a ton of fun. Everyone swaps around roles, and there are more roles than players. Each role has explicit responsibilities for making all decisions within their realm, kind of a bananapants take on Archipelago if you can imagine everyone swapping their responsibilities every few minutes.
To make things happen, players earn and spend RPM while creating their own scenes and pulling folks in. Roles that aren’t taken accrue RPM so they’re extra-effective when they do eventually get picked.
I really like the vibe, but it’s also more mechanically involved than one might expect from a GM-less/-ful game. It can get pretty hectic at higher player counts! I’m looking forward to giving this another go with fewer players. Maybe four total.
Elder Mythos

I’m not a huge Lovecraft fan but I adore everything Mana Project Studios has put out. I backed Elder Mythos thinking it’d be a fun read. The hook is immaculate, though – everyone plays an evil entity beyond space and time trying to take over the world – and I’m looking forward to putting it on a table at some point.
Elder Mythos is a Year Zero Engine game in which Entities struggle against one another at an abstract level, and then zoom into scenes with individual agents of the Entities (cultists, mad scientists, MAGA Republicans, what have you). It’s a little board game-y, with players earning points toward winning scenarios, carefully spending actions to trigger zoom-in scenes and so on.
The game’s deluxe edition has cards, tokens, maps and other accoutrement to help manage the game. It’s a nice package, for sure. I’m in for at least a scenario at our next local convention.
Qadida

Quadida is an espionage supplement to the ultraweird deep future sci fi game Stillfleet, which I did get to play. Stillfleet is a strange critter, both brilliant and more plagiarism-y than I had hoped for. Quadida is stranger still, a radical departure from the bugnuts overlapping futures setting of its mother game. Rather than centering the setting, situation and action on the predations of the Dutch East India Company In Spaaaaace, Quadida is Le Carre in Spaaaaace.
Quadida, the city in which the game takes place, reminds me a bit of Al Amarja from Over the Edge lo those many years ago. A strange self-enclosed space packed with intrigue and weird shit. There are forty factions! Plus an array of new classes, species, powers, all the things you’d expect from a setting expansion.
The Electric State

Another not-really-from-2025 game, Free League’s The Electric State is based on the same dark, unpleasant Simon Stålenhag book the silly Netflix movie came from. In a nostalgic alt-1990s United States, most people are plugged into virtual reality to escape a post-war world. The RPG features characters who have chosen to see the world as it is, avoiding entering The Electric State.
The Electric State is a Year Zero Engine game and it looks like it works just fine, like all YZE games. Gameplay is based on a journey across the state of Pacifica and maybe into the desert beyond where intelligent robots have been exiled.
If you’re feeling profoundly cynical about the United States and want to take a road trip across it, this is the game for you.
His Majesty the Worm

I don’t get much out of OSR style play, but His Majesty the Worm has gotten enough hype that I grabbed a (very beautiful) hardback of its reprint. The hook is that the game runs entirely on a tarot deck. Players use the suits (minor arcana) and the GM uses the major arcana.
As big and beautiful as this book is, I’m having a hard time feeling excited about what I’ve read. Like…it’s a fantasy adventure game. The text itself is well written and has personality. It seems fine! And other than the tarot angle, I’m not sure what else makes HMTW stand out. I’ll swing around to this next time I’m itching for a fantasy adventure game, I guess.
Lovecraftesque 2e

We did play this boxed GMless storygame, but to recap: Lovecraftesque is a storygame that generates Lovecraft-like horror stories. There’s a single focal point character who changes hands every turn, while everyone else manages other responsibilities at the table. So far I’ve played through the first demo scenario involving a haunted house, and a sci-fi horror setup at a local convention. Each time, Lovecraftesque has been fun.
Having played twice, I think this game benefits a lot from having experienced players. There’s some looseness around how events proceed, which is good (there’s no penalty for playing “wrong”) and bad (there’s no upside to playing “right”). And there’s nothing Mythos-coded in how clues and events unfurl through play. Nothing says you can’t bring a Colour Out of Space or Nyarlathotep into the game.
Urban Shadows 2e

