Mail Call!

I received two bits of game-related mail in the last couple-four weeks, one of them markedly more welcome than the other. The first, which arrived sometime ago, shortly after the start of the new year, was a letter from Wizards of the Coast. Dated December 27th, it came in response to the physical copy of the email in which I originally expressed my displeasure with the warping tiles found in the new printing of Betrayal at House on the Hill — and yes, that date stamp is correct; I sent that email-letter combo back on October 25th.

Sadly, the letter didn’t have much to say, beyond apologizing for the problem and that they hoped to get the replacement tiles sometime in the first quarter of 2011 — i.e., now. Elsewhere on the web, namely Boardgamegeek, one European player reports that the customer service representative with whom they spoke said the tiles were available for shipping. So if Europe’s getting them, that’s a good sign for the US.

The much cooler piece of mail was Christian’s new handwritten zine, One Square Equals Five Feet. It’s a neat, two-sided, one sheet zine with adventure seed material to plug into one’s fantasy campaign. What I really dig about this is it really is handwritten the whole way through. Christian says that’s in part because he needs the deliberate process involved in making a zine, as opposed to bashing out blog posts as so many of us do.

Once again, Christian’s example gives me ideas and wishes that I’d like to live up to. As that happens, I start to perceive what may be a part of what Christian describes: in writing blog posts, you don’t do as much as you might have.


Sometimes paying attention to the Hotness column over at RPG Geek pays off. That’s where I was reminded of Demonground, a horror and weirdness role-playing zine that published fifteen issues between 1998 and 2002. The keeper of the files seems to have redesigned the site a bit, but the issues themselves are the same as they ever were.

Demonground‘s a handy resource for GMs looking for a bit of inspiration, like monsters, artifacts of interest and all that. And it covers many of the horror games of note at the time, including Dark Conspiracy, Call of Cthulhu and my personal favorite WitchCraft, in addition to non-setting specific material. Now admittedly, this can be a mixed blessing. I’m of the variety where I zero in on what’s specific to my preferred properties, ignoring the rest. Fortunately, the later issues of Demonground are conveniently labeled so as to help such picky consumers find the content relevant to their pursuits. For the rest of you, gorge away.

And since Demonground‘s material is timeless, you can merrily mine away regardless of the fact there hasn’t been a new issue since 2002. And if that’s a concern, go check out Protodimension.