RPGNow

Saturday, February 14, 2026

Factions in the OSR - Dungeons/Urban/Wilderness 


Original Video: https://youtu.be/npZHmv9OeNU


THE THREE QUESTIONS THAT BUILD A FACTION FAST

Whenever you make a faction—dungeon or wilderness or city—ask three questions:

What do they want?

Not “what do they believe.” Not “their backstory.”

What do they want this week?

What do they have?

Soldiers, gold, information, magic, a monster, a legal charter, the only clean well in town—something real.

What are they afraid of?

Because fear creates urgency. Urgency creates action. Action creates play.

Write those three answers on an index card and you are 80% done.

Now you add the one thing.

Who do they hate… and who do they need?


Faction Card Template (steal this):

Name (short, usable at the table)

Want (one sentence)

Have (one sentence)                                                                  

Fear (one sentence)

Tell (how the players recognize them fast)

Then add:

One ally

One enemy

One job they’d pay for

Sunday, February 8, 2026

Turn Your Hex Crawl Into a Real Game (Steal Dungeon Procedures)

 Highlights from the named video:



Watch Length

Pick a watch length that matches the kind of game you want:

If you want it tight and gritty, use 2-hour watches.

If you want classic “cover ground but still feel pressure,” use 4-hour watches.

If you want it looser and faster, use half-day watches.


The three travel modes 

Normal travel

standard movement

standard navigation

standard encounter risk

Cautious travel

slower movement

better chance to spot trouble first

better chance to stay on course

Fast travel

more distance

more likely to get lost

higher fatigue risk

more likely to blunder into trouble


Wilderness actions

foraging or hunting

scouting ahead

searching for a feature

mapping carefully

moving stealthily

hiding your trail

setting an ambush

building shelter early because the weather is turning nasty


For wilderness travel to matter, you need:

a time unit (watches)

a risk roll (encounters)

navigation consequences (lost, drift, time)

resource pressure (supplies, fatigue, exposure)

and a feature per chunk (so there are actual decisions)




Tuesday, February 3, 2026

February 2026 Livestream & Convention Schedule


 

Subscribe to the Tenkar's Tavern YouTube Channel

Transcript, Feb 3 - How to Run Illusions in a Dungeon (Without Gotchas)


Original Video: https://youtu.be/6ijRtEpQknk

The transcript is lightly edited from an auto-generated one. Expect typos and worse ;)

A viewer asked, how do you handle illusions in a dungeon, like a false wall or a false floor? And actually, I love that question because illusions can be brilliant, or they can turn your dungeon into a paranoid trap. Every stone slog where nobody trusts anything. So I'm going to give you how I run illusions in old school play. 

Scary. Useful. Most importantly, fair. Because the moment your players feel like the DM can just lie, whenever you don't have tension anymore, you've got distrust. 

So we got the question then. Like what is an illusion when illusion is not a gotcha? It's a problem of perception. So I'm always thinking three things when it comes to illusions. Is there something that feels off if the players pay attention? Can they test it in a way that makes sense in the world? The game world? And if they don't test it, is the consequence fair? Something that would follow naturally. If the only answer is you should have guessed. That's not clever. That's me being smug. 

And I can be smug, but that's not what we want. People generally say illusion and mean different things. And these are the big ones. First, a sensory illusion is something that isn't physically there. 

So it's like a wall that looks solid, but you can walk right through it. It doesn't block you with stone. It blocks you because you believe it does. 

Second, a real hazard that's disguised like a pit that's absolutely real. But it's covered by an illusion that looks like normal floor. See, that's a real threat. Wearing a fake face. 

And then you have the third type. Misdirection, fake exits, fake doors, Phantom treasure stuff meant to burn off time. Split the party or put you into a bad position. Once you know which one it is, making a ruling gets relatively simple. Now do I telegraph them? 

All right, so I don't announce. There's an illusion here. And hold up a sign. No, but I do give players something they can notice. 