I fucking adore(d?) the first edition of Urban Shadows, Magpie’s PbtA masterpiece love letter to the World of Darkness. This new edition brings a different mix of playbooks plus some helpful setup materials to get your urban fantasy game up and running pretty quick. Otherwise? More of the same in the best possible way. Terrific playbooks, terrific additions to baseline PbtA, and thoughtful work around the nature of urban life, intersecting communities, and ongoing trade in personal debts and favors.
Highest recommendation. I plan on running a 2e campaign in 2026.
Garbage & Glory

This cute, weird game about the lives of adventurer raccoons was purely an impulse buy for me. My kid and their friends are bonkers about raccoons and I hoped we’d get to play. But now they’re teenagers and far too cool to pretend to be raccoons.
The surprising wrinkle of Garbage & Glory is that not only are you roleplaying, you’re telling a story about the story. It’s reminiscent of Eric Boyd’s The Committee for the Exploration of Mysteries that came out in 2010. Mechanically there are some nifty dice tricks baked into the game, and there are some fun card decks full of garbage (that is, treasures collected by our raccoon heroes) and glory (experiences and bonuses you can spend).
G&G is colorful, weird, funny, and about as serious as its subject matter. Magical trash pandas for the win!
The Perilous Void

The Perilous Void, an extremely handy collection of random tables generates everything you could ever want for any space adventure RPG you can think of. It looks a bit like Jason Lutes’ prior work, The Perilous Wilds, but instead of being keyed to a specific game this iteration is broadly generic “space adventure.” Which means, honestly, there aren’t that many options to use it with: Stars Without Number (which has its own generation tables), reskinned Traveller (or Cepheus Engine, which has already done the skinning, and both of which also already have their own generation tables), maybe Impulse Drive depending on the playbooks you choose, or Mothership. Or of course one of the many, many toolbox games out there like Cortex Prime, Fate Core, or Genesys. Because I’m a weirdo, I’m piecing together a Not The End game in the hopes of using The Perilous Void process.
I love The Perilous Void’s collaborative process. Rather than the GM lonely-funning through a bunch of rolls, every player in the game is involved at every step. Your future game’s premise is baked in right at the beginning, and everyone is invested. So I suppose you’d play/work through The Perilous Void before finding a system to play it in.
Oceania 2084

Oceania 2084 is, essentially, 1984: the RPG. Paranoid, Orwellian of course, and unpleasant to actually play, Oceania 2084 is at the edu-RPG end of the tabletop universe. You can’t win, you can’t liberate the world, and dystopias aren’t a call to adventure.
Reading Oceania 2084 gave me chills, starting at the point where players have to declare their characters’ deviation, thereby defining the setting’s opinions about deviancy. Reminded me a bit of Dog Eat Dog’s “richest player at the table is the colonizer” rule. The rest of the game follows suit. Every design choice just as relentless.
Might give it a go at an invitation-only table someday, and I’ll have to think long and hard about who gets that invite.
Lancer

What can I say? It was on deep discount on Amazon for some reason. I won’t bother explaining what Lancer is other than “woke Battletech.” Huge game with its own sprawling ecosystem. But now Lancer has joined a pile of mecha games I’ve got here … and I’m not really a mecha fan! At some point I should do a side-by-side of Lancer, Beam Saber, Salvage Union, and Armour Astir.
Griot Anthology

Griot Anthology is a very nifty collection of small games by Black designers. The ashcan I picked up in late March this year features seven small games, covering sci-fi, horror, historic(ish) racism (of course), and superheroes. It’s a nanogame collection you’d expect to see on Obama’s summer reading list. It’s rough and hilarious and touching. Give it a look, the PDF is underpriced for what you get.
Insomniacs

