Good Monday, Gamer!
"Lead, but do not rule" — Lao Tzu, GM extraordinaire.
Monday Musings: Filling Empty Spaces
When I picked The Dream Thief from the adventure seeds in The Black Sword Hack, I had no real idea what it actually meant in play. It was just cool, and I wanted to run with it. Even during prep, all I could pull together were some loose stats and the implied ability to steal dreams and memories.
It was only during play—when the players confronted the problem of protecting Elder Monk Gawne—that the Dream Thief truly began to take shape:
“Are there dream fences who trade in stolen dreams?”
“Can we enter the dream world?”
“What can you actually do with a dream?”
Player-driven questions like these answered together, at the table, through play is the secret. This collaborative process is second nature to me now, but I often forget to talk about it. GMs don’t need to have all the answers—sometimes, the empty spaces are best filled by everyone at the table. Bonus: everyone is bought in on the Dream Thief.
The Black Sword Hack Recaps
Malpha the Fallen (Monday BSH)
Peto, Latulei, and Iride threw everything they had at the Dream Thief, but the dreamscape is her domain—a shifting, treacherous playground where she reigns.
During the climactic battle, she plunged an ornate dagger into Gawne’s dream self, ripping away his memory of how to access the fabled Blue Smoke Palace. His screams echoed across both the dream world and the waking one, leaving the crew rattled as they destroyed her dream form—but her influence lingers.
Knowing they couldn’t afford to let the trail go cold, the crew rushed to Aris, the dream fence, a shady broker who deals in stolen visions and traded memories. After tense negotiations, Aris agreed to help them ambush the Dream Thief—but at a steep cost. Latulei had to give up two of his prized war dreams.
Next: Spilled Tea in the Red Lantern District.
Cycles of Errazu (Sunday BSH)
Rikvengar finally catches up with Betany, Wulf, and Anton, having spent his time marveling at all the doors in Iron Port. (Big city, big discoveries!)
The crew gathers their leads and decides to hit the docks in search of a smuggler who might have ferried Gideon out of the city. Word on the street points to Renato, a ship captain with no love for free favors.
Renato confirms he was approached—but his price was too high. If Gideon is leaving the city, he’s got limited options. Renato is the only ship sailing for Carafax anytime soon, and unless Gideon is willing to walk, he’ll be back. (And Renato doesn’t do callbacks.)
Deciding to force the issue, the crew heads back to the Blue Smoke Cathedral, only to walk straight into The Broken Bell Mercenary Company, which is already there, and the mercs shoot first.
Next: A Confrontation at the Blue Smoke Cathedral.
ICYMI
⚫️ Blogging is Forever Baby!
Ramanan on The Bloggies, blogging, and infinity. Save vs. Total Party Kill
🔵 The 1971 Comics & Playlist Project
Inspired by Jerry Grayson’s 1972 Project, I started my 1971 Comics & Playlist Project. Mad ‘71 curates MY favorite songs from the Top 100 Songs of 1971. Now I’m about to tackle that comics list…
🔴 Nathan D. Paoletta’s RPG Design Zine Kickstarter
The always-inspiring Nathan D. Paoletta is running a Kickstarter sharing his experience in graphic design for RPG zines. If you’ve ever thought about designing your own RPG materials (or just love a well-crafted zine), go check it out:
👉 RPG Design Zine Two
🔵 Where I show all my BSH GM work…
Catch ya next week!