Now, my favorite clues are practical, physical, and generally tied to how dungeons work. So dust behaves wrong. Or that part of the floor is just too clean, too undisturbed, or there's dust piled oddly along the edge of a wall. Aaron, smoke. Behave wrong. A draught from a sealed corridor. Torch. Smoke pulling sideways. Sound behaves wrong. Uh. Short hall that echoes like it's much deeper than it appears. Monster behavior can often give it away. Goblins vanishing in a dead end. Voices behind a solid wall. Patrol routes that don't make sense. And that last one. That last one is DM gold. Okay, because it makes the dungeon feel lived in. Like a place with routines. Not a trick box. 

So in old school play the player's best tools aren't skill checks. I know I say that a lot. Or a variation of that a lot. This is aimed at my 5e players. I know I have a 5e audience. I'm just going to remind you old school play the players best tools aren’t skill checks. It's time. Caution, interaction and gear. So when someone says, I checked the wall, I ask, how are you checking it? Because the how is the entire game. 

Here are the tests that matter most, especially when it comes to illusions. 

Touch and pressure. Right? If it's a walk through illusion, this should reveal it quickly, right? You press, you lean, you push. You touch the wall with your ten foot pole. You poke it with your sword. The wall's not there. You probe ahead. Okay. The ten foot pole earns its keep. 

If they probe a suspicious floor and it goes through the floor, they should get information before someone commits their weight to that location. Throw something. Toss a pebble, a coin, a torch, especially for false floors. The sound tells you plenty. The missing coin will tell you plenty. Dust. chalk, flour. A little puff of flour at a wool can tell you if air is moving through it, especially if the flour goes right through it. Um, attempting to mark a wall with chalk. There's no wall, there's no surface. You're not marking it. But this play is smart, it's simple. And essentially it feels earned. 

Mapping and logic. If the group maps carefully, illusions will get caught constantly. That's good. That's not a bad thing. That's what careful play buys you. And just to say it, if the players interact in a concrete way, I don't make them roll to earn reality. They did the test. They get the result. 

So Okay then. Well, when do you use saves or checks or when do you roll? I use saves when the illusion is acting like an attack on the mind. Panic images, phantom threats, disorientation, that sort of thing. But the player says I toss a copper on that suspicious tile. I'm not asking for a roll to see if they notice that the coin falls through the floor. The interaction is the answer. Player action first. Only when the magic is pushing back. Now illusions should have teeth, but the bite has to make sense. 

So what consequences are appropriate? Waste of time. Right. Or counter checks. Torch burning down. Bad positioning. Splitting the party up. Noise that wakes the place up the resource drain. Because you chose the wrong approach. 

And then there are some bad consequences or inappropriate instant death with no warning and no counterplay. I'm against that. When it comes to illusions or anything else, I don't like it. I'm not a fan of save or die out of the blue. What about there? There were no clues. But you should have known. And I think many of us have experienced that crap. If a party sprints down a dungeon hallway like it's a hotel corridor. I'm not advising that you run through the hotel corridor. Is that a convention? But if you do so, yeah, you might drop through a pit there because you're not looking for it. And that's fair play. But I still want something a cautious group could have noticed. 

So let me give you two examples. The way I would run it. False wall that you can walk through. I describe a normal wall, but I usually include one clue a draft torch, smoke that's pulling strangely muffled voices, footprints that don't add up, or monsters disappearing into a dead end if they test it, touch reveals it. If they don't, they miss an advantage, a shortcut, a stash, a safer route, a prisoner, something meaningful but not campaign ending and not session fashion ending. 

What about the popular false floor over a real pit. Same deal. Normal floor. Plus one detail that nags. To clean or the dust is undisturbed. Or there's a faint hollow note to the room. Stones are a little too perfect. Or there's a slight slope. Probe it. Toss something. Test it. Now they know. Ignore it and someone drops, takes damage, makes noise. And now the dungeon is awake. That's not mean. That's not arbitrary. Just cause and effect. 

