Monday, January 26, 2026

Lessons I learned running public games

For more than two years now, I have been running regular public pick-up games at a local pub. This experience has been (primarily) fun and very enriching. In this article, I want to share a few short experiences that I’ve picked up over the course of those games. I write this article because when starting out, I would have found these things helpful.


First, I want to add a bit of context, but feel free to scroll down below to the lessons themselves.


I run games at a local “geek” pub. A few years back, they launched a public TTRPG event. It started as a Fifth Edition, Adventurers League-esque kind of thing. It started, as I was informed, as a strictly 5e thing. Since I had no intention of running any more 5e games, I kept away. Eventually, they opened up to other systems. Good for me.

Games happen every other Monday from 6 to 10 pm. There are seven (or nine?) tables available. Game Masters prepare their games some five days in advance, and participants sign up online. A pretty straightforward system.

The majority of games are either 5e, Pathfinder, World of Darkness, Call of Cthulhu, or Cyberpunk. The big names. But to my pleasant surprise, it’s not just that. I’ve seen a number of Free League systems, some really wacky stuff – like Crash Pandas, an RPG about street-racing raccoons, or a test run of a homebrewed system which converts the video game Balatro into a TTRPG. There were even a couple of 2e games run in English (which is not the native language where I live). The vast majority of the time, I am the only person to run NSR / OSR games, though I have a fellow DM (and a player at my games there) who has recently taken to running DCC, Pirate Borg, and Into the Odd. That makes me very happy.

The vast majority of people who come to play have zero to little experience… and it’s fantastic. Honestly, I have tremendously enjoyed running games for (almost) total beginners.

So far, I have run: OSE, Sword and Wizardry, Cairn 2e, Frontier Scum, Vaults of Vaarn, and even an open-table hexcrawl of Knave 2e. While I was, and still am sometimes, self-conscious about the games I run and my GM-ing skills, this experience has been totally worth it. I enjoy it so much, and it is one of the best experiences I have had running games. Hence, my first two lessons:


1. Do it!

If you are reading this, then perhaps you are considering running public games in a local club, pub, or con. My advice? Go and try it. It can be daunting to try something new, go out of your comfort zone, and do so in front of strangers. To put yourself out there. It can be big and daunting, but try it once.

For me, it has been an enriching experience that has helped me grow and develop as a GM. Playing with new, unknown people and seeing them enjoy the games I run is so gratifying. Plus, I learned so much.


2. Run the games You want to run.

Run that old-school dungeon, or that Cairn pointcrawl, or that weird acid science-fantasy mashup. Or whatever you like. Don’t worry if it’s niche or non-mainstream. People will come and play. Because they want to try something new, because something catches their interest, or because there is no space in other games. Trust me, they will.

At first, I worried my games would be out of place, mostly because people don’t know of them. That went away quickly. New systems were not a discouragement; in fact, it is why people come to the thing. To try new things. Be that a new adventure, system, or TTRPGs in general.


3. Try new things and experiment.

Play that game, your players don’t have an interest in. Try that adventure you found online, but doesn’t fit into your current games, or do something you’ve always wanted to try. Once you are comfortable with them, public games are a great place to experiment. With systems, with settings, with modules, and styles of play. With whatever. They are basically one-shots; you most probably will not play with those people again, and actually, many of them are really up for trying new things.

I use public games both as a playtest opportunity for things I’m thinking of publishing and to try things I really like but can’t fit into my regular schedule. For example, the other week I really felt like playing the Weird West, and my friend group is not really into it. Bam Frontier Scum it was. Or I got to test that Vaults of Vaarn arena, I really like and had a great time running with my friends, really does work with totally different and totally new people (Next step – publish it, heh). Then there was the time I wanted to try an open table hexcrawl. I did and have a group of regular players that mix in with people who sign up randomly, and even bring in their friends.

In general, thanks to public games, I’ve managed to actually run way more systems and try way more things that I would have otherwise in just my regular games with my friends.


4. Be yourself.

Getting up in front of new people, people you don’t know, can be stressful, even intimidating. That itself can be quite demanding. Trying to suppress or change yourself in the middle of all that will only make it needlessly stressful. It’s better, easier, and, in fact, liberating to just be yourself.