Friend of the Club Adam Schwaninger hooked me up with Insomniacs, a dope little space horror game. He released the first edition of this Forged in the Dark game in 2020. Insomniacs is about hibernating colonists escaping a doomed Earth in search of a new home.
System wise it’s just barely a Forged in the Dark game. Rather than the conventional Blades-y stats-and-actions set, you have a single trait track with Survive on one end and Discover on the other. You decide how to split up that track, Lasers and Feelings style. You still have a Stress track that will eventually result in a trauma. As your colonists go from exoplanet to exoplanet, they’re wearing themselves and their ship out and have to decide when to finally land and take a chance on a world. Along the way they run into Star Trek-esque phenomena, deal with shipboard crises, all that. Tight little game!
Atma Season 3

I’ve been an Atma fan for years now. Season 3 is the third iteration/expansion to this card-based PbtA sci-fantasy game. Atma, I have to warn you, isn’t for everyone! The GM has to do a lot of lifting to move the characters through several acts, and sometimes the luck of the draw will fail you. Not every draw of events and settings and twists will come together well.
In any case, Atma goes in my go-bag for every convention. Very easy to throw together some fun in a couple hours.
Rapscallion

Our home table played a short campaign of Rapscallion, a fantasy piracy PbtA game from Magpie this year. I like, but don’t love, the game. The game mostly works quite well, with basic and playbook moves that all support the general high adventure vibe. Setting-wise it’s not specific, but the tools provided don’t provide a whole lot of support either.
The killer app on the rules side of Rapscallion is that every character quickly and frequently succumbs to their Vices. That is, everyone wants something they really should not want and that gets them into trouble. On the setting/setup side, there’s this neat trinary tension between Law, Freedom and Weird factions. The powers-that-be that fit within those factions is largely up to the GM to decide, although a short list of examples for each is included.
We had fun in about six sessions and could have continued along for another six.
Tales of the Old West

The historic American West is a genocidal shit show that’s been glamorized into a national creation myth we call The Old West. Tales of the Old West, based on the Year Zero Engine, works very hard to straddle the history and the mythology. Written by two Brits who founded the Effekt postcast, it’s got an uncanny valley distance many European games have from lived American experience.
To their credit, the Effekt guys tackle the topic of America’s west in 1873 in better faith than I’ve seen in most other attempts. It’s not weird or steampunk; there is no magic or secret supertech or monsters eliding harsh truths of the period. There are some neat tools for campaign play centered on the growth of your central settlement, and a complete campaign framework based in New Mexico.
On the system side, the Year Zero Engine looks like it works just fine. The central currency of the game is Faith: you spend Faith to push rolls (the YZE secret sauce, rerolling missed dice at a cost), buy off trouble with Faith, and have to earn Faith back by various short- and long-term means.
Drifted

Drifted is Lost: the RPG. Built on a conventional PbtA framework, Drifted features survivors on a mysterious semi-sentient island, forest, or some other isolated and inescapable location. There are mysteries with no real answers, the setting might be contradictory, and loose ends might never get addressed – just like Lost! Or The Wilds or Alice in Borderland or Yellowjackets. Did I mention that Lost is one of my favorite shows of all time? I love a good puzzle box.
Anyway, Drifted takes on the subject matter pretty well. Rather than the typical 2d6 curve of Apocalypse World, you build a pool of one to three dice and hope at least two of them come up 5 or higher. Everyone gets a Looming Past card, which defines what has set the character adrift and gives you good flashback material. The Playbooks are all recognizable Lost characters that loosely follow distinct advancement arcs. Looks pretty cool. I wouldn’t want to play for less than a half-dozen sessions.
Mappa Mundi

I got mad about Mappa Mundi. Maybe you’ll have a better experience with this than me. OSR-adjacent game in which the adventurers try to understand monsters to better live alongside them. Great pitch. The game itself didn’t work for me.
Balsam Lake Unmurders

There are just a few real geniuses working in games, and Paul Czege regularly appears on that short list. Balsam Lake Unmurders is another excellent entry into his current passion for solo journaling games. In Unmurders, your lone FBI agent is trying to solve the mystery of who the necromancer in your small town is! Strong Twin Peaks vibes, very accessible for new-to-solo-journal-play folks. The book leads you step by step through the entire game, which is run off a standard deck of cards.
Czege has some far-out ideas about the possibilities of journal gaming! If you’re looking for a way in, this is the one.
Armour Astir: Advent