Now, the biggest illusion mistake is using illusions as a substitute for dungeon design. If the content is just a trick, players learn the wrong reason. Distrust everything. Slow down forever. The best illusions exist for a reason. Guarding something important. Supporting a faction that uses the illusion tactically. Hiding a bypass or escape route or funneling intruders into a bad approach. See when it serves the place players respect it even when it bites them. If you can answer these questions, your illusion is solid. What's the subtle clue? What's the practical test? What's the fair consequence if they ignore it? And listen, that's the whole philosophy. 

Now, if you've got a favorite illusion, one that felt fair or one that felt like a cheap shot, drop it in the comments. I want to hear your war stories. Thank you for spending your time at the tavern and God bless.


Monday, February 2, 2026

OSR Christmas - Check Your Emails


Emails are landing!

Check your emails!

Transcript February 2nd - Committee Meetings Get You Killed (OSR Decision Paralysis Fixes)


Original Video: https://youtu.be/a3TtkSYi_zY

Transcript is lightly edited. Expect typos and worse ;)

This one comes straight from a viewer suggestion, and I'm actually glad it did, because decision paralysis is one of those table problems that can quietly kill a good RPG session. If you've ever sat there with a party staring at three doors, an intersection, a staircase, and a weird statue and nobody wants to pick one, well, yeah, that's the thing, right? That's the indecision. 

And today I'm talking player to player. How to stop freezing, start moving and still play smart, especially in old school games where time is a resource and the whole we all just think about it is how you get jumped by wandering monsters and other assorted miscreants. So now being careful is good. I'm not saying it isn't. Caution keeps you alive, but decision paralysis. That indecision is where the table gets stuck in a loop. You find yourself asking for info you cannot realistically get. Maybe you keep inventing new plans instead of choosing one. Or you keep waiting for the DM to confirm that it's safe. I got news for you. It probably isn't going to. You're stuck trying to find a perfect option or solution that simply doesn't exist, and paralysis has a real cost. Torches. Burns. Spells tick away. Noise travels. Wandering monsters happen. The dungeon doesn't pause because the party is having a committee meeting.

I'm sorry. Here's why this happens. Most of the time, this indecision comes from one of a few places. Fear of consequences, right? Old school play has teeth. Some choices bite. That is literally part of the game. That's what you're in for. Then there's trying to solve it in your head instead of in the game world. People start playing mental chess or checkers instead of exploring. And then there's waiting for permission. Players want the DM to validate the plan. In old school play, Like I said before, you generally don't get that. Too many choices. Too many options. Every hallway becomes a debate, and debate becomes, it becomes the game. 

So how do you fix that from the players side? Here's what works at real tables. Default to action, not discussion. And what do I mean by that? If the party is stuck, somebody has to be willing to say, alright, we're making a move. And not recklessly not Leroy Jenkins. No. Deliberately. If you want a simple mental rule. Movement creates information. You don't get certainty by thinking harder. You get it by probing the situation. So ask yourself, what's the smallest safe action we can take right now? What can we do that's reversible if it starts going wrong? You don't need a perfect plan. You do need the next move. So stop trying to pick the best plan and instead pick. It's actually good enough because most of the time you're chasing perfect. If you've got two or three decent options, arguing for ten minutes doesn't make choosing easier. It does burn time. It raises your party's risk, but doesn't make the decision making any easier. So use the good enough test. Does the decision keep us alive or move us towards the goal? Is the cost one that you're willing to pay? If yes, Have at it. 

Make scouting a procedure, not an argument. A lot of paralysis is. We don't know what's behind that door. So don't debate the door. Scout the door. Old school tables live and die on cheap info. Listen at the door. Check for drafts, smells, sounds. Look for tracks. Examine the lock. Examine the hinges. Probe the floor with a pole. Use a mirror. Check the ceiling. Line the cure to what if it's trapped? It's not a debate, it's literally a procedure. 