Ahead of my first game at the, I was really nervous. I almost forgot half my stuff at home. (Good thing I live around the corner.) I’m not really sure what I was worried about, but it was a mix of how I was going to do, what people expect, my worries about how I should act or behave, or if people will get references and jokes. A mix of self-doubt, shyness, and expectations. Not sure what to do, I ran it as if it was another game at my place… Made jokes, improvised a lot, read the room and picked up on people's signals.

I think I GM the same regardless of the audience. Sure, with my friends I make different jokes and references, as we know each other well and for many years, but in the end I try to be the same person I am with people I’ve known for 20+ years and total strangers.


5. Don’t get discouraged.

Sometimes things might not work out as you intended or planned. It might happen that people don’t sign up, or they cancel, or don’t show up. This might happen. But it most probably, has absolutely nothing to do with you. And sometimes things just don’t work out. That’s why it’s great that it is a one-shot, and next time there will be primarily new people again.

I’ve had different experiences over the years. I’ve had times when my game was the last one people signed up for. I’ve had times when half the table canceled that day. Once, I even had no one sign up at all. I also had times when my games were full within seconds or minutes, and I was literally the first one booked. And that time noone registered? Well, I ran the game next time to great success.

And at the table? Well, in the past years, I only really had one unpleasant or weird situation happen. But what I later found out was that two of the players met and had a disagreement and conflict the previous time at another table. Then they both, by chance, ended up at mine. I’m sorry for them, but in the end, it had nothing to do with me. As it probably will not have anything to do with you.


6. Talk to people and hang out

In the end, it’s not really just about running a game. Any game. It’s a form of socializing and getting to know different people. It’s about entering or creating a community of people. You might end up making new friends. In the end, In the end, table top RPGs are social occasions.

In the beginning, once my game was over, I would pack up afterwards and go. It didn’t help that I was, and usually am, the last person to finish, right at closing time. But over time, I started taking more time to pack up, have one more drink, hang out, and talk at the table or on our way out. This especially strengthened after I started my open table game. We would regularly talk for a long time after the game. About the game, the setting, our ideas, thoughts, and even our lives outside the table. I even started hanging out with some of the other Gms, thanks to one of my open table players who also runs games.

Sometimes I can find it a bit tricky because I am mostly introverted and have some very strong political views, but it is all the better for me to talk with new and different people. To take the time to get to know the people I play with, listen to them, talk with them, and find connections has just made the whole thing more fulfilling and enjoyable.


In the end, the message is: Go out there, give it a go, and have fun, running things you want to run. I mean, that’s kinda the core of the hobby as such.



Thursday, January 8, 2026

Twelve Encounters in the Fog

For most of the past two months, the city where I live and the surrounding region, have were covered by an almost perpetual fog (or heavy clouds). I really love fog and the way it makes even the most familiar, mysterious and hidden. Wandering through the forest with the dogs, I eventually came up with a few encounter ideas for foggy regions, landscapes, forests, times of the year. 

Writing them up I got a few more ideas, for a whole adventure or pointcrawl, in my world, set in these foggy lands. But that's maybe for another time. It's on my list and it is a loooong list

For now, here are...

Twelve Foggy Encounters

 

1.A Sunlit Glade

A forest glade, which only appears during the fog. Circle of tall trees, illuminated with bright sunlight. There is a horse, carriage, and a lone wolfkin wizard, Maguk—grey, green eyes, pierced ear, dashing - peddling their very specific inventory. Various herbal potions, both remedies and boosters, poisons, curios made from animal bones and fossilized plants, and a few very rare, even unique, magical items.


2. Ruins of the Monastery of the Sky Tower.

An ancient monastic order, which studied the stars to gain understanding of the god(s) tower. The ruins are a mythical place of legend. Tales tell of lost esoteric knowledge, artefacts, but also traps and dangers inside. The ruins can only be entered and exited during the fog. If the fog disperses before the entrants leave the premises, they will remain trapped inside until the fog sets again.