Okay so we’ve already talked a bit about Armour Astir and how Austin Walker nudged me toward it some years ago. Well a nice hardback edition of this PbtA-based fantasy mecha game finally showed up. I backed it, read it, and heck yeah I’ll play it. Even though I’m not a mecha guy, like, at all.
Much like discussed in Guillotine: Throne of Blood above, Armour Astir is about belonging to a Cause fighting an Authority. Players either take the role of Channelers (mech pilots) or Support (everyone else), which is interesting in a “why play anyone but Luke Skywalker?” way. Everyone belongs to a Carrier, a base of operations for your magical mecha crew and friends. And, naturally, there are elaborate rules for building magical mechs.
Mythomorphosis
Mythomorphosis, a little zine game, is laser-focused on one idea: watching a story change across five generations, from an inciting event to myth to folk tale. Is it an RPG? Who fuckin’ cares?
Physically the zine is very impressive and art-forward. Procedurally the game is built around players taking turns to add note cards to each generation’s timeline. You erase, change, split off or propagate new details about the origin story. Neat collaborative activity and I could totally see using it to kick off a more conventional fantasy game, like folks do with Microscope or Beak, Feather & Bone.
In Dreaming Avalon

In Dreaming Avalon is the latest edition in Vincent and Meg Baker’s Firebrands style of GMless party RPG, in which players choose minigames from a booklet and play them out. The second game in the series, The King is Dead, was my previous favorite Baker game! Sexy violence in the vein of A Song of Ice and Fire? What’s not to love? In Dreaming Avalon is my new favorite.
In this game, everyone plays either a knight of King Arthur’s court, or a Shakespearean fairy from under the Hollow Hills. Everyone has fallen asleep and awakened in Dreaming Avalon! The goal is to find out who falls in love. If you love A Midsummer Night’s Dream you will dig this.
I ran this game for a table full of folks who have never even thought about playing this sort of game with this sort of theme and I kid you not, it was transformative. We had three knights and three fairies. We bickered, mooned over one another, eventually fell in love or, tragically, never quite got to profess our love before we woke up. Amazing game. Highest recommendation.
Ashes Without Number

I keep buying Kevin Crawford’s big beautiful OSR hardbacks and I keep reading and reading. May never play them (although I have run both Godbound and Stars Without Number), but boy they’re neat reads. Ashes Without Number is Crawford’s take on post-apocalypse sandbox play, with all the faction rules and worldbuilding tools we’ve come to expect.
Might maybe need to use the AWN tools to set up a proper Apocalypse World game. Hm.
Coriolis: The Great Dark

My local table is currently a half-dozen episodes into running Coriolis: The Great Dark and it’s going great! I covered Coriolis: the Great Dark recently but to recap: players are Explorers delving into ancient alien ruins hoping to scrape together useful artifacts and other resources to help Ship City survive just a bit longer. Read the review for more details.
Another Year Zero Engine game! I’m sensing a trend.
Mythic Bastionland

Mythic Bastionland is an OSR-ish crypto-Arthurian fantasy game in which everyone’s a knight seeking Glory via exploring and resolving myths scattered around a map. It’s a mythcrawl, I suppose?
Campaign play is built around knights chasing Glory to the point where they can go on the City Quest, which has meaning both within the setting (it’s where Camelot will be built, or perhaps already has been built) and as an endgame condition.
Very much like Electric Bastionland, Mythic is notably very concise. Every concept fits on one and only one page. Just on reading, that brevity often feels cramped, or relies a lot on “you already know how to roleplay, here’s some additional stuff” type reading.
The killer app of Mythic Bastionland is the list of 72 different “myths,” each on their own page, each with some NPCs, some omens – little bits of description or action that spool out during the course of the quest – and other odds and ends. It’s both highly structured and, just from reading, not particularly well explained. Or maybe it’s just that the text relies on the GM to piece together how things work.
The end of the book is a lengthy, excellent example of play with running commentary from the designer. Such a smart way to explain a game! And absolutely necessary to read through to make sense of the rest of the book. I’m not sure if the game is playable without reading.
I found Mythic Bastionland both intriguing and frustrating when it first showed up. I think it’s probably doing some very interesting things, but I need the patience to let it show me. Might be a 2026 game for us, at least as a one-shot.
Sword Opera