And if you want to be the player who saves the session, be the one who says, um, you know what? Before we argue and the DM rolls for a random encounter, let's gather a little info first. Assigned roles. So decisions don't require a committee if someone is steering the ship. Sorry, if everyone is steering the ship, then no one is steering the ship. Old school groups used roles for a reason. They kept the game moving forward. Now, what are some common roles? Caller or leader? It's not a dictator. It's he is a tiebreaker or she mapper. We've discussed that before. Now, if you're using a vdt, maybe mapping isn't an issue, but mapper scout generally a thief, maybe a halfling, maybe your elf quartermaster in charge of making sure there's enough light, managing the party's encumbrance, distributing the treasure. Who's the rear guard? So this reduces friction immediately because when there's a split, the table doesn't need to relitigate leadership every five minutes. Use a simple sixty second rule. When the table bogs down, somebody says, all right, 60 seconds And then we pick. Not to be rude, not to rush things along, maybe a little bit, but to prevent the session from becoming a debate club. See, in the fiction of the world that you're playing in, it's simply honest. Time is passing. The dungeon is alive 

Decide by risk category, not exact outcomes, because you don't know what the exact outcome is going to be. Paralysis comes from trying to predict the exact result. if we open it, the gas. Or maybe it's ghouls or goblins or a pit trap you can't know, so don't play that game. Think in three general buckets low risk, medium risk and high risk and then act accordingly. Low risk. Do it medium risk. Take some precautions and then likely do it. High risk. Only if it's absolutely necessary or if you can shift the odds in your favor. 

Keep the full moves in your pocket. That's another one, right? If you personally freeze, give yourself a cheat code. What do I mean when you're stuck? Default to one of the following and keep the game moving. Uh, I don't know what to do. Alright, you know what? I'll scout the next ten feet or I'll listen at the door. I checked the floor in front of the doorway. I look for tracks and notice there's a pattern to these things. Right? They create information without committing you to. What a huge decision. Force the plan into one sentence. If you can't say the plan in one sentence, it's not a plan. It may be brainstorming, but it's not a plan. For example, we wedge the door, listen, and fall back if we hear movement or conversation. That's a plan. You can execute that also. You know what you need to do. You need to accept that sometimes you'll be wrong. Keep things moving anyway, because that's the real fix. 

Old school play isn't about never making a mistake. It's about adapting after the mistake. It's about buying information because information saves hit points and you don't buy information necessarily. With gold. Sometimes it's with time. And asking the GM questions. If you pick the wrong hallway, fine. Back out. Change tactics. Learn the party that never chooses anything gets punished harder than the party that chooses imperfectly. 

Now let's remember the little thing I refer to as the the dungeon clock, right? It's always ticking. It doesn't stop. Tick tock. The dungeon clock. So what about a quick example? I'll throw this at you. The party reaches a T intersection, right? You can go left. You can go right. And then everybody starts arguing. And here's the smart play. Move! Stop! We're burning! Torch time. What is torch time mean? It means that we're burning time down to another random encounter. Check. So quick, Scout, I listen left. You listen right. If one sounds active, we take the quiet one. If both are quiet, we pick the right corridor and move. That's not perfect. Okay, but that is forward motion. So again, I want to thank the viewer who suggested this topic because decision paralysis It's common. It's fixable, and it's mostly fixed by players taking ownership of momentum. 

Now this is also a collab with D'Angelo. Catch his channel linked below. We are experimenting with doing collabs on Mondays now. If you've got a table trick that breaks paralysis, whether it's caller rules or timers or marching order, discipline, whatever it is, anything. Drop it in the comments. I want to hear what actually works at your tables. Current tables. Real tables. And if you want more practical on how to play it at the table videos, you know what to do, right? Subscribe. I'll keep you focused on what helps you run and play better. Thank you and God bless.