3. The Fogwraith.

A silhouette of a human female looms in the fog. On closer inspection, the figure in her festive, embroidered, but grey clothes floats just slightly above the ground. It can appear of various ages and of different appearances to different people—young, middle-aged, or worn down and straight ancient. In her hand, a scythe.

She strikes up conversations with travelers, asking of their lives and deeds, judging their morality. Those deemed worthy are allowed to continue and may even be offered aid, guidance, or knowledge. Those found immoral are attacked ruthlessly.

The Fogwraith is the spirit of a woman betrayed, killed, and left to die and rot in the fog. The Wraith will continue to haunt the fog unless her remains are found and put to rest.


4. A Limestone path

A wide, inviting, beautiful path winds through the trees, down a ravine, and into the fog. Those who travel down it seldom make it back. It leads to the lair of the Fog Dragon. Watched at all times by silent eyes.


5. The Fog Dragon

The air goes still as a huge shadow looms somewhere above in the fog, dimming the light. It is the Fog Dragon, an ancient, huge, ethereal dragon that has become one with the fog.It is out to survey its grounds, hunt, and interrogate those who encroach onto its territory.

On clear days it stays in its lair. It desires to be honored and admired, akin to the Spirits of the Fog, and it craves followers or tribute. The Dragon believes their rightful place is amongst them.


6. The Miniature Caravan

Bumbling, tumbling squad of 2d6 kobolds, with a small cart pulled by a miniature horse. The cart carries fresh supplies, loot, bounty, treasures, or whatever other required provisions to the Dragon's Lair at the end of the Limestone Path. 

Wary of travelers but not outright hostile. They would accept assistance with their delivery, to keep them away from the prying eyes of other travelers, bandits, or worse. When friendly, they talk merrily about their endeavors and that of the Fog Dragon.


7. The Veiled Band.

A nefarious local bandit group that hunts exclusively in the fog. They are well adapted to their conditions, camouflaged, and prepared to attack. They extort especially wealthy-looking travelers, merchants, businessmen, government officials, and the like. Well-equipped muskets (or heavy crossbows), pikes, swords, and daggers. The bandit prepares various traps for each robbery, from the simple ones—fallen trees, hidden pits—to more elaborate ones such as freezing or electrocuting the fog.

They usually strike as seven—three ranged, three melee, and their leader—but their exact numbers remain unknown. Their leader is known as the Mysty Brigandess—wiry, agile, voice always muffled by the veil over her face.


8. The Fogs Head House.

This tavern and house of ill repute appears out of the fog like a beacon of good hope. A three-story wooden and stone main house, winged with two low halls for storage, stables, and low-comfort accommodation.

It is run by Marcia Rover—tall, broad-shouldered, long red hair, empathetic—a very capable and skilled witch. The establishment and all who work there are under the protection of her powerful defensive wards—her specialty. Very knowledgeable about the magical, supernatural, and the occult.


9. Foglets

Slim and grey, with long, clawed fingers and sharp teeth, they wait to ambush their targets in the fog, blending with it. They consider this foggy part of the land their home and want to deter intruders. Foglets strike from the fog and retreat into it after landing a few successful hits or taking injury. They prefer to wear down their opponents, weaving in and out, striking, and falling back.


10. Magician's Tower.

The tower. lofty, round, with several blue, slightly glowing, inscribed stones placed in specific locations on the exterior.

The wizard. Calintas—tattooed, short, stout, and grumpy—really, really hates the fog. The fog both messes up his experiments with electricity. It also weakens the protection wards, making it detectable and discoverable only during the fog.


11. Unexpected travelers

A band of gnomes, who for one reason or another cannot use their magical underground passages, reach their destination - a former mine. They do not feel comfortable traveling overground and are careful around the above-ground folk. They will happily trade their knowledge of the underground world—including of treasures or secrets underground—in return for an escort to their destination.


12. Altar of the Fogs.

A shrine and place of pilgrimage to the Spirits of the Fog, who have dominion over this fog. The Spirits talk to pilgrims in the Fog, more so when the right words – Hmla mlha – are spoken, or the right offering is made. They can answer requests or bestow blessings on those deemed deserving.

  

Edit.  