Sword Opera, a Forged in the Dark (ish) game, proposes to be about fantasy melodrama, as the title would suggest. It turns out to be much weirder than that. It’s not just a fantasy melodrama; Sword Opera is about moving between the real world (might be the modern world, might be historical, anything is possible) and a fantastical Underworld where melodrama itself fuels and allows for the characters’ powers.
Reading Sword Opera, I was struck by the feeling the writers were more concerned with the structure of the game than fidelity to the fiction per se. Like, it’s supposed to have overtones (per the Touchstones appendix at the back) of Fonda Lee’s Green Bone Saga, various Shakespearean stories and spinoffs, and John Wick movies. In fact the three Underworlds the game comes with broadly reflect those themes. And then the rules show up and feel overbuilt for this purpose. I do like that Sword and Opera are each considered on their own throughout the game, violence and melodrama. Lasers and Feelings continues to cast a long shadow.
Weird game! But I’m intrigued.
Thunder Road Vendetta

Car combat is cool. So cool, in fact, that you can dispose of fruity nonsense like motivations and narrative arcs once you’ve got cars crashing into each other. I don’t make the rules. Thunder Road Vendetta, an adaptation of the Thunder Road board game, is all about the coolness of car combat via whatever contrivances necessary.
The system is Polymorph, the same house system Level 9 uses in their fantasy game Mazes. The conceit is that every class, or rather driver type in this game, has its own die size. So like “murderbikes” are d4, “doom buggies” are d6 and so on. Some things you do with your vehicle want you to roll high, others low. Nifty.
Thunder Road Vendetta is not subtle. It is not deep. It’s fuckin’ car combat and some postapocalyptic set dressing. Stock up on beer, pretzels, and crash helmets.
Uneasy Lies the Head

Uneasy Lies the Head is a competitive, GMless, political intrigue game. There’s a whole elaborate bespoke system attached to this, and the boxed set looks like it’ll be really well set up to make this system smooth at the table. Additionally, you’ll need a packet of index cards to make Assets (people, places and so on), boxed text surrounded on all sides by “marginalia,” little key phrases you might tear off the card later as the asset is degraded.
What jumped out at me browsing through Uneasy is thinking this would make a terrific maximalist minigame in some other RPG. Like just imagine if such a sprawling system showed up alongside other sprawling systems! Bigger than the scripting games of Burning Wheel, more on par with tactical combat from D&D4E, but for entire subsets of play.
Other games have broken up phases of play into their own sorta-kinda minigames. Consider the journeying, social and fellowship phases of The One Ring. None of them are particularly big, but the stuff that happens during a journey is irrelevant to what happens when you show up in someone’s stronghold or whatever. Those are all small little games, designed to reduce cognitive load blah blah blah. Give me more Uneasy Lies the Head scale maxi-minigames!
Cold City 2E

The first edition of Cold City showed up in 2007, the heyday of the Forge. I felt a little intimidated by the real world historical element of Cold City (and Hot War, Malcolm Craig’s other real-history-but-also-not game) so I read but never played it. The new edition of this Cold War intrigue/monster hunter mashup is a smoother, better game and it’s still deeply embedded into real-world history.
Cold City 2E, put out by Handiwork Games, is also gorgeous as a print artifact. It’s art-forward but only sometimes. The rules themselves are still easy to read, which is my happy place.
Grown-up Monster of the Week play whisked together with ‘50s era Cold War politics in Berlin and a good dose of survival horror. Looks rad as hell. On my short list to play.
Crescent/Exile