Sunday, February 1, 2026

Transcript Feb 1st - Turn Your Hex Crawl Into a Real Game (Steal Dungeon Procedures)



Original Video: https://youtu.be/QaU9IJMJ-ig

Transcript is lightly edited. Expect typos and worse ;)

A viewer recently asked if you can steal dungeon procedures and use them for a hex crawl. Simple answer is yes. And once you do, wilderness travel stops being that blurry. We walk for a while montage and starts producing real decisions. 

Again, because dungeon procedure isn't about doors and corridors, it's about pressure, time passing, right? Risks showing up, resources draining, and the world reacting while the party debates what to do next. So here's the translation. In the dungeon, you've got turns. In the wilderness, you've got watches. That's it. That's the move. That's the swap. That's the switch. Pick a watch length that fits your table. If you want a gritty and granular, make it two hours. If you want. The classic pays for travel still matters, but doesn't eat up the whole session. Make it four hours if you want it loose and fast, go I guess a half day. I tend to stick to four hours because it gives you a rhythm without turning travel into homework. But what matters most is having a loop you can run without thinking. 

Same way with dungeon turns, right? They run smooth once everyone knows the routine, so every watch you do the same handful of things first, get the party to commit to a direction and a pace. Where are you heading? Are you moving normal, cautious, or fast? And that second question matters more than than people think, because it's how you turn, turn, travel into choices instead of simple movement. And then keep the roles Simple. One person is navigating. One person is scouting. You don't need a job fair. You don't need to debate it. You don't need to stress the whole crap out. If nobody wants to do it. Fine. Then the wilderness gets its own vote. 

Next, you pay the cost of the watch. See, the wilderness has a torch timer, too. But it doesn't look like torches. Don't look like torches at all. It's food and water. It's light. If you're traveling at night, fatigue if you're pushing it, wet gear, cold heat, whatever you actually care about in your game. And if your table has bookkeeping, don't get fancy. Make it blunt. Make it consistent. Mark it off and move on. The goal isn't realism. The goal is that time has teeth. 

And after that, handle navigation. Do you actually stay on course? See, in a dungeon, the walls do a lot of work for you. Outdoors navigation is well, it's the wall when it matters. Bad weather, no landmarks, unfamiliar terrain, night travel, moving fast in pursuit or being pursued. Make the navigation, checking if they fail. You don't need to play. Gotcha. Just add. Just add friction, right? Maybe. Maybe they drift into the wrong hex. Maybe they burn an extra watch getting their bearings. Maybe they hit a feature that slows them down a bar, a cliff. Deadfall washed out trail. Getting lost should feel like the wilderness pushing back. Not like the referee. Not like the DM trying to get a win. 

And then to your encounter. Check. One check per watch is usually enough. If it's a nasty region, a war zone, the cursed woods. I don't know. The dangerous swamps. Monster country sure bump up the, uh, the amount of checks. 

But here's the big thing. Wilderness encounters don't always have to be surprised. Wolves. No, no, that's not a lot of the time. The parties should get signs first. Smoke on the horizon. Vultures circling. Fresh tracks down the trail. Dense. Disenchanting. I don't know why. I have trouble saying that. A broken arrow in a tree. A corn that wasn't there last time. You see, that's what makes the wilderness feel Alive. It gives the players a choice. We always want the players to have a choice, right? Engage, avoid detours, set an ambush or slow down and scout. See? That's the actual play. 

Now, I suggest you give them one notable feature for the watch. Think of it like a dungeon room. Okay, not every room is a fight, but every room is still something. A hex crawl needs the same idea, just spaced out. So most watches should include at least one distinct thing. A creek crossing a ridge line with a view. An old road half swallowed by weeds. A ruined khan. A fork in the trail. Signs of people who shouldn't be here. Something of that sort. You don't need a paragraph. Okay, don't do that to yourself. You need one clear thing that makes this stretch of travel different from the last one. 