I've added some system neutral statblocks that I started writing up, as there was interest in them. They are untested, just ideas, so use them with caution or just as inspiration. 

 

Statblocks and info


Foglet

HD: 3

Attacks: both hands: claws – each sharp as a dagger, or lunges and bites, as if with sword.

Defence: Thick leather skin.

Behaviour and morale: Deters outsiders from venturing onto the land. Strikes from the fog and retreats into it. Wears down opponents. Prefers survival and defence of territory

Number appearing: 2 – 4

Special: Fog ambush – hides in the fog, waiting to strike – unless scouted out or noticed, acts first in the first round

One with the Fog – All Foglets retreat into the fog after three rounds, or taking significant damage



Fogwraith

HD: 5

Attacks: Scythe – sharp and causes bleeding.

Defence: Agile and hard to hit, but no real physical protection. Takes half damage from non-magical weapons.

Behaviour and morale: Asks travellers about their actions in life. If deemed unworthy, or do not know how to behave in the fog, attacks. Undead and potentially vengeful.

Numbers appearing: 1

Special:

Vindictive victim – The spirit of a woman murdered and left to die in the fog. If reduced to zero HP, will reappear after 1d4 days, unless her remains are found, put to peace and justice is carried out.

The blinding frost – At the start of combat, thick frosty mist descends onto the battle field – caused 1d2 damage per round and makes attacks against the Fogwraith disadvantaged. The mist lasts 1d4 round.



The Veiled Band

Consists of an equal number ranged and melee fighters, plus their leader.

Group Behaviour: Ambushes rich (looking) merchants and travellers. Sets ups traps. Tries to go for a “sure thing. Will retreat into the fog on their leaders command.


Ranged Bandits

HD: 2+1

Attacks: Musket or Heavy crossbow at range. Takes a turn to reload.

Dagger at melee range.

Defence: Dexterous. Wears a leather jerkin.

Behaviour and morale: They prioritise targets they can eliminate or incapacitate quickly. Confident, while leader is around.

Numbers appearing: 3


Melee Bandits

Attacks: Pike at a distance. Dagger in close combat.

Defence: Hardy. Wears a brigandine – less sturdy than chain-mail, but stronger than leather.

Behaviour and morale: Use pikes to keep melee opponents away from the shooters. Tries to find weak spots in armoured opponents. Confident, while leader is around

Numbers appearing: 3


Leader – The Mysty Brigandess

HD: 4

Attacks: Dual Pistols – loaded at first, but only one can be reloaded per turn. Handaxe in close combat.

Defence: Agile and sturdy. Wears a thick Brigandine – sturdy as chain-mail, but lighter.

Behaviour and morale: If possible ambushes go without bloodshed or combat. Traps are meant break the morale of the targets, who she then intimidated. Self-assured in the fog, but prefers survival to capture of death.

Special: The veil takes me - When in critical danger, fires a very precise pistol shot at an advantage, and attempts to dexterously flee into the fog. The next round the rest of the band attempts to disengage and retreat.



Fogdragon

HD: 15

Attacks:

Claws – two. Each strong as a longsword.

Jaws – Powerful crushes, as if a two-handed war-hammer.

Tail – swift, punishing, whip, strikes with currents of electricity.

Defence: Dragonscales – strong as any full plate armour. Takes half damage from non magical weapons. Any attacks against it in the fog are disadvantaged.

Behaviour and morale: Glides and flies around in the fog, considers those that enter it at its whim. Desires to be honoured and admired by all that enter the fog. Believes itself to be untouchable. If seriously wounded and survives, will quickly retreat to the lair and build up defences

Special:

The Creeping Breath – Area of effect. Cold and wet drenches the victims, slows them down makes them take double damage from electricity. Stacks over time – first stack causes vulnerability to electricity. Second stack halves movement and causes the targets attacks to be disadvantaged. Third stack causes the target to slow down to the point of crawling and take 1d4 cold damage per turn.

Assortment of water and electric spells, that it can use.

It’s a dragon so let it do dragon-y stuff.

 

 

Lessons I learned running public games

For more than two years now, I have been running regular public pick-up games at a local pub. This experience has been (primarily) fun an...