These two smallish RPGs share a system and diverge on their themes. Crescent is cozy children’s literature, with lost kids trying to find their way home. The GM plays The Moon (hence the game’s title), creating a whimsical dreamscape and setting up Adventures (with a capital A!) for the kids to go on. The setup reminds me a lot of No Thank You, Evil! But with more agency and mechanical choices for the players.
Exile was pitched as a dark fantasy expansion for Crescent, but over time evolved into its own thing. Rather than a smol kid, this time you’re an exiled teenager: angsty, misunderstood, wronged. Rather than a whimsical dreamscape, the Moon (again) creates The Below, the land of dark fairy tales. Okay so maybe it really is close to Crescent. But tone matters!
Crescent and Exile both run on handy-dandy card decks, which as far as I can tell have never appeared for purchase. You can probably have an arts and crafts day at home to produce them from tables at the end of each book.
Heavy Weighs the Crown

Heavy Weighs the Crown (yes, two games tapped into this phrase in 2025) is a solo journaling game in which you play an embodiment of the literal crown worn by monarchs through the ages. Skinny little zine from Jason Price of Notorious fame. You draw a map of your realm and a sketch of the crown! Then you give the crown its own personality, and walk through a series of prompts as three different monarchs wear the crown and leave behind legacies. Very cute!
Decaying Orbit

Picked up this For The Queen hack by Sidney Icarus on a whim. I love FTQ and I love space horror, peanut butter and chocolate. In Decaying Orbit, players learn about a space station’s AI that awakens as the station drifts ever closer to destruction. There are some nice tweaks to the FTQ model, with cards broken up into acts, gameplay centered on sharing the AI, four different stations to start play in, and so on. It’s more structured. Maybe more space melancholy than space horror.
Tired of following around a demanding, difficult Queen? Give this one a go for a couple hours.
Deep Cuts

No idea how you could have missed the news that Blades in the Dark creator John Harper has released a bunch of updates, new rules, and setting material. But he did.
Haven’t run a straight Blades game in years but Deep Cuts has me interested in taking it on again. There’s new tech, factions, and character options. There are six new systems you can swap in as desired, tweaking everything from advancement to downtime. More Blades!
Threadcutters

Threadcutters, a hack of Spencer Campbell’s HUNT, features elite occult assassins with a mission to kill four people across four different worlds. The game is themed around, and uses, a standard tarot deck. Characters are essentially pieced together by selecting three Major Arcana, each of which provide special abilities. During play, a deck of 28 Tarot cards is assembled from the suit of the world you’re going to plus assorted cards related to your characters, claimed bounties from previous hits, and so on.
There are four hits to execute and each hit happens across three scenes, ending with a final showdown. Probably a four-shot campaign? Seems pretty straightforward. Much of the book is dedicated to information about the four suit-worlds, each ready to play right away.
Mum Chums

Okay! Last game! Unless another one shows up in the mail in the next 24 hours, in which case I’ll stridently ignore it and pretend it arrived after the first day of 2026.
Mum Chums is a slice of life game about the very last unexplored frontier of RPGs: parenthood. As a father who has been his kid’s primary caregiver, I felt a little prickle at the mum-centering but you know what? It continues to be true that women are the most common caregivers. Come on dads, get it together. To designer Tanya Floaker’s credit, she explicitly opens up the game to any and all caregiver types, from parents to legal guardians to aunts and uncles and even older siblings. But the rules require at least half the characters must be cis women.
Anyway, it’s true that parenthood really is practically an undiscovered country for RPGs. Tough topic, not really “escapism” in the traditional sense unless the kid in question is super-powered or something. In Mum Chums, events center on the kids going to school for the first time, then following the kids throughout the school year. It’s a good insight! Parenting does orbit around schools for the most part. The rest of play happens around sipping something hot from a mug.
And That’s It!
Thank you to everyone who has stopped in this year to read, especially my Patreon backers. There’s so much game creation happening right now that it can feel like both a Golden Age and a Dark Age, depending on what you care about. I can’t keep up with all of it, but I can keep up with the stuff that continues to interest me.
Gaming is good, y’all.