If your hexes are keyed like you're using Rob Conley's excellent works, um, pull it from the key. If they aren't, use a quick table and keep moving and then advance time and do it again. Update time of day updates applies. Update fatigue update what has changed? Once your table gets the rhythm, this runs just like dungeon turns. It stops feeling like I don't know, wilderness rules and starts feeling like the game. The game of D&D.  

Now let's talk about those three travel modes, because this is where the hex crawl stops being, well, that board game, Wilderness Survival. Yeah. No, we don't want to play that. Okay. 

Normal travel is the baseline. You cover standard distance, you make standard noise. Make take standard risk. 

Cautious travel means you're moving slower, but you're harder to surprise. You're less likely to wander off course. This is the choice for. We're in dangerous territory, and we don't want to blunder into something much more dangerous than we can deal with. Fast travel is the opposite. You cover more distance, but you're more likely to get lost, more likely to w

ear yourself down, and more likely to stumble into trouble before you see it coming. Generally speaking, you only use that in very safe areas. 

So now the wilderness is doing what dungeons do, right? It forces a trade off between speed and safety. And here's where many people miss a trick. What can you do in a wash besides just moving? See, in the dungeon you can spend turns listening, right? Searching, mapping, spiking doors, poking the statue, whatever those actions cost time and time invites and counter checks. Same thing outdoors. A watch can be spent foraging or hunting. Scouting ahead. Searching a feature. Mapping carefully. Traveling stealthily. Hiding your trail. Setting an ambush. Building shelter early because the weather is turning. And the important part is this those choices cost time. Time triggers Checks. Checks create pressure. That's why it works. Sounds familiar right? 

Camping works the same way. Don't treat camping as a free reset when nothing can touch them. Treat it like we bar the door in a dungeon, ask, are you camping safe, hidden or exposed? Who's on watch? What's the watchword? Is the fire visible? And then make a night and count the check. And again, you don't need it to be an instant attack. Every time signs are your friend, a guard hears something in a brush, sees torchlight far off, finds fresh tracks around camp in the morning. Now camping feels like a choice. It's not just a hey, he'll reset. 

Now let me give you a quick example so you can hear how this sounds at the table. The party is moving north through dense forest trying to reach a ruin. All right, next watch. What's the direction? North. Your pace. Normal. All right, Mark off food. Make a navigation check its day. They've got landmarks. They stay on course and count the check. Oh, okay. Yes, but it's not an ambush. They find fresh bootprints crossing the trail. Too organized to be hunters. What's the feature? To hit a creek. There's a rope bridge. Old and frayed. And now you've got decisions. Follow the tracks or avoid them. Cross here or look for a Ford. Spend the watch scouting the far bank. Push on and risk whatever comes next. That's dungeon. Making decisions just happening in the outdoors. 

See, most hex crawls fall apart because travel becomes a loading screen. And for those that are my age, you remember how long those loading screens were on your computer? RPGs. You travel, you travel, you travel. Okay. You arrive. Oh my God. I'm thinking of EverQuest and getting on the boat in any case. 

If you want wilderness to matter, you need a time unit, a risk role, navigation, consequences, resource pressure, and one distinct feature per chunk of travel. Same pressure system as the dungeon, just scaled up to hexes. So here's the quick takeaway. Pick a watch length, run the loop and don't handwave the boring parts. As tempting as it may be, because those boring parts are where the meaningful choices lie. Try it for one session and watch how fast your players start moving with purpose. Now, if you want, I can do a follow up. 

And if I do the follow up, I'll try to get a printable watch card and a the wilderness encounter table that's heavy on signs, omens, NPCs, weather the hazards. You know, the normal stuff that isn't just monsters and creatures, but stuff that makes a region feel like it has a pulse. Let me know in the comments. Also, let me know in the comments if you have topics you want me to cover. I'm trying to go through the videos to find out what people want me to cover. And yes, I am working on the one sheets. It's a bit time consuming when you're trying to dig your car out of about, I don't know, three, three and a half feet of, uh, snow plow ice that has packed it in. But for now. For now, uh, watch his navigation encounters features and repeat. That's how you make a hex crawl feel like an Aussie game instead of fast-forwarding to the next dungeon. Thank you for watching. God bless. I'll catch you tomorrow.

Sunday, January 25, 2026

Actual OSR Christmas Reboot - Right Now!



So, I'm finally free from the insane sinus headaches that went right into my upper jaw. Not fun. They lasted off and on for the better part of the past month. This year's flu is nothing to f' around with.

Well, it's time to clear the plate of OSR Christmas 2025

As the failure lies in my hands, I'm doing the following:

I'm putting 10 $20 DTRPG Gift Certificates and 1 $50 DTRPG Gift Certificate into the gift pool.

The Emperors Choice Kickstarter Boxed Set is still in the mix.

I'll reach out to our other donors and find out who's still in.

All gifts will be awarded on January 31st, this coming Saturday @ 2 PM ET

If you have already emailed OSRChristmas@gmail.com, you are in the mix to be gifted.

If you HAVEN'T emailed yet, do so by NOON, January 31st, to get into the mix to be gifted.

Thank you for your patience - Tenkar




Friday, January 16, 2026

Here's Something You Won't Read Often: Thank You Ken Whitman

Here's Something You Won't Read Often: Thank You Ken Whitman
Hello Tavern Patrons, long time no read. Christopher Stogdill (Frugal GM) here with a bit of a quick thanks and shout out to one of our communities biggest KickScammers I know of: Ken Whitman, or should I honor his attempted re-brand of Whit Whitman?

For more than a decade now I've been documenting every bit of Kenny's fuckery over at Not Another Dime! (for Ken Whitman). Now my name was overtly attached to that blog, but the only people, until today, that didn't know I was over there either didn't care, hadn't read my 2015 guests posts here at the Tavern, or were Ken "Whit" Whitman.

Seriously, it wasn't too effing hard to figure out:

  • All my blogs, a bunch, ok most, aren't active

  • I literally mentioned a "not another dime" campaign in an early post, just before forming the blog.
  • I reserved his D20 Entertainment LLC domain from the state of Kentucky AFTER looking for his company from all 50 Secretary of State offices.
  • I followed up with the hotel, in person, where Ken had allegedly reserved a room for his Kickstarter movies premieres at GenCon. Why? Because my wife had given him an extra $300 specifically for the after-party. 
  • I referenced one of my personal blogs, with a review, on NAD.
  • Getting information direct from LinkeIn lets a user know who's looked at their profile.
I'll be 110% honest that I was beyond pissed with Ken's bullshit during the KoDT:LAS Kickstarter era. He had fucked over so, so many of my friends. The lies upon lies upon lies....it got old quick. NAD was really intended to be as neutral as possible and simply document everything possible. I feel like my neutrality was, at best, questionable at the onset, but after a decade of uncovering all this....for lack of a better term...shit, I/we (I do have help.....) have difficulty even pretending to be neutral on this singular blog topic.

I think I've been quite clear that 1) NAD is for educational purposes, 2) We're no longer neutral, 3) NAD is a "jumping off" point to enable the reader to make their own informed decision about Mr. Whitman's history and business character, and 4) Don't believe us, follow the links you can and make your own decision.

Thing is, getting information is part of the problem....

You can still find some information regarding Ken's Rapid POD days, and if you talk to some of the old TSR folks you might get some details of Ken's actions. It is difficult to do and really, not many people are going to spend a lot of time doing a "deep dive" for information that you could use as a primary source. Ken has spent a LOT of effort to cover up his tracks. Delete, delete, attack, diminish, seek pity (remember the CTE excuses).....but the biggest single enabling factor for Ken, now Whit, to be able to begin his scams (my personal, legally protected opinion) anew: Time.

People have moved out of the hobby and new people have moved in. There are more gamers now than there have been in the past, and Kickstarter is still a thing.

Not Another Dime! (for Ken Whitman) exists to document as much as possible what Ken "Whit" Whitman has tried to get away with. Is it an attempt to "hound him" so he cannot make a living, of course not, but so he cannot scam people again, most definitely. The "people" I/we initially cared about was specifically the gaming community.

There is a LOT of history with this man and so far it looks like instead of working on his shortcomings and making good on past promises to the gaming community he's just rebranded himself with a new name and found himself a new community. Now it looks like maybe he's trying yet another community, but time will tell.

I'll admit that after 10 years of all this I'm not even upset at Kenny any more, well not really. Not Another Dime! (for Ken Whitman) is more of a pain these days, but it's a necessary pain, so I post when I get a tip (part of the whole "we" on NAD) and I make it a point to periodically poke about to see what's new.

Why out myself now?

Last night I poked around a bit and the deets I really wanted were on LinkedIn. I didn't want to create a fake account or ask someone else to log in on my behalf, so I'm pretty sure that's how Kenny figured it out. This afternoon I got an email from NAD's blog contact form:
Oh crap, Kenny Knows My Name!

I have to assume this came from Ken. I cannot prove it easily and I don't care enough to even try. Many times in the past Ken has threatened people with lawsuits and calls to the "FBI". Kind of comical actually, but I also have to assume that this message was intended to be a chilling effect on NAD.

THIS is why I'm saying "Thank You" to Mr. Whitman. By trying to intimidate me by letting me know that you know who I am you're actually freeing me. I don't have to try and discreetly hunt for crumbs of information to investigate. I don't have to take extra steps to insulate myself from my work. I just don't have to care about a whole extra level of bullshit anymore. Anyone who wants to share can now do so more readily....

It isn't hard to find me, never was, but since you've started this route of discovery, feel free to send the FBI my way......at least I know that everything I've ever posted is within my 1st Amendment rights and not libel or slander......since the truth is the best defense against either and I've been keeping receipts.

Wednesday, January 14, 2026

OSR Christmas - Still in Flu Hold - Aiming for Jan 18th

Sorry, but the brain fog and sinus headaches have lingered, which makes sorting and matching an imprecise effort at the moment.

I'm taking a few days of near total downtime - videos done and uploaded - just a few nightly livestreams.

Aiming to reset for Sunday.

Thanks for your patience.

Tenkar

Friday, January 9, 2026

OSR Christmas 2025- Return and Reboot Sunday, January 11th 2026

This flu has been hard to fully kick, but I'm going to use this weekend to catch up on and relaunch OSR Christmas. I'm still dealing with sinus headaches, but I believe my brain fog is clearing enough that I can get this back on track.

I appreciate the patience.

On Sunday, we have gifts to give and new ones to add to the mix.

Tenkar



Thursday, January 1, 2026

New Year - Same Flu (But Moving in the Right Direction)



If anyone saw part of either livestream I did on New Year's Eve, you likely saw I was far from 100%. I actually napped for 90 minutes between the two streams, and it wasn't JUST because I'm getting old.

In any case, the brain fog/cloud that has accompanied this challenge is still lingering but improving. I'm hoping to resume OSR Christmas - with gift giving and a new set of gifts to ask OSR Santa for tomorrow, Friday, Jan 2. It MAY slip to Jan 3 if my dopiness hasn't improved.

I missed a few days of video at the height of this infection, and the few I've done this week have relied on Adobe Podcast to clean up my audio to something presentable. Well worth the 60 bucks or so I pay yearly for the feature. Simple observation, no affiliate anything ;)

Alright - no livestream tonight, no Discord hangout tonight, just rest, liquid, and sleep...